Good choice of music but I am also very impressed by the graphics you managed to make. The mechanics are decent, but the difficulty level was way too hard for me, I liked that the boss had a variety of attacks though.
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Nice little arcade game. The sound effects were working for me in the webGL build. controls directly translate and feel responsive. With the player speed and the fact that the bullet travels as fast as the regular player, it can also be quite challenging. And good to see that you did all the graphics alone.
The game freezes for me after one minutes or so, I couldn't make the first jump even. Not sure what the reason is. The attack animation could have been a bit more obvious too. You did an amazing job for the time given and your age though, good job.
I really enjoyed the mechanics of this game (pumping up movement, the breaking asteroids and the ammo replenish), it also has a retro atmosphere to it, with charming pixel graphics, as well as bitish sound effects.
Reminds me a bit of my game, but this one is much better executed.
Hellish hack n slash game, a huge horde of
orange red men coming after you. The mechanics were explained at the start and I also appreciate the title screen animation. Difficulty scaling wasn't really good though, you get drowned by the masses, but it doesn't really add difficulty in execution in battle. Good job for such a short time.
digging the art, the music and the way the text is presented in the box. Good job! The character animations are minimalistic, but make them really feel alive. Interesting narrative and presentation.
Hi! Nice that you also have submitted a game, I liked the feeling of movement, but I had a lot of issues with other parts of the game.
I can agree with the z-fighting textures. Textures are clipping on the buildings. The zombies seem to be equally slow and do not pose any thread, sounds and effects/polish is a bit lackluster. There is no cap on the x rotation of the player, so I could look upwards until I was upside down, and the controls were inverted, this was a fun additional challenge. Fog was a nice effect. It was atmospheric to a part, but the floating gun and the sounds broke immersion.
It took me a while to figure out the concept behind the game, but is is quite original, I like the idea! Graphics are very minimalistic, but they fit the game well. In the game over screen, there are the controls, which is good, but I wish the actions would be written above the keys. Nice little game.
Interesting concepts, quite challenging at times, I am more a fan of fast paced games, but this is personal preference. Art is simple but charming.
I noticed that jumping is taking away all horizontal momentum often times, could be a deliberate design choice, but I thought it would be more intuitive if the momentum was kept. Also, it is possible to go left and right with A and D, so it would be nice to be able to jump with W too for example.
Good luck for the jam!
Congratulations on your game release,
here is my impression of the game (for people who are not sure if they should get it or not, and want to check the reviews first)
I followed Tim for a longer time now and occasionally tuned in for his dev streams on the game. However, at that time I couldn't envision the game as finished product yet. After completing it, I can say that I am very positively surprised about the outcome.
Philophobia - Review
Philophobia - a game where love is literal hell and your worst enemies are hearts
Inspired by a breakup and one of the darkest times in the life of the developer, this game represents a 4 year long jouney about how to cope with your feelings after you figuratively got your heart ripped out by someone. This process is well reflected in the small cutscenes and the overarching theme of the game. You will accompany the main character stuart out of his deep dark prison inside himself and hopefully manage to find a way out while dealing with the 5 stages of grieving: denial, anger, bargaining, depression and acceptance.
Mechanically, the game is a precision platformer with the objective of getting to the portal of each level. Portals mark the end of the current level. In later stages, you are required to collect a key to activate said portals. There are a handful mechanics you would expect from a platormer, some of which you will acquire in later sections of the game. Aside from the regular platforming levels where you have to solve puzzles and avoid fierce enemies and traps, there are some really fun and challenging bossfights. Make no mistake, this game is hard - it is not a surprise if you die 50+ times in certain levels - but it is well worth the experience. Despite being hard, the game never feels unfair. The levels play out in a consistent manner, so the only failing factor are the inputs of the player. This is true for the most part, because if you have a weak PC and can't consistently reach 60fps, the player movement will be your enemy too. More about it in the next section. The game does a good job of introducing you to new mechanics and completing levels and the bosses is a really satisfying feeling.
The game can either be played on the keyboard, which works well, or on an Xbox 360 controller (my preferred solution). At the time of writing, inputs cannot be remapped yet and the only controller that is officially supported is the Xbox 360 controller. The inputs feel responsive and precise enough if you can keep a consistent frame rate of 60fps. Do you have a mid to high range PC? Then you can skip this section and the inputs will work well for you. Should you have a weak PC and cannot reach this target framerate (on game version 1.0.1) you will face inconsistent movmeent behaviour for jumping heights and dash lengths. I wasn't too bothered by the dash length variations, but in my opinion, the varying jump height can be game breaking in rare instances. While trying to record the game (and sometimes even when I didn't record) frame drops would cause me to have a decreased jumping height I would otherwise have with the conistent 60fps, leading to the behaviour that for some jumps, I would have to try 20 times to gain a height which allows me to reach a platform above me that is mendatory for progressing. This also led me to complete one level in a way it was not intended to be completed, because the intended path wasn't possible for me. One very small annoyance was that the trigger threshold for the controller is really low, which would cause me to sometimes perform the actions for the triggers while pressing the bumper above.
When you start the game, you have a minimalistic menu with options and the possibility to start a game or to continue, along with other smaller menu sections. The menu art and UI looks appealing. In the main game itself, you will encounter a story presented with some smaller cutscenes with minimalistic animations and voice over, aside from that, it is mostly the core gameplay, which looks and sounds great. The sound design is well done in my opinion and the choice of music is an excellent match for the atmosphere the game tries to paint. The art is minimalistic for the most part, but very charming. Most objects in the game are either hearts or consist of heart shapes. In addition, the color palette chosen for the game is fantastic and the contrasts of different elments also helps to clearly recognize what is going on on screen at any time. The only times when this is an issue is when it was intended (such as lingering enemies). The animations are rather minimalistic too and feel clunky at some parts, especially for some of the boss fights, but that did not deduct anything from the feeling of immersion the game exhibits.
+ challenging precision platformer
+ fun factor
+ progressive difficulty
+ coherent art style, great voice acting (for the little cutscenes there are)
+ decent length for the price (around 5-6 hours for my first play through)
+ developer is actively supporting the game and provides bug fixes and features post release
+ fantastic choice of music and sounds
- not for the impatient (the game is designed to have one difficulty level, if you are bad at platformers, or get impatient when you die often, this is not for you)
- Little to do outside of completing the main story (the most appeal it has outside from completing it, is to collect all heart pieces (which are optional in the levels) and try to speedrun it)
- inconsistencies when you are not able to get stable 60fps (this affects jump heights and dash lengths, at least in the version 1.0.1 I have played) - which in the worst cases can lead to game breaking behaviour: e.g. you can't reach a certain platform because your jump height is not strong enough. I had some issues with it, but it wasn't breaking for me, and it could be that at the time of writing, this has already been fixed.
- Very few menu options at the moment (in the version I played, it was only possible to change the sound volume, but I heard that further settings will be implmeented, such as key/button remappings)
- Only controller support for the Xbox controller at the moment (your controller might work if the button mappings are the same, but I cannot guarantee it)
In summary, I can recommend the game if you like platformers and have a capable PC, it is a lot of fun and a real challenge. There are small issues with the game, but it is well worth the money.
Was good for a 1 hour jam, I didn't find a way to kill enemies or to get far though, but the mechanics were working (moving, health, respawn).
Sadly I didn't learn anything about zombies ^^
I'm glad I saw this today, your work is amazing! And seeing how fast you made "You left me" was even more incredible. This was an interesting way to present a story, and it would be a great fir for mobile devices. Sadly I played on the PC. The story was very moving and I can't help but wonder if this is something that happened to you or is happening to you at the moment? Because the first girl could be you I could imagine. If you, I hope you either find a closure or maybe better, another chance. Keep up the good work!
Hey, excellent work! I wanted to ask if jump animations will get added too, but then noticed that the other packs already have them added. I guess this will too eventually? Either way, the quality is top notch, I grab all 3 monster packs on this halloween sale. I also want to use your Adventurer asset, it is just too good for a free asset!
I'd love to see some jump animations if you choose to add them still for this pack, if not that is okay too. Keep up the great work!
Do you know these games that have you on the edge of your seat? So intriguing and interesting that you simply can't stop playing until you finished the game? I can tell you, I had this experience with Witcher 2, Undertale and yet again with this game. You might think that it is just a short experience and the gameplay is very bland, but let me tell you: If you think that, you clearly don't see the bigger picture.
This game reflects the very complexity we face in our daily lives, our daily struggles. You try to set goals for yourself, you pursue them and fail repeatedly. But what do you do? Do you simply give up? or do you try again and again until you finally succeed? Wasn't it Einstein who said “You never fail until you stop trying.”? This game reminded me of the importance of the concept again and made me reflect some of my recent life decisions. Now I have a new energy and motivation to work on myself again!
great. I like the simplistic graphics and it is actually a full little game with a whole play through.
At the end I wasn't really sure where to go, but you can just try all paths. hitting a wall will reset your jump which was probably not intended but it made the game really fun. got to the second playthrough but the game won't be reset. so that is the furthest one can go. The jump sound might be too loud compared to the music. Overall though, I quite enjoyed it.
Game really has potential, I really dig the art style and background music.
- no possibility to exit the game or get back to the main menu when already inside the game
- it is hard to get through doors positioned at the left and right of the rooms
- sometimes enemy spawns can feel too overpowered (3-4 turrets in the same room)
Here is my gameplay video of it:
I have fixed the issue, it seems like it was a problem with the path resolution, although it should have worked in my opinion. The problem was that itch.io was not able to resolve
paths even if you are already one hierarchy level down your top level. I have made a dev log about it here: