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FriedChitin

135
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2
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A member registered Jul 04, 2021 · View creator page →

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This game is great! At first it's strange and nonsensical, but discovering how everything works and getting the hang of it is what makes it so enjoyable I think. I like the art-style and sound design too.

Nice game! The concept's unique and I like the art style. I was kind of confused, as when I finally logged in to the website, there was nothing but a red screen. Also, it seems there's no easy way to exit out of the game, as it is in full screen and there's no quit button.

Good game! I really liked the design of the puzzles.

Thanks, Glad you liked it!

Cool game!

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I think this might be my favorite entry I've played so far! The music is great, and has a bit of a nintendo vibe to it. The grapple mechanic has a lot of potential, and especially in the last level I enjoyed using it to reach areas I would have otherwise had to have gone through a bunch of obstacles to get to. Being able to experiment with it and be rewarded with a shortcut is satisfying.

Nice work!

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Good game! It feels very polished and the art and  music are nice too.

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Nice game! The art and music are cool, and I like the concept of having to dodge projectiles with your mouse pointer. It might be more interesting if there were different types of enemies/projectiles, and something you can spend the points you get on.

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Cool game! It's very difficult though, I never got past level 3.

Also nice rendition of "Separate Ways" :)

Thanks!

Interesting game! The art is nice, although the camera can feel a bit clunky when it transitions from tree to tree.

This was surprisingly addicting! The artwork and music are nice too. My high-score was 4544.

Nice game! The music is cool and I like the ramblings of the dwarf. Although it does get rather repetitive and it would be nice if there were some obstacles or randomly generated caves and structures to make things more interesting.

Good game! It feels very unique! It would have been cool if you could crush the skeletons by dropping the boulders on them, and perhaps some kind of timer or something to add to the difficulty.

Cool concept! However, it was kind of odd that the guy you use to kill enemies can punch them no matter how far away they are, and I think it would feel better if there was less time between when you press the button to attack the guard and when the guard actually dies. It would have also been nice to have had a pause menu that allows you to exit the game whenever you want.

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Nice game! It's a little confusing that you have to press "reset game" when you lose even though the play button is also there. I think it'd make more sense to only show the reset button on the game over screen. But otherwise good work!

Thanks for the feedback!

Glad you liked it! 

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Interesting concept! However, there were some things that confused me. When you connect to one of the computers for the first time, it rewards you with more connection, but when you restart that computer it gives you even more. Every time I connected to a computer I would immediately restart it because otherwise I wouldn't have enough connection to reach the next computer. It might be better to make it so that restarting a computer and connecting to it for the first time have the same effects.

Also, rewinding, although interesting, isn't really useful since you can just walk back to a computer to restore your connection by restarting it.

Thanks for submitting!

Thanks!

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Good game! The music and sound is nice!

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The gameplay is fun. I like the tension of weaving through the hordes of enemies as they close in on you, and how if an enemy touches you the enemies you chained together will blow up but not give you any reward. 

The music and sound effects are nice, but I noticed that the more kills you chain together, the louder the explosion becomes. This is likely a result of all the explosions playing their sound effects at the same time. 

I've experienced this kind of problem in my own games in the past, and the best solution I've found so far is to have all the objects that share that same specific sound effect use a single audio player, and make it so that they will not try to play their sound effect if the audio player is already playing one. Then, if one object is playing it's sound, the others can't play theirs.

I did encounter an issue where, if you put your mouse cursor too close to your character, the character would rotate at odd angles. Also, it would be nice if there was a restart button at the end screen, rather than just forcing the player to quit.

Nice work!

Great entry! The puzzles are well thought out, and some of them were quite tricky at first. The art style and music are nice, though I do wish the staff would move a little as the character walked, and rotate to match the character's current orientation (as opposed to just always staying to the left of the character sprite).

Nice work!

Nice game! I like the music, and controlling the flow of traffic and trying to make it as efficient as possible is fun. I think it might add to the fun if there were more ways to manipulate traffic, like adding stop signs and lights and what-not. You could also add to the challenge of trying to prevent jams by adding different types of vehicles that vary in size, speed and/or durability.

Having cars be able to move through houses and bill boards was a bit confusing.

There was an odd occurrence where I would randomly get 100 or 200 cash for no apparent reason. I'm not sure if this is a bug or just a feature that I was unaware of. Also, for some reason I couldn't click the buttons in the pause menu (might have something to do with playing it in a browser, but I don't know).

The art style is a bit lacking. It would look a lot better if the road lines (and vehicles) always pointed in the direction of the flow of traffic, rather than always facing to the right.

Good job!

Thank you for the feedback! Yeah, I definitely agree the mechanics of the portals should have used more. Right now, they feel more like an afterthought than a highlight. I was hoping that the use of portals would fit into the theme of "connections" but again, because they aren't really emphasized or used very much in the gameplay, perhaps there's not really a strong "connection" to the theme hehe. 

I'm actually surprised to hear the game wasn't difficult enough, in the past I've had a tendency to make games too hard hehe :)

Thanks for the feedback! Merry Christmas!

Love the graphics! The gun animations and movement feel smooth and polished. The combat feels a bit clunky, as enemies will snap to you and instantly start shooting the moment you alert them. Even if you hit them from behind, they are still able to shoot a volley of bullets  at you before you bring them down. 

It would be nice if headshots dealt extra damage. That would encourage players to use the Golden Eye 64 style aiming system more, and reward them for being more precise with their aiming. Another way to make the combat more satisfying would be to add in sound effects for when enemies take damage and/or die.

Nice work!

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Great game! The graphics are super 90s and the sound effects are nice. I did feel it was a bit too dark at night, as I was just barely able to tell what was ahead of me when it was night, but that's the only significant issue I noticed.

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Cool game! Very unique concept. The music is nice, it reminds me of the music that would play in the select screen for the PlayStation 1 jam pack demo disc.

I do wish the enemies would give you more feedback when you hit them, like maybe flashing red and making a *grunt* sound effect or something. It would also be nice if there were a pause menu where you could change the mouse sensitivity as your playing.

There are a few  bugs, like sometimes I would draw a "null" card. Also, when you go back to the deck-building screen after dying, you have to reset the cards even though there's none there.

Nice work!

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Nice game!  I like the sound design and the graphics. The jump feels a bit clunky, since it looks like you instantly teleport up into the air instead of actually rising upwards naturally, but otherwise the controls are fine.

Good job!

Good game! I love the design of the flying monsters that shoot at you, and the strange hand things.  Nice ambience and graphics too.

One thing I feel could really use some improvement is the level design, in this sense:

It often feels like there's no direction, and I don't know where I should go. I find myself aimlessly wandering around the area trying to get back on the path I'm supposed to follow.  I'm not sure exactly how one would fix this, but perhaps you could do things like use the lighting to catch the players attention and guide their eyes to points of interest. It would also be nice if it were clearer which doors can be interacted with and which can't.


Also, the sounds of the monsters starting to chase you will sometimes be VERY loud, even if they aren't very close by. One time I was startled by this earth-shattering cry, only to turn around and see two wee little monsters coming towards me :)


Overall, nice game! Good work!

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Cool game! I liked the music, very 90s and very catchy. The art style is nice, but there are some inconsistences in it

 I think that a lot of the backgrounds/floors feel out of place and look a bit odd.  The spike trap obstacle looks much more retro than the rest of the art and doesn't really match.

A lot of the obstacles that look like they should be on the ground, move at a different speed than the ground, which looks strange.

The game is very challenging, but I think there are some things which make it a bit too hard. There's a lot that the game doesn't explain. It's not For example, I had to figure out that the dash ability can safely destroy all the pink obstacles (I think?), but not any of the other obstacles. That's cool, but the game never explains this to you. Maybe at the beginning of each stage there could be some sort of list of the obstacles you'll face in that stage and what their weaknesses are. 

Also, the jump can be difficult to use. I had a hard time predicting where my character would land, so I would often land on top of the obstacle I was trying to jump over and die anyway. Other times, I would hit the obstacle despite being in the middle of a jump.

Thanks for submitting!

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This has potential! The controls for the truck are good, and I like how it can actually tip over if you try to make a sharp turn while going fast. The sounds are pretty 90s as well, and I like the impact sound that it makes when you hit something. The graphics are very retro.

The main problem I noticed is that the audio is very quiet. I had to turn my volume WAYYY up in order to hear it.

Good work!

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Fantastic demo! The gameplay, art style, sound design and music capture the 90s aesthetic pretty much perfectly! 

The beginning sequence of the game sets up everything really well, both in terms of story and gameplay. I like how you introduce the mechanics of the game one at a time, making sure the player can get used to each aspect of the gameplay before moving on to the next. 

The platforming is nice, but I think it would be better if you could grab onto vines while falling/flying. It kinda feels weird to me that you can only grab onto vines when you're on the ground, and if you try to walk into them while flying or falling, nothing happens.

The combat is pretty solid. I love the note progression that play when you strike an enemy with the sword multiple times, really creative idea. I'd love to see more of that kind of stuff. 

During the boss fight, the boss would sometimes get stuck because he wouldn't go around the holes in the arena. 

Probably my biggest complaint about the game is this: during the beginning of the game, I was a bit confused by the items I was collecting. Since I hadn't yet gotten the bombs from Louis, I had no idea what those green things were, or why I was picking them up, and this is true of many of the items in the game. I'm not sure what's the best way to go about fixing this, but I think the player shouldn't be collecting items if they have no idea what those items are until a later point.

It's cool that the world is semi-open and you can freely explore each area. The doorways that transition you to new locations all look more or less the same, which could make things a bit confusing. It would be nice if approaching one of these doorways will pop up some text that tells you where the door leads to. For example "ENTER SHROOM HALL" or something to that effect. This would make navigating easier, and it could also add another level of world-building to the story.

Speaking of story, I really like what you've got going so far! It reminds me of the Redwall novels by Brian Jacques. The character designs are interesting and the little sounds they make during dialogue are a nice touch.

Besides the addition of a cool intro cutscene, I couldn't really find much difference between this version and the pre-jam version.

Great work! This game is incredibly well done!

Thanks so much! Glad you liked it! Actually, the sound for the doors and the ambience are both made from recordings of a squeaky old metal gate.

Thanks for the feedback!

Fun game! You really nailed the 90s aesthetic in everything from the graphics to the music. It did take me a while to figure out how to check items out, so my first couple runs didn't go so well. It would be nice if there was an announcer or some text in the intro cutscene that explains that.

I checked out the pre-jam version, and it's definitely come a long way. 

Overall, great work!

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I like the concept here! The graphics are very 90s. I really like the HUD design, with the light indicator in the center and how it looks like part of a helmet. The voice acting for Robogranny is also well done. I especially like how there are alternate versions of some voice lines where the voice sounds more corrupted/glitched, kind of like Shodan from System Shock.

It's cool that you can be spotted through both light and sound, and that different surfaces produce more or less sound. There are many possibilities with these mechanics.

It's awesome that you added a save and load system. I imagine that couldn't have been too easy.

 I do have some ideas on how the game could be improved, as well as some bugs I'd like to mention.

I think one of my main complaints about the game is that Robogranny's artificial intelligence could use some improvement. She doesn't seem to have any path finding, so if she hears you from another room, or around a corner, she can't really do anything.  This makes it very easy to get away from her if you're being chased.

There were a couple times where the game crashed out of nowhere. I'm not sure why this happened.  I played the windows version.

There were a few objects in the level that had no collision and I could just walk right through them. The vent you can go through is cool, but it's difficult to get inside it. Also, climbing the boxes to get to the vent can be finicky, since the climbing animation doesn't always trigger, or at least it's not clear how to trigger it.

Some more sound effects for actions like picking up cookies, opening doors, and trying to open locked doors would really help a lot. Sound effects can make even the smallest of actions more satisfying and help the player fully understand what's happening in the game.

This game's got a lot of potential! Keep up the good work!

Good to hear!

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Glad I could help! If you're looking for horror games with good puzzle design, I think the original resident evil had some good puzzles. I 've only played a little bit of it, but it had some good stuff.

Also, although they're not necessarily horror games, point and click games like Myst are focused almost entirely on puzzles. So you might find some inspiration there.