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Frodo-tech

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A member registered Jun 06, 2021 · View creator page →

Creator of

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Thanks for the feedback. At one point in development, you couldn't change direction mid-air but along with other changes I had it felt too restrictive, and it was scrapped. That made me look for movement mechanics found commonly in all platformers (like coyote time, varying gravity for jumping/falling) and increasing the speed of everything in the game overall.

Thanks for the feedback! What items in particular did you feel you could jump on that didn't? To my knowledge, the only items I deliberately didn't put collision on were: small paintings, small crates (the reason for this is that when we moved to a 32x32 grid map it didn't allow us to place them more precisely, they had collisions at one point) and lastly the bottom portions of the shelves, maybe that's the one that caused the most confusion, perhaps making the top different is a better approach.

Hello, I liked your sprite and was wondering if you would be okay with people using it for non-comercial projects like game jams, demos, and the like-with credits of course. Just wondering as there wasn't any information regarding it.

Ah yes, that is true.  I just went with  what many other games did, I'm talking about E over D. I myself change use bindings over to my mouse wheel but not everyone does that, so I went with the most common option.  For the controls screen at the start, it's supposed to wait for a mouse click before disappearing, but It was added literally minutes before submitting so it could probably be an oversight. Now that the Jam is over I can start fixing the game.

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How so? I thought A D for moving and shift for sprint were pretty standard. There is a bit of clunkiness when trying to move and flashing the camera at the same time, but that was intended; an animation of the player taking out the camera and taking a picture is supposed to play but I didn't make it because the player sprite was made by me, a beginner artist, so making the animation would have taken me time I could have used to make code. Any feedback is appreciated!

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The background was done at last minute due to lack of communication with the previous artist, so It could have been better with more time and coordination. The artist that did help in the end drew the BG and inserted random details, so no. But at the same time she had fun while doing it (like putting the janitor's ripped arm in a closed room)  so maybe yes...? People are liking the game so far, so when voting finishes and I'm allowed to keep working on the game I'll at least fix it and rebalance it. If the enemies get original sprite and animations, only time can tell.

My bad for not placing a wall there xD.

There is somewhat of a feedback: when a monster starts a chase they flash for a moment, when a monster is enraged they flash red light instead, there is no indication for when a monster is stunned because I simply forgot to add one :P. I don't know if people even get to know about the rage mechanic since you die in 1 hit it would be hard to notice. 

Actually really fun and clever, just some music and sfx and this game would be a blast to play on a phone as a time killer.  Instead of a health/meter, a waning/blinking animation would do just fine and keep the screen clear. 

Thank you for the kind comment!! I made it difficult on purpose and went a bit overboard, also it is currently not possible to get to the ending because of a misplaced spawn sadly.  I'll update the game once the jam ends.