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Game_emaG

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A member registered Jan 04, 2022 · View creator page →

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Nice, really cool having voice acting and diagetic UI.

Some issues with web build camera as others have said but otherwise very nicely done!

Thanks :)
Yeah the metrics go down every day and do increase/decrease depending on the actions presented but its probably too vague and needs a bit more feedback

Yeah aha similar-ish ideas!

Yep definitely agree on walk speed, could make the camp walk 2-3x faster -- ended up overthinking the gameview and cameras so ran out of time.
Thanks!

Yep, that's off-grid living!

Thanks!

Had UI issues and had to hack it a bit in dev-tools to see the 'ask expert' button.

It had a few minor bugs like text repeating of the previous customer briefly before showing correct new customer info. 

Core of the game is done, just lacking a bit of polish. I think Reject is obsolete currently, as you can just low-ball offers instead and perhaps you get a bargain. Obviously needs a bit more variety in customers + items (and music loop is way too short) and an additional layer (story or inventory management for example) but a very solid start of a game, well done :)

Cool thanks, yeah I guess it could have also been I scaled them too, something I need to improve upon as it's suprisingly complicated to get clear 2d pixel art.
Will play + feedback your game now :)

Artistic AF, and very on-theme! 

Quite melancholy / stressful rather than cosy personally despite the very chill graphics and music, aha.

won in 1:40 with 12hp, 50s remain :) 

fun! maybe a bit too easy to play but a great take on the theme.
The art reminds me a lot of pokemon caves :D

I think the background music is not set to 'loop'

I'm a winer :B 

Fun!
I was having a lot of fun being a litter collector especially when it became an epidemic of litter a few minutes in.

Sadly my karma was going down regardless of ignoring the people, i was gathering for 4.5mins, chilling and then when i went to cash it in at the store the game LAGGED out, policemen all swarmed me while the timer was frozen, and then they brutalised me until my karma was 0.

I don't seem to be able to beat the first worm- enemy? 

Very fun, I didn't hit the trigger somehow at the end ledge but I won, I promise :D 

Creative use of the theme and its fun to work out by trial / error how small or big you can go before losing. 

Nice, yeah its definitely pretty similar to oregon trail kind of imagine it to be 100-200 years ago timeframe
Yes was thinking it would have 2 characters in the camp at once and they could have some random interactions and tailored events to them.

Thanks for the feedback!

Won on Day 20 (itch wont let me upload the screenshot.. )


I went for food in the middle so playtime isn't accurate.

enjoyed when it really started to pop-off, reminds me of those flash games where you launch things from a cannon :) 

Hey, love your itch page + portfolio, I have sent you a friend req on discord!
I am a unity developer.

Would be good to discuss how much time we both have because I can't put in too many hours to this jam on my end, unfortunately.

Want to collab? Im a unity programmer

Yep lol, happy to do a future jam instead!

 There is a 2 week upcoming Jam I'll be working on (indie clinic Collab jam) , a month long is preferable tbf so happy for any other suggestions too. 

Nice work! Very moody, especially love  the two 'haunted divinity' peices. 
Would you be interested in joining the last 5 days of a gamejam as the artist? It is a small portfolio peice so unpaid/hobby.

We ideally need 4 character portraits and 3 very simple backgrounds as we are doing a visual novel style detective game for mystery Jam 2026. Let me know if that's interesting and we can connect on discord :)

I'm a unity programmer if you still need a team, I am looking for an artist / artists. 

Great atmosphere and I like how the fishing mechanic was frustrating enough to drain my sanity in line with the bar ;) And when the priest was doing the prayer slowly enough so that it was counter-productive/ neutral sanity gain, that was quite amusing (not for MC). 

I would have played through for all 5 endings (or at least good + 'evil') but there was a bit too much of the fishing mechanic to get through , personally.

Small feedback:

  •  I think the trigger of the ending 4/5 should wait until you are on the world map as I was just about to restore sanity in shop.
  •  I wasn't sure if skipping dialogue seemed to preserve sanity? Feels like it should pause on most normal dialogue situations.

Everything felt very cohesive, great art direction and the characters felt organic, very good job!

the flashlight effect was cool but felt a bit strange in every 'biome/ room' such as the garage and pool area, are these all meant to be unlit?

The room sizes all felt too big/ strangely proportioned too.

Had a few issues with collision/ interactions lining up such as going down the stairs.

Not a fishing game but an interesting start

Aside from gravity not working, which I see you mentioned, I can't seem to play the game -- I get stuck on the 'snagged a sea star' when trying to fish and nothing else happens? tried on multiple days and bits of sea but it just loops through the dialogue on reel / catch. I can also spam press 'continue to daytime/nighttime' and nothing seems to change.

I played in fullscreen in webmode and clicking what I assume is the settings/inventory button doesn't work.

BTW vertical slice (as I know the definition) is a fully polished small section showing interlocking systems.

Oh damn. That's a bad bug, sorry! 

I'm not sure how bugfixes work in jams, but I can fix that this evening and hope itch shows the latest build.. 

Thanks for the feedback

Thanks!

Thanks, that means a lot!

Thank for playing!
Yes, I think defence > power > all - but with some more complexity hopefully there can be a few 'archetypes' emerging, beyond raw stats. 

DOH, thats a bug yep! On equipping a part the creature recomputes all the stats, including setting currentHP = maxHP. I should turn that off in battle...
So Round 10 was the final wave, round 11 I put a big impossible placeholder enemy aha... Congrats on 'beating' the game :) 

Nice, thats the final (actual) wave. It is technically body horror. 

Yeah, I'm glad you liked the rot mechanic :) I think it needs a bit more complexity to continue working on and certainly as you say, SFX needs adding.

Aha thank you - I hope we will continue a bit beyond this yes - I have some more ideas we didn't have time to add

Thank you!

Thanks, yeah lack of uniqueness is an issue partly due to lack of time, I have some more ideas for synergy/archetypes. Also needs a bit less randomness, I am thinking post round you can make some more decisions to help get specific parts to control RNG. Super auto pets was an inspiration yes! 

You CAN swap equipped parts out with parts from the bench in fact, but its not obvious, and you cant drag to an empty slot on the bench either.

Great art, story and atmosphere! The lighting FOV and doors are fun, and the extra interactions added like toggling the TV + lampshades make it feel very polished

I felt the combat a little hard, I ended up dying in the sewers at the same bit twice - I think you have to properly swing the axe while facing them and then you OHKO the enemies? Couldn't seem to get it to consistently work 

I think a webgl /Godot issue but after my first death and being put back to main menu, I lost the ability to rotate my camera which made the game unplayable on respawn.

Graphics + atmosphere very good, and the level design feels very well put together with some really great scenery + horizon.  Death state for the hole was pretty fun!

I liked how it was 'Meta' with the mix of mouse and keyboard controls + text in-world.

Art looks very good, especially with some parallex, vfx and animations added, this has great appeal. 

Lacking a lot of polish such as volume control, sfx, death state, resolution scaling with menu + game 'edge', only works in fullscreen currently (I can see edge of game world when I jump)

It works and is infact more than 2% of checkers, so well done. 
Interesting twist on checkers too I think, once its fully implemented

Some CC:
Controls were confusing - you can click start before dragging the piece onto the board which should be prevented.
Also then double clicking the piece to be able to move it was not clear, I almost gave up because attempting dragging and dropping on the board to move was not working. 
                                 

I didn't get very far into the game but I played the first 2 levels:

Did the game look and feel smooth on your machine?

Yes, but I have quite a good PC. A little bit of a weird visual tear roughly in the centre of the scren when I jumped around half the time, this was on a 144hz monitor.

Could you navigate the levels without confusion?

Kind of, I don't see the point of the very zoomed in state and could have done with a level of zoomed out more or even 2 more levels of zoomed out, but the level map UI made it easy to cross reference.

Was the game too easy/challenging?

I didn't play for very long because I don't really play platformers, but it was good so far. 

Did you have fun playing?

Yes, I liked the music and the sound of the crab/ the fact crabs move sideways and the theme feels nice and original.

All other feedback is greatly appreciated as well!

I was a bit confused why there were mushrooms in a beach theme. 

Wasn't sure if the fish/platforms were damaging me as they seemed to be but I couldn't see any indication of current HP. I think enemies need more obvious animations and player needs screen tint for damage or a heart UI system, since it seems you don't die in 1 hit.

The controls UI screen is really good. (And also nice to see controller support too, I played with keyboard  only and the controls felt good, although W + S controlling zoom was a bit weird initially.)

Thanks a lot for the review!

Not operator error thats my bad - research cards you unlock from the shop are still in shop mode and therefore bugged when in the hand, whoops. 

Cheers I need to play and review games still and will start with yours :) 

Thanks for the review!

Yes a tutorial is definitely in the works. Tooltips and general popups also for sure will be included at some point.

Thats a lot of useful and thoughtful feedback, thanks a lot.

I can call the countries a mix of existing countries like New America but I wasn't sure which countries to include, feel bad for any I miss out aha. The lore reasons are the the end of the world has happened and nothing of the old countries before the climate apocalpyse remain, perhaps I can include this somewhere.

Whoops, will fix that +2 research card bug, it doesn't get reset to a normal card before being added to the deck, scale and click listener are set for the "add card to deck" screen still.

Thanks for the review. 

Yes I guess starting with a bunch of objectives that you can fail can be demotivating.

 I will add the ability to see your deck and that will show that the players starting deck has cards specific to water generation, if you dilute your deck with cards from other sources early it will probably be possible to lose the whole game (too) early.

I have a guided tutorial being developed which will help in some aspects, but I think also from this feedback I will ensure the first hand you can draw will always have at least one non research card and one research card. 

I am bad at these kind of games so capped out at 2min playtime phase 3 as my best attempt.. but it was a lot of fun and only had minor issues with the controls (rotating with QE while using WASD basically made me rotate a lot less than I should have, I guess this might be a non-issue on controller). 

Ending UI screen was really cool! As was the SFX in general, especially on dashing near enemies.

Some CC is you could make the outer skybox be something nicer to match the polish of the rest of the game, and maybe have some sort of Pulse thing go across the arena/ change the texture of the arena on progressing stages.

But nice work! Maybe make the capsule something more cinematic from your game as it doesn't look very good IMHO, the quality of your game is far superior than what I would expect from the capsule :) 

Awesome yep combat looks fixed in that build, just had a quick go :D
I just meant I did not rush into combat ASAP because I was on the look out for crafting a weapon, but in the jetty area I decided to combat despite that so I could loot some things. Now I see I actually started with the knife anyway and combat is a lot less scary than I thought, hehe ^^'