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Geekz Anonymous

53
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5
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A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

Thanks for playing! We weren't able to implement anything after the Yorker Dialogue. We may have bit off more than we could chew this time around. The art was done by my lovely spouse, Kazvery, all during the jam. It would be a shame to let that art go to waste so we are definitely polishing it and will likely update it once it's unlocked.

Thank you so much! <3

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Did you try to bring up the menu and hit "Load Checkpoint"? Also, sometimes you have to hit the menu button twice in order to bring it up. A bug that I ran into that I couldn't fix for the life of me. In any case, thank you so much for playing!

Thank you so much for your kind words! Can you elaborate a little on the bugs? When the player didn't load back after death, what happened? Did you hit the control options and "Load Checkpoint"? I know I was having an issue with having the button for the menu to have to pressed twice in order for it to pop up. As far as the not dying in lava, when this happened were you previously hit by an attack? There is a cooldown after taking damage where you have iframes making you invulnerable to attacks, including lava. In any case, thanks again for giving it a try!

Thank you so much for playing!

Thank you so much! <3

Thank you so much for playing! I love how the flamethrower came out too. :D

Thought as much, its code got very convoluted and forced me to seek out how to do State Machines which I plan on implementing in the future. Not sure if I'll be able to untangle the mess that is its code though. Thanks again for playing!

Thank you so much! Just out of curiousity, was the mob that spazzed out the one with the scythe like blades? I've been having some issues with that one.

Yeah, I noticed that the mouse was pretty finicky with the mouse changes and wasn't sure how to remedy the issue so I figured having the alternative W/S would be helpful. Thanks for the feedback and thanks for playing!

Thank you so much! Are you able to share specifically what took a bit to get used to?

Thank you so much! Some of the walls are able to be shot through, but some are not. I appreciate the compliments on the art! My wife worked very hard on them. :3

Yes, after you fall off the table, you are met with the shadows of two dogs sniffing a broken miniature figure. This implies he was a mini the whole time. The next scene shows him standing next to a glue bottle implying the owner put him back together. :D

All good! Your post also made me realize that there is very little reason not to run so I just reuploaded the files and made it so run is now the default instead of walk and you can now shift to walk instead. Tested it and it actually feels a lot better. Thanks for playing!

Oh wow, I just looked up Iji and they do look very similar! Interesting. Thanks for playing!

Thank you for that. Are you running while jumping?

Thank you! That one took some fine tuning, but I love the way it came out. Fun fact, I calculated the amount of napalm a real life flamethrower uses and turning it into a variable in the game. :D

Annnnnnd done! Should be playable is most browsers now! Enjoy!

I will definitely look into that!

Thank you so much for that! I agree, the text was stock text we threw together since we didn't have time to mess with the fonts. My wife made all the assets and she very much appreciates the compliments. Now she can't deny that she's good at art since we placed first in graphics! Haha. Thanks for playing!

Thank you so much!

No worries! Our original plan was to have the controls on the overlay, but due to time constraints weren't able to implement it.

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Thank you for playing! The world is indeed procedural generated! Oomp should be able to jump past all the obstacles with her triple jumping and Sloom with their grate bypassing. There is a part where you have to triple jump with Oomp and then switch back to Sloom once you're on the ledge in order to get out of the sewers. Do you remember what part you were at when it happened? I'd love for you to give it another go and see if you can complete it.

Would love to give it another go!

Was pleasantly surprised to see grells in the game. I see you're a person of taste.

Not bad! I liked the little quests given by the other rats. The audio was a bit jarring though. Like, I like the suspense, but the volume was a tad high. Maybe reduce the DB in audacity a bit? Overall, nicely done.

I liked the random change of effects after the clock was up.

Unfortunately, I keep getting stuck on the screen with two ants, not able to move. Keep getting this error in the console:

ERROR: Node not found: root/MainScene/Player.
   At: scene/main/node.cpp:1381

Really loved the look and feel of this game! Kudos!

Heh. I honestly felt myself instinctively going to the fountains to try to see if they healed me. XD

Very interesting concept!

Great music. I like the transition between the eras!

It might because you packed the pck file inside of it that it doesn't like it. I was able to open it and play a little bit just now. I got to the part with big floaty heads and killed them all, but when I went to the rocket it seemed to crash. Also, not sure if this was intetional, but the tank appeared as a untexture cube. Let us know when you get the file thing figured out. I'd love to give it another whirl!

Missing the pck for Windows and my antivirus flagged it as well.

Same. :(

Looks visually appealing, but I kept running into this issue where if I ran into a platform from the side after a jump, I'd end up getting shot reeeeally high up in the air. Kudos to make a 3D game though, that can't be easy!

:(

ERROR: In Object of type 'AnimationPlayer': Attempt to connect nonexistent signal 'finished' to method 'Control.goto_next_scene'.
   At: core/object.cpp:1452

Sad, it's still a no go to play. The art looks great from the screenshot.

Thank you so much! My wife definitely worked hard on the artwork. :D

Thank you so much!! You guys are going to make my wife cry. ; ~;