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Gifthammer

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A member registered Mar 31, 2020 · View creator page →

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Ohhhh, fascinating! Oh well, this is the perfect space to discover those sorts of bugs!

Aw, the game page looks like it’s missing the Shared Array Buffer setting under Frame Options, so I can’t play it. The screenshot makes it look really great though!

Very fun! I wouldn’t have minded some way to keep playing after the 100 pumpkins mark. I’m curious what the ghosts were after though: the pumpkins or my character? Running into them seemed to hurt them, but they also never had a chance to make any pumpkins disappear that I saw.

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Interesting survival / resource harvesting idea. Is it just me or is trying to build a third harvester buoy a death sentence? I kept dying within a day of building it no matter how hard I raced between them to collect every precious water drop. Don’t let that undersell how much I appreciated the 90s High Seas Pirate game vibes of this though!

Really enjoyed the boat movement controls. It resonated with me from the moment I dropped in and pressed forward. The pixel effect and color scheme did a perfect job of setting the mood too. My one main issue has to be the same issue I see most on games with NPCs that chase you: they have almost the same movement speed as the player and it never changes, so it’s hopeless to outrun them. I recommend changing the sharks’ max speed when they’re almost in range to bite the player (never TOO far away, but don’t get too close too easily in other words). The sharks also felt like they had a huge attack radius. Keep up the good work!

All around a pretty neat idea! I had to fight some disconnect between what I guessed I was capable of vs the controls the player is actually given at level 0.

Assuming it really is meant to be an “outrun the other monsters” survival game, the main thing I would recommend adding is an event for the first time a monster turns its attention onto the player and gets close. When that happens, I feel like the words OH CRAP RUN! should practically cover the screen. My first few deaths were trying to figure out how to fight those first two monsters, not from failing to run away & stay alive well enough.

The world was very cool and the controls were very smooth once I entered fullscreen. Windowed mode kept trying to turn me to the right.

Interesting story, and I really like your work with the minimap and quest markers, very clean! A few sound effects would have really made it pop imo, if I sit back and insert some in my head, I can imagine a really charming game here!

The main thing I would have recommended to improve on it was some of the key layout. I didn’t realize I could talk to the crab until night 3, and found it by accident when I ran out of ideas. Still not sure which key it was. The button tips you did put in were a great touch though!

Sorry to hear that! I’ll have to look into that for next time (or if I get a chance to finish this one).

Sorry about the delay, It plays a part in one of the unexplained puzzles. If you found it early on, just ignore it until Debug-Me gives up

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Oh, if the screen still said “Press any key to continue” then you might have gotten trapped in the debug console.

Pressing either Esc or ~ keys should get you out of the console input.

That was one of several small annoyances I would have fixed about the debug console if I had the time; Most terminals let you click away from a text bar to release focus on it. :(

Definitely :)

Really nice job, very easy to pick up and play with intuitive controls! I don’t know why I got so stuck on the very last step of level 10, lol

Thanks! I definitely would have completely redone the “fake Me” text to be player based if I were to do it again. That bugged me too.