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Goferek5

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A member registered Jun 03, 2021 · View creator page →

Creator of

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I've watched someone play yesterday and it seems like this level is one of the most difficult ones. Which is suprising to me, because I always found the last level before the boss to be the toughest.

If I made a 1.2 version, reworking it is probably one of the things I should do. But I doubt it will happen because I want to move on to other projects right now. (Although I have some content ideas so there is a small chance for 1.2 if I get a sudden motivation burst.)

Thank you for liking the game enough to play it again after the jam ended!

Added a windows build.

The update is out!

Thanks!

Thank you!

Nah, you're right, there are some sections that are too difficult, and the water is just awful to dash through. I think I made it a bit better in the patch, but I'm not sure as I played these levels a lot so I got used to it working the way it does.

Thank you, glad to see that people seem to like the theme's implementation, because I always think that I might've interpreted it too loosely.

I agree with the idea of attack startup animations. I added one for the skeletons mages in the patch. (But I don't know how to make one for the tiny skeleton warrior sprites, and the boss has them, but there is only one, so you can predict that an attack is coming, but not which one.)

I like it, it's very polished. I think a compass or a map that shows the direction the lighthouse is in would be nice. Another thing I'd like to see is an alternative way to use rocks, you need wood to get to other islands, but rocks are only ever used to repair the lighthouse.

I need exacly one rating to get to that goal! https://itch.io/jam/brackeys-12/rate/2972297

Currently playing your game, will leave a rating there.

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I will be updating the game with a pretty big patch once the jam ends (probably no new levels though, unless I decide to make some last-minute), so if you liked it, you can play again later to see all the improvements.

EDIT: The update has been released!

Finished the game and left a comment!

Here is my game: https://itch.io/jam/brackeys-12/rate/2972297

It was simple but enjoyable, I was a bit confused how to play at first but managed to figure it out on the second try. I think there should be a limit of how many pieces you can pick up at once, now you can just stock up on fences and be completely safe. The storm sometimes hitting from multiple directions at once would also be a good addition I think.

Rated and made a comment about my experience with the game.

Here is the link to my project: https://itch.io/jam/brackeys-12/rate/2972297

I like this idea, it reminds me of FTL. I want more games about travelling to exist. My main complaint is that there isn't much strategy to picking your path. The further you are from the center, the more danger, but there are no other factors to concider.

The artstyle is really nice and the main mechanic is unique. Although I found it a little frustrating to use in practice. I was very suprised when I swung the hook around a character for the first time. I also did not expect that plot twist. A criticism I have is that it's sometimes hard to distinguish between the platforms and the background.

The idea is awasome, a game about playing a game! Reading the forum posts was really fun. Although the loading times are strangely long, and sometimes (usually when going through the right door in the corridor area), the game simply freezes.

I'd love to have music in the game, but every time I try making some, it ends up sounding horrible. :/

I really like the pixel art and color choices in this. While the idea of "fight enemies until certain amount of time passes and things get more complicated" is fairly basic, the way the player characters move is very unique. Although I admit that I had some trouble figuring out the controls and never got any particularly high scores.

The atmosphere is great, music is nice (I like the detail that it stops playing when the alarm starts) and the game looks good. The lights going out and the time before that creates tension. I encountered a technical problem, when sometimes I couldn't turn the camera.

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I really like the idea, it reminds me of those educational programming games where you give a character instructions to go from A to B, but made to be an actual game. The artstyle is awasome.

Edit:

I forgot about that while writing the initial comment, but I love that the start button is also the tutorial.

While the game does run on my computer, it still seems broken. Some buildings completely lack collision, you can walk on water, and pressing the backpack button just sends you to an empty gray screen (I think it was meant to be the inventory). The game doesn't really explain the controls, or what you should do. Aside from going into the inventory, I was only able to figure out how to move. Because of those issues, the only part of the game I could experience, was the music, which was good.

I really like time control mechanics in games. The game looked really good visually, even if it was mostly pre-existing assets, they fit together well. I think the game was far too easy, didn't even realise there was no fail-state before I read it. This also made the time stopping not as useful as it should be. I think there should also be a limit on the player's firing speed, because you can just mash the mouse button and shoot a ton of projectiles.

Thanks!

Thank you!

Thanks, I'm trying to make the water less annoying but I haven't come up with a better implementation yet.

Thanks!

Thank you!

That was already suggested and I added it to the game! It will be in the post-jam patch I'm making, alongside other features.

When you launch the game, it goes into a separate browser window and there should be a little button in the bottom right corner that makes the game fullscreen.

It's a very good feature suggestion.

Thanks! I'm aware of the water mechanic being kind of unpleasant to interact with, but smaller hitboxes probably wouldn't help. The way it is implemented is just rough, and I didn't really have time to come up with a more elegant solution.

Thank you!

Thanks for playing! I completely agree with the level design criticisms. They were probably the least polished parts of the game.

I love games where you can build your own spaceship or base and this one was a creatove concept. Although with only 3 parts in the game (I think, my game ended up crashing after a few levels) there isn't as much strategy as I hoped, but I think it could be really fun with more complex ship-building mechanics and more parts.

Fun management game, having to balance the scale is a cool factor to take into concideration when making decisions. My main complaint is that the game doesn't show how much resources you will spend/gain with your decisions, which leads to completely unexpected game-overs.

The puzzles were fun and the enemy design is awasome.

The way do beat this part is to attack from long range, then once it's safe, fly towards the wall and switch to pilot mode while still holding D to slide from the wall onto the platform. Honestly, I intended to rework that part, but I didn't have time to do so.

Glad you liked the game! Could you tell me which parts of the 1st level you found difficult? I always thought that level 2 was tougher, so that is interesting feedback.

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I don't see that many horror games in these jams, and this one was pretty fun. The asthetics are spooky and build tension well. The death jumpscare was effective too.