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IAmEric

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A member registered Aug 08, 2018 · View creator page →

Creator of

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(1 edit)

Hi Kyan, thanks for the feedback! Really appreciate it. I agree that the timer is likely best removed from the game. However I was unsure whether the amount of building interactions/bonuses I put into the game during the timeframe of the Jam would be "enough" to keep players engaged, so I left the timer in. I do agree that the strength of the game is its relaxing nature, and that is somewhat lost after the time pressure increases. I think that with more buildings, and with more interesting interactions between the buildings and the environment, the game would be at its best and the timer should be removed. Thank you again for taking the time to write some feedback!

Cheers

(1 edit)

I like it! I wouldn't mind if there was perhaps a little indicator on the ship that stays relative to itself, which told you which way it would turn for the currently hovered card. However, leaving this out could be part of the challenge of the game which I have no problem with of course :)

Overall I really liked it and think it can be expanded reasonably easily with more mechanics to quite a nice game!

When you export from Godot, and you click "Export Project" and it asks you for a place to save, untick the "Debug Mode" checkbox at the bottom of the dialog. Then you will get an exe that is not in debug mode. You also have the option to embed the PCK so you only get one exe and not 2 files.

Anyway, the game was pretty interesting. I liked how curious kid came to you, and the others ran away. However, for the ones that run - they are a bit hard to direct and tend to get stuck in corners. 

Nice game - I had good fun with it. Adding another mechanic would have been a nice-to-have but of course I understand there are time constraints and adding mechanics can be time consuming :)

Overall a good concept with plenty of ways to expand on the core gameplay loop! Well done

(1 edit)

Couldn't get to the finish unfortunately. Certainly gives off a spooky vibe. When I got close (sonar going fast) there were like 20+ asteroids around though, all touching so it was very hard to manoeuvre around. You get 3 hits no matter what speed - I think that's a bit punishing. Maybe you take less damage at lower speed? Makes going fast high risk/high reward, but is a little more forgiving when navigating through tiny spaces.

Overall an interesting concept with a great atmosphere - and done in just a couple of days!

Nice one, really polished. I liked soundtrack too!

Thanks! Yeah it was difficult to balance the timing haha. It got difficult fast if the movement timer was made shorter.