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Iron Feather

143
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A member registered Jun 21, 2024 · View creator page →

Creator of

Recent community posts

Thank you for checking out our game! As for the trampolines they use a mix of current velocity and how added power when you jump on them, there might be a bit of randomness due to the velocity factor! This is somthing will try to improve. As for the final level it is possible but it having a mechanic that relies on chance would suck sooo will get to work on it! Thank you for the feedback

Gamplay

it was a tab bit hard to tell if i had jumped or sucessfully destroyed a astroid, but the jumping and controls felt almost perfect, the arms of the character added impact

Art

the character design is amazing and brings alot of personality with little work, which is amazing, oftn i spend hours to bring personaility to characters and it was done in such a simple and effective way

Theme- 

It was a little unclear what the relation to the theme was but then i read the description, and it works pretty well,

Overall

A simple game that has high replay value if youm add a bit more impact and clear signs towards destroying astorids, pretty fun!

Totatly get it, :)  somtimes you got prioritize the nessecary stuff

The theme for this game is great, i didnt even think of somone doing somthing like this for the theme and it fits perfectly.

Gameplay

At first i was a tad bit confused what type of gameplay was paired with the visual novel, then i got the option to switch labels and it made alot more sense, it works well with the theme and the idea, it made me keep a bit more of an open mind while looking at characters

Art

Overall the art is pretty good, however the implementation of it would have done alot to improve it. for example the character profliles or icons, are behind the text area making it a tab bit hard to see there faces, or character designs, for some of them its fine, but some other characters i feel loose there on screen presence. having some sort of highlight or focus on which character talking would also help alot. overall good art, with a bit better implementation it could be great!

text System

WIth visual stories text systems are the like key to its success alot goes into em, you did great having text history, settings to change text options, having save features and a auto feature. it could use with showing text one character at a time, and the ability to change speed for indivdual words you want to give emphisis to, along with the option to bolden words. theres alot in freedom is guiding the player in how you want them to read. overall great job implementing this options

Overall in total: Good theme, good story, could use some more polish to make this game have alot more impact!

Overall great job

Whats really good-

-The art was unqiue and had alot of character

-the amouunt of polish that went into your dialouge function, it popped very well and you can tell alot of work went into making it look clean

-introduction was fire, and the character designs were phenominal

What could use some work

-The player slides alot, movement could use being a little more responsive, that being said for this type of game it doesnt affect gameplay that much

-jumping frames feel a little wacky, but it also adds a tad bit of character

I really enjoyed the game, and the art and story was really nice!

i could'nt figure out the control scheme, however this style of game 100% reminds me of the random flash games that youd find online, the introduction video was also pretty good, ill come back to this game with a friend later see if we can figure out the controls!

Overall i love this type of game, it reminds me of binding of Isaac, the overall art was really cohesive and although not visually amazing, it really did set the tone and vibe which is infinitely more important than a few good pieces of art in a game. The sounds also matched really well with the art, really cementing the theme of your game.

Some small gameplay feedback./

-as of right now the player is the whole collider, when navigating through the barricades and walls i often found myself having trouble fitting into tight spaces. a way to fix this is make the movement collider at the base of the feet, and the hit box for taking damage take up the whole player.

-taking damage didnt have enough impact, somtimes i didnt know when i was hit.

-chest sytem, at first i had a tad bit of trouble figuring out how to open the chest, a better indicator may help!

Overall good game just needs a tad more polish!

Overall the inventory system is pretty unique, i was a tad bit confused on where to go after going through the chest, i think this is because i lost an item that was supposed to be in my bag, overall pretty cool and a great amount of work for a 3D project!

Oh god im so sorry i compmetely missed this topic! Ill make sure ti do it right away

Thank you! It's incredibly simple code, but I'm very happy with how it came out.

I lost me left kidney to this game

Oh will have to look into that then! thank you for checking out our game, will try to push some updates out after the game jam period!

Thank ya! our musician and sfx artist is extremely talented, and we def want to expand on the storytelling aspect but sadly we ran out of time during the jam :).

Love this game! Very polished! Could never quite get 5 stars, and figuring out how to get out of the pamphlets was a bit confusing at first, but very fun!

The art was fantastic! The walking animation, especially the orange vest bad guy, reminds me of the animation in Alien Hominid.And I loved the little steps when crouched! My only complaint would be how loud the footsteps were, very repetitive. But otherwise great!

Reminds me a lot of Psychonauts!The motion blur was a bit much for me, but that's just because I'm a wimp with motion sickness. I also thought the FOV change during sprint was cool, but it never turned back off until I switched to the neuron level. And then I did it again, and it stuck on again. I think the way the models changed when you pulled the nibs was awesome! Looked very fluid.

The cultist demolished me. But I'm not too good at these types of games. I liked it! Only complaint I have is that the music ended after a while, I'm assuming it wasn't set to loop

This was so cool! I wish there was some sort of sprint or faster movement to give off a more urgent feel, but even without it, this was great! I loved the heartbeat effect when you were in the light. Especially for one person, this is great!

This is one of my favorite comments. Most of the time I think jam games are too long, that too many people play just the beginning and don't experience and therefore rate the whole game, so wanting more is a huge compliment!

Yeah, the deadline was in like 30 minutes and I was panicking when I realized the ending was only built in one world, so I just slapped some dialogue down. If I'd had more time I would've locked movement and forced it to switch into the cutscene. When we release a full version it'll be sure to be better!

Huh, odd... We did have issues with the background and ended up going super simple with it, but we hadn't seen that yet! Will look into it!

This is so cool! I love horror type stuff. Wandering outside before I went in I made a mental note of some pigeons being stuck in a weird half-flying state, but then when I went in and saw it was time-stop, it made total sense! It was great attention to detail. My only complaint would be the loading/unloading of assets, it seemed like everything wanted to load only when I was staring right at it, and wouldn't load until I was already looking at it. But maybe it's because I played in browser instead of downloading? Regardless, I look forward to seeing what y'all do with this!

Lemme k ow if you ever need a quick model im not the best but i can whip put some basic stuff for ya!

Little known fact, this specific dev has hand tremors, and cannot type correctly or fast, also little known fact im terrified by every horror game, this combination has almost broken my laptop congrats hope your happy.

Overall for a 3D project not bad for a week worth of work. some things to note for feedback

the crystals were a tab to fast, and with the movement made it a bit hard to counter.

The gun should probably have some more feedback, even somthing such as the hitmarker expanding as it was shooting wouldve been cool

now for some artistic opionions.

the gun was a little out of place, it felt like a spacey dream-like world, i think you couldve used some sort of other item to make a more coheisive imerrisive world.

overall my summary is

with better movement, more feedback and slight artistic changes this game can be improved exponentially.

the gameplay is there and it has potential!

okay so sadly i did break the game towards the end i accidently opened the game again rather than deleting it or somthing and now i cant porgress that being said, THIS GAME IS AMAZING 10/10 PHENOMINAL!!

Is very funny you mention the crow and clock orginally the crow woukd save the location of items and the clock would load what was saved sadly it broke last minute and we had to drop it, as for the text i def agree with ya now that im thinking about it! Thank you so much for the feedback!

https://itch.io/jam/brackeys-15/rate/4313308


Ill def check yours out when i get home!

I like the art!The gameplay felt a bit repetitive to me, but it's also possible it just isn't my style. I liked the use of SFX! But the art is by far my favorite part.

The vibes are there, i love the style, i do kinda wish the text font was a better match for the art style though!

Honestly i love tycoon games this was extremely fresh in a jam with alot of side scollers, (i made one no one can diis this statement) very enjoyable!

i can see why this would get a high rank in the jam, really well put together!

You have to do it in build settings sadly we uploaded with like 30 mins to spare and it took 30 minutes to export so we just kinda said its alr.

As the guy who put the ending together super last minute, yeah. I forgot to lock movement. But as soon as I saw that bottom corner flicker behind the black screen, I decided to not fix it as a bug. That fade to black image is a giant picture of a monkey that I turned black, so I left it as almost an Easter egg 😉 

The way out is the mechanic where you swap worlds inside the boulder and it pushes you up. But that's right before the end, so you didn't miss much!

Interesting! For a first game, this is great! 

Pretty cool! I like being able to make decisions in games. And what's stranger than Lovecraft?

Loved the little guy! Art was nice. Couldn't get far though, couldn't figure out how to jump. I'd recommend listing controls in the description. But good work!

Love the art and SFX! First few runs were really easy, but I think that was just RNG. Third run I lost, portals got too confusing! Gotta love that

I like the idea! I didn't read anything before playing, so switching worlds was a nice surprise! I do agree that a steeper difficulty curve would've been nice. But not bad!