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j4miecl4rk

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A member registered Sep 30, 2020 · View creator page →

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Wow a video, thank you!

Glad you thought it was nice.

Sorry about any bugs you may have saw, you know how it goes, first public build and demo and all that..

I'm a bit delayed to this I know but I just wanted to say I thought the art was nice.

Shame you aren't able to finish it but what was there I thought was nice, good work.

An interesting concept, I like the art and setting.

But game itself was confusing, main thing to me was it felt a tad hard to know which room was which in the sense of space. 

Needs something, anything to point things out more.. Tutorial screen, tutorial screen. (I mean there is the page and good that there's that, but still like.. In the game itself I mean)

I like what this could be if was time was spent on it. 

As it is, ok.

Good stuff.

The setting and atmosphere was great.

Here's my highscore, also.

Holy wow, this game is great..

Art, lovely. Sound, great.

One thing I want to point out is the enemies. they do a good job both standing out from one another, and working together to try to overwhelm you. 

Between Mr. Cannon fodder's strongness in numbers and part time work as a shield for the other two, Nightmare dog's speed, and.. Blue's? making me feel like the king of space for being able to head shot someone with proportions like an orange on top of a fridge, they made a nice array of things to deal with.

This one also takes the "ONE MORE!" prize for one of the only games I wanted to play more of after beating it.. And I did.. Many times..

At first so I was going to say "What it loses in horror it gains in gameplay and bla bla" but the ending, well the whiplash from it is enough to horror 2 stars as appose to 1.

So yeah, great stuff all around, make an endless mode and you are set. 

The 2D/2D mixing was neat, the design of the host and the audience was good.

Said audience and the way they were staring at me was a tad scary. And while I'm not sure if this was more scary or funny, the bit where they started to throwing junk was great, mainly the knifes, that was good..

Although I do wish they were a tad more, reactive? Like from the looks of it at least it's a game about getting murder on a stage for the funnies, and a bit more from them would help sell that idea to me. Booing when the player stays alive, laughing when they  get hurt, that sort. But I don't know, maybe that's just me.

I bugged past a wall and fell into the void, then having to reload the game.. Also I got the replacement ending.

So yeah neat game.

I quite enjoyed the art and theming, it made for an interesting setting, it was different and stand out, which is what made me want to check this out in the first place.

The needle mechanic was pretty neat, spiced things up for sure, I enjoyed swinging.

Game was a tad buggy. The movement felt a tiny bit rough, and I saw a block floating a time or two.

I liked the wall needles, spookiest thing the game to me. It's cold jagged metal against the plush landscape. The way it was used to kill enemies was fun.

Also, the audio, now you did point this out on the page, so I know you know, but I still want to say it. Everything other the duck death and the jump sound was quiet to the point I was questioning if the sounds really were in the game, or if it was just my head making them up. And this was with sound turned to max on the settings..

So yeah, not perfect but I like it, it's interesting stuff.

Wow thank you.
Yeah, player communication is one of the game's weaknesses.. That's due to the fact I forgot to playtest and had to quickly make a 1.1 patch the the day after it first came out.. the keychain just sort of slipped past the cracks I guess. Whatever it's worth I already have plans on how to make it better and smoother and all that good junk.

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I have never heard of cube escape. I'll have to check it out sometime.

The real Inspirations I had were the Don't escape games mainly 1, Warioware, the base sit and stay alive idea of FNaF, and a little bit of energy from Junji Ito brand of psychology horror. (Not sure how much that last one can be seen in the game itself but it's what I was thinking of when I had the idea and all.)

Also yeah, the game is a tad janky, I know.. I'm an artist first and learned programmer to make games so I've never been the best at it. That bug with the game not resetting right has been.. Well bugging me, I plan to work on the game more after voting is done, I tell you, that's going to have the FIRST thing that gets done.

So yeah, I'm glad you enjoyed it, thank you.

Well I'm glad it was fun, that's what matters at the end of the day really.

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Bit too much space bar mashing but fun, being able to hold it would have been great..
Art was cute, I like the use of purple mixed with white for the ghosts. Enemies type a little limited but I like what we got.

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Before anything.. I love the title that's a bloody good title.

Pretty fun idea, reminds me of Chibi-robo. And the game itself, for being made in 3 days, was a nice making of that concept. 

The tank controls took a little getting used to, but it was fitting for and got me more into the mind set of being a Roomba.

It became a tad more interesting when I learned that the police-ETA-o-tron and battery was based off movement not time, didn't change a super lot but still, interesting.

It was harder then I thought it would be, mainly on level 4..

The fact two of the levels are just existing levels in the dark was a tad.. Underwhelming, I understand given time limits but still. Sorry to say I didn't even play level 5 because I didn't want to do 4 again.. If I missed some neat ending that's a shame.. But just.. No..

Last note, I would have killed for a mini-map to see what blood I hadn't cleaned up yet.. Not much to add just, that would be nice.

So yeah. Neat little game.

(edit, audio was a little lacking also, but I did enjoy the ding to tell you when you got something cleaned up.)

I enjoyed the opening with the nice calm fishing, makes a nice counter-point to the deep dark seen later.

The sounds and art got the feeling the deep deep ocean well.

I liked the way the camera zoomed out when seeing the big fish, really helped this feeling.. Shock? I think shock's the word for it yeah. "Oh hello you're a big fella".

There was a bug where if I went back into the cave even without the radio thingie it would say I won. So I "won" 2 extra times trying to understand how to beat it.. So that's not great but it's no deal breaker..

What I was meant to do felt a tiny bit unclear because for awhile I didn't know the big fish existed. 

So I just.. Swam around awhile until I found them. But honestly doing so wasn't a bad time.

Not bad, I like.

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The whole door hiding spot thing was a pretty good way to make sure the player doesn't see the monster and let their fear do the work..

Looked pretty good as well did a nice job on making it feel like I was in a sweaty basement..

I played on web build and I found a tiny little bit of jank with the mouse a few times snaping from one place to another, but it didn't really break things so it's all good. I don't know if that's your game or something with my laptop but still. (edit I learned your game wasn't the only one that did this so yeah, not your bad likely mean or unity's)

After I built the weapon, I avoided the radio it was telling me to use so I'd see them then I held down left mouse button.. It just went black and dumped me to the titlescreen.. That means I won right? If so.. I understand time limits and all. But a little "you win" couldn't take that long to make, yeah?

So to sum it up.. It could use a little polish but all around I liked it and thought it was well designed with good art and sound.

I admit I didn't finish it.. But for what it's worth I want to.

The facelessness mixed with the fake cloud did a nice job of making things just a tiny bit off.. Couldn't feel at ease even with the nice talk I had with them..
I like.

I enjoyed it.
The mixing of 2D and 3D was fun stuff, was a nice surprise.

The writing was cute. Sad about the unfinished bits, although I liked how you wrote it into the game, made it feel more complete even as it was talking about being uncomplete.

Good stuff.

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I'm glad you enjoyed. I plan to work on it a bit more after voting is done, see if I can make it any less janky.
Also yeah, character voices like that have a weakness for easily becoming annoying if you listen to them for too long at once I find, they work best in with some in-between, or just general sparing use.

I was thinking about testing a different system where it only plays like.. 5 sounds then stops or something. Failing that I still want to do something to them.

Thank you.

Sorry about the pennies, I'll have to see what I can do about that.. 

They're a bit off as part of a bigger program, called using Godot's built in physics.

I wanted to swap to jolt in hopes it would help with that, but I couldn't find it for download, I am guessing due to it being built in on newer builds now, oh well.

Very fun, very puzzle.

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Fighting the evil skeletons as the good skeleton was good fun. Although I do wish it was easier tell them all apart. 

You did try, but angry eyebrows and being a pixel taller doesn't easily show up much in action, nor does being colored gold.. Still fails an outline test.

The gameplay itself was fun, the bone tossing to deal with sword skeletons was nice.

The levels felt a bit same-y, and the enemies got a little spammy in the last one but still the core gameplay in them worked well.

The ending was funny and a not bad pay off for making it to the end. Even if it was a bit saddening learning there was indeed no boss fight and that was the end..

Hope I'm not too cruel, all together I was a fan of it. 

With a little upgrading to the level design and the art this would be pretty nice. As is, good fun.

Solid, enjoyable. The car felt nice to drive. Although Sense of what I was meant to do was lacking.

That and it felt like the monster was pretty hard to avoid once they had eyes on you.

Once or twice I just drove straight into them at top speed and I wasn't sure what I was meant to do there.. Likely my fault to some level for getting into that position in the first place but still.

At the very least that feeling of stopping the car and turning off to avoid them was good and had a some tension to it.

Doesn't ruin it, I enjoyed myself. Just that those would be the things to work on if you did a post jam update, if you ask me.
Oh, one last nitpick while I'm here. You got the jumpscare when you lose yep good, but I feel like the face stays on screen a good second or two too long so I'm just left looking at them waiting to fade out every time I died..

That's all, good game.

Oh this was charming indeed, I had good fun with this.

The art was pretty cute, give it a cozy feeling to me, which is quite the feeling for a graveyard but besides the point.

The context given with the ghost dog was good and simple, and I liked how you pulled off the banjo koozie style mini-game within existing controls bit.

The bit with the pillars and the ghosts to on top of the main center building was a little trick, but I was a keyboard so that's likely my fault.

Great stuff.

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The art, nice, good colors.

 I liked the story, mostly with the whole thing about the grandma and their friend was nice.

 Gameplay was good, nice concpet of different outfit wearing done well.

I wish there was some more reaction for characters and outfits so the text could be a bit less "BAD OUTFIT! BAD OUTFIT! Oh I like this one have some sweets!", but I won't really get on you too much for it, given it's a game jam and all.

Also I dear add, on a programming level, it felt like was held together with old string.. No offence to your programmer, just could use a bit more time in the oven then how long you were given to make it.

Case in point bug happened to me once or twice where I went to house and the people who came out just.. Didn't say anything.. I think it had something to do with the outfit I was wearing because when I left and I changed they worked fine again.

So all together, not bad, I like it. But would be better nice with a little polish. Well done.

Given it's unfinished I'm not fully sure what much to say but I'll try and give a little feedback anyways.

Uh the scientist man with the big arm was kinda spooky, could see them working well a fuller game. And I liked the PS1 warping you added to the ground and walls.

That's all I got, good job getting something out in the given time.

I hate to be the bringer of bad news but the game doesn't want to work because it's missing it's .pck file..

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Art was nice. I liked the unearthly blue against the more earthy colors of the building. The character designs were cute.

Story and context, very nice. I liked the character of the ghost Nurse. The fact they saw and understood the fact they worked themselves to death, yet failed to take the hint, and saw that as no reason to stop working, good stuff. Being able to read up on the people you are helping was a nice way to make it feel a tad more real.

Gameplay.. Meh.. Felt a tad basic sorry to say, I can see and know you've heard it before but it doesn't make it less true that just holding down E was underwhelming.. That, and the fact fixing broke machines is the only thing you do the whole time feels like an underusing of the concpet, I wouldn't get on you too much for it given game jam, but still..

Also, it was a bit easier then I am guessing it was meant to be. 

You hyped up on the page about how "You need to be two places at once!" and "You can't save everyone!", but I literally did save everyone, with zero trouble.

I will give you credit for finding time to translate and make mobile controls, good on you for that. Didn't play using them so I can't say how they were, but the fact they exist is nice.

So, I hope it doesn't sound like I'm down on the game, I'm not, I'm fan, it's a good concpet, and not a half bad game, but for sure something one could do a fair lot more with than this jam allowed for.

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I like the flow it goes for with the easier more innocent ones at daytime and the harder "please murder my boss" type stuff at night.

I wish there was a bit more of sense of what picking what did for people.

Someone asks for love you give them studies, what is meant to happen to them.. Then if you do give them love you still don't see them again to get any idea how they changed because of the wish coming true.. I know it's only a jam and you have to pick and choice what gets in with the limted time, but still, something would have been nice..

Well point is, this is a pretty good concept with a good mix of light and heavy hearted, that I find was done well.

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I enjoyed it. It got the yume nikki feels right with the art and music.

It was different but nice actually having text and a more clear story, makes an interesting change to the concpet.

I did run into a bug where I couldn't talk to the monster man in.. Shape world I guess you'd call it and had to exit and reenter, but it worked again after so it's all fine.

And the fact the settings was only mouse sensitivity was a bit lackluster.

But those little things don't ruin the whole, good game.

I called the minigame you're thinking of "ring" during dev time but "flaccid key" is honestly a much better name.

Yeah, that one is unclear as is.. I wanted to add more impact or something, anything to gave the idea you were looking at 30 different keys and looking for the one good one, but it just got away from me and now its just a spinning wheel on one side and a still PNG on the other.

One thing that'll need some work later down the road. 

Just to inform, you press W when it's on the "good key", which is just the different straight facing one.

Quite sorry about having to reset, it was last minute try at a bug fix that didn't work out so good. 

Although I don't quite know how I feel about check points, if it was a slower boil like a full mouth of 30 days or some junk I'd be for it. It's meant to be a little hard. Then again again I can see how resetting is more in the camp of "sod the player" hard then fair challenge hard.

Whatever the case, happy to hear you liked it even with all that, thanks. :)

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Not bad, I liked the art and music, gives a cute and charming feel to it.

Gameplay is a bit basic, the way it makes you go to the houses instead of having any kind of button press felt off to me. 

But I can hardly be mad at a nice game about getting gummy bears..

Ren'Py games aren't normally my thing really.

But this was neat, good stuff.

Art was very nice, I like the Chatterpillar man they are cute.

Fun..

I feel should say more but I can't think of more so that's what I've got.

T'was fun.

Yeeeah, never been the best programmer.. 

I thought I delt with most the major ones in that v1.1 patch but I have learned indeed, I did not.. Still buggy.

I am hoping to sometime after the jam work on it a bit more just for polish but clearly I need to if only to make it work good.

Glad you like it.

Looks like a nice game, sure why not I'll try it.

Here mine, I hope you enjoy.
https://j4miecl4rk.itch.io/chamber-confined

Hello yes here is my game. Chamber Confined.

I hope you enjoy thank you.

https://j4miecl4rk.itch.io/chamber-confined

Sorry to hear about your web build there..

I wish to note, I'm not saying they were bad, and good on you making it accessible. 

It's just saying that holding down both mouse buttons down awhile at the same time feels weird.

Wow thank you..

Things being confusing was a big problem when the game was first done and I did my best to make it all make sense in a patch, but it's still far from perfect yeah.

Gameplay itself wasn't a super lot to write home about. 

But it more then makes up for it in the aesthetics and horror..

It looks very nice. Very.. Off.

And I for sure was creeped out, the black ?sky? the feeling of trapped-ness at the start with the walls.. you even pulled off a not half bad jumpscare..

very good. Quite.