congrats on the game! pretty neat little horror game.
jacobsmith3204
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it uses webgpu, which is experimental on linux etc so you might have to enable some flags and turn on hardware acceleration (its working in my browser, firefox, and also works on chrome on my phone with my gamesir x2 pro controller as input)
you're not really missing much though as there basically no gameplay.
congrats on making a game!
im liking what im seeing but the ui/ux could do with some work (playing before you've added any written instructions)
some text or something on screen to explain what actions they are taking when its action phase would be nice, better yet moving the wizard and player foward towards the center of the screen when attacking, doing their damage then retreating. would help sell the turn order a bit better, as currently it feels a bit random when you take damage even though its following the turn order that as well as a hit reaction would help figure out how exactly the bullets work without having to do too much guess work/ trial and error.
its also a bit easy, im trying to die and im still winning with 6hp left.
another nitpick, the first time i saw the ending screen i thought i had lost, as "you stand again" combined with the "restart" seems like you were defeated and needed to recover. maybe something like "it was a hard fought battle but you came out on top" and "return" or something to explicitly state that you won.
there are some issues with having multiple solutions some of the problems...

cool little project.
could use a bit of work polishing everything.
some thoughts for future projects.
would be nice if it respected your time a bit more, being able to fast forward or click to complete sentences (I'm a fast reader) and something similar on the scene transition between past and present. you end up pushing the button a lot and a game this simple should have no trouble switching between two scenes without what's essentially a loading screen, that takes over a full second.
puzzles aren't exactly puzzles. is more go into the past, grab what you can and make it as far as you can go, switch to the present, repeat. there was never any need to backtrack or fetch a previously used box. (could have done something with gravity and the floor disappearing to achieve this. buttons/pressure pads could have also added a lot)
if you haven't played Portal it's a great masterclass on that sort of puzzle design.
graphics and presentation reminded me of Hotline Miami, so if that was what you were going for great job.
interesting little puzzle game, with pretty cool visuals.
a couple of concerns though, the main one being, that sometimes my guy will decide to jump off the map (second level), I'm not sure why.
placing down paper feels a bit unresponsive/sticky, leading to miss-clicks.
a level tracker status bar thing could be good to help you keep track of how far you have left, so you can predict roughly how many bits of paper you'll need. as I found myself running out the first time as I didn't notice the paper icons top left.
well done for making all this in 2 days.
the ideas basicly a 2d fighting game like the earlier street fighter and mortal combat. But anime inspired. With the ability to teleport to positions around the enemies to close the distance without having to shuffle around trying to stay in range of the enemies.
At this point in time all I've really done is some concept art to try get a style down and some characters to chose from. As well as a stylised skybox
I have yet to open unity and will be jumping off soon so if you want to get started feel free to create a project and I'll jump in later
yea sorry about that i sort of over scoped... this is about half the stuff i wanted, the proper levels got designed and made maybe 24 hours before the deadline so the last stretch was just getting them implemented and setup with the ai and stuff, as well as bug fixes and stuff.
the jittering was the low resolution combined with a smoother camera setup tracking the player. I'm yet to perfect a more stable approach but it makes the camera not feel like its attached to the player, so i kept it in.
there was also a problem with the navmesh interfering with the raycasting causing the ai to not notice you.
yea the worlds alligned to that direction so i made it so the player moves alligned to that direction. if one was to play with a controller i could see how that might be annoying but for the most part i thought it was fine. i guess thats one of the things you need playtesters for.
ai isnt quite how i would like, sometimes there are issues with the raycasting hitting something before the player (i believe that issue is tied to the navMesh, so theres not much i can do about that without spending quite a bit of time on it) as well as i wanted to time the routes so that there is always a guard looking where the player had to move(turning it more into a puzzle game) , but that was something that had to be dropped due to time restraints. ranged weapons would have made it more difficult to just run through, and i wanted to add a key and lock system making it so you had to destract guards in order steal the key and get passed.
the e next to the guard thing allows you to steal their purse to gain extra coins (click and drag it a certain distance away from its starting point (i never stated that anywhere, so sorry for that), and i didnt add a fail safe for when they walk away or a button to cancel it or anything.
this games probably not even half finished(even if the art looks great), sort of rushed to publish it by the deadline, but thanks for playing and leaving your thoughts.
ok here is the link to my game https://jacobsmith3204.itch.io/stealth-game
so i was wondering presentation wise if i could show a 96*96 screen on a screen within the game?
sort of wondering if i could get away with having "arcade cabnets" and rendering the actual games onto their screens. since the actual games are still within the resolution i was wondering if that would be acceptable.
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner/ bullet hell/ rhythm game
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner/ bullet hell/ rhythm game
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner
















