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Stanley

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A member registered Aug 30, 2018 · View creator page →

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Sounds like an issue with your graphics card. Updating you drivers might solve the problem.

Since DirectX comes with Windows, updating Windows might also solve the problem.

What exactly do you mean by "Unreal settings that I don't have". Maybe I can fix the problem for you and for others who might have the same problem?

The power cord is a clever mechanic and it's implemented well.
This game reminds me of Good Job!. Both games involve working / doing chores. Same goes for a game like Job Simulator. The difference with those game and this game, is that those games derive their fun from the player being able to mess around. I think that, for me, that's what's missing from this game. The player can't make any mistakes or wreak havoc. Maybe the player could vacuum up a carpet, or the clothes of an employee, leaving them in their underwear. Maybe they can suck up someone's lunch, laptop, documents, wig, etc. Maybe you could make people trip over the power cord, or knock over tables and chairs. That's where a lot of fun could come from. However, that would probably be a lot of work as well, and would be out of scope for a jam.

I think you have a great mechanic here which could become part of a great game!

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

This is a really great game. The movement feel snappy and I could see this being a really fun mobile game. I also like the music (but you did forget to loop it).
However, I don't think this game fits the theme well. The "rewind block" might as well have been a spike that kills you.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

This is probably one of the best platforms that I have played this jam. The movement feels great and the puzzles are interesting and fun. Great job!
Although the art is simple, it looks nice and clean. The way you used slightly differently colored blocks looks great, especially compared to a singular flat color.
The audio is also nice.

TLDR There is nothing particularly outstanding about your game, but you didn't miss the mark anywhere either. Your game is simply very solid overall!

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

Of course! I'm very curious to see where you take this :D

I'm not much of a narrative oriented gamer, but I really liked this game regardless. The story is really interesting, the game looks great and especially the music sets the tone really well.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

This is a really fun puzzle game, well done! The mechanics are very interesting and the puzzles are great. The art is also beautiful and the music fits really well!
My only problem is the readability of the game state. The player has to remember the location of the hidden spikes and when they activate, when the mages and slimies are going to shoot and in which direction the skellies are going to move. That's a lot of information to keep track of, which was especially hard for me to do on the last level. The sprites of the mages, slimies and spikes should probably change the turn before they activate, and the location of inactive spikes could be represented with a couple of holes in the ground. The skeletons should turn in the direction that they will be moving next turn. That way, the player has all the information at their disposal. This would prevent a lot of deaths by spikes you did not know where there or by skellies you though were going in the other direction.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

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I really love the movement in this game. It's a bit rough around the edges at some times, but for a game jam this is incredible!
The only thing I don't like about the game, ironically, is the rewind mechanic. I feel like it breaks the flow of the game. I'd like to go through the entire level, never touching the ground, shooting all the enemies as I go. That feels awesome. But waiting for the rewind to get ammo  just stops the game in its tracks. If you are going to continue with this game, I recommend you scrap the rewind mechanic entirely.
If you do want to keep it, I had some issues where the rewinding sometimes kept going long after I released E and sometimes stopped while I was still holding E.

Don't get me wrong, I really like this game. I think you should be proud of what you accomplished in just a week. But to me the rewind mechanic feels crammed in to fit the theme, while it does not fit in an otherwise great game.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

I did not read your game page clearly, and I guess you also did the same :D

You can actually restart the level by pressing B.

I guess we should really include tutorials in our games, if even we don't read them :D

Really fun game. It got everyone in the house to come look and participate. It's such a simple yet fun concept. Great job on such an original interpretation of the theme. The falling blocks also look very nice as a backdrop.
My only complaint would be to center the text in the boxes a bit better, and to make them a bit larger such that words won't get cut off. That would really please my OCD :D

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

P.S. I got 627, which means that you should probably delete Waltz_89's comment, such that I have the new highscore ;)

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Ah, that explains the slime situation. I thought it was a fixed amount of time, so I just held a button and waited, before finally getting frustrated and spamming the keys :D

I guess that, since you have so many mechanics in your game, you should probably explain them in game as they get introduced. It also took me a while to figure out that the spikes also affect the rope, while all other stuff is only concerned with the hook. Its a fine mechanic that way, but it's not intuitive at first and probably requires some further explanation. Or you could visualize it by visually snapping the rope when the player hits a spike, but that's a lot of extra work of course. I know you explain everything in the description of your game, but I think that 99% of people (including me) are to lazy to read the wall of text and just want to go straight into the game.

TLDR, include a tutorial/explanation within your game. (As I also found out with my own game)

Since there is also a focus on parkour in this game, the movement is way too slow to accommodate that. A good example of parkour fps would be KARLSON. However, a game like that, or any good parkour fps game, is impossible to make in a single week. I think parkour fps is generally out of scope for a game jam, so next time you should probably choose something which is easier to make, such that you have more time to polish it. However, based on what you did manage to create in a single week, I think you did a very good job.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

This is a really great game! The concept is really unique and it's very original for the theme. The game is also very polished and it looks great. I especially like the way you did the menu. It's very cool and it also immediately introduces the player to the movement mechanics. And the extra additions once you complete the levels are also a really nice touch.
The music is a tiny bit repetitive, but I really appreciate the effort of every level having it's own music and the music changing once you steal the gem.
The items might need a little bit of work. The clock is (like you mentioned) a bit underpowered compared to the rest. The items are also never really necessary, since they spawn randomly. Maybe if they had fixed spawns, or if you could pick and bring one or two of them with you into the level, it would allow for more planning and strategic play.
I also got stuck in the slime for a really long time, a couple of times. It feels like the time is a bit random. Maybe you could make getting (un)stuck more explicit by adding some sound effects?
I really like this game, well done!

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

I really like this original interpretation of the theme, cool idea!
Unfortunately, I think the game is really quite difficult (on all difficulty settings) due to the speed at which the cranks unwind. Getting the platform from the bottom to the top takes a really long time and it's difficult to do. I also miss-click often, as I have to keep shifting my attention between looking at the ball and looking at my mouse to click the cranks.
I think a good way to solve this problem, would be to bind the activation of the cranks to keys on the keyboard. That way, you can keep your focus on the ball and platforms and you can also rewind all the cranks at once by holding all the buttons at once.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

I really like how you implemented the theme. Having the player play in reverse is a really fun twist in the sea of games where the game plays back in reverse. And it's also implemented really well, with fun levels, nice art and fun references to other games.
I always try to give useful feedback, but in this case I have nothing else to add other than that I wish there were more levels, because I really enjoyed this game. Great job!

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

This is such a cool and original concept for the theme, I love it! The art also looks very cool. Well done!
My only problem is that this game is so short. I would have loved to see this idea be explored further. And some music would also be nice.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

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This game looks amazing and the main mechanic is very interesting and fun. I've never seen anything like it before. Well done :D
I also really like the way you explained the controls within the first level. It feels very natural and clean. I'm probably going to do something similar for my next jam.
I found the last level a bit frustrating though, but the level with the big cube in the center was really cool.

I've noticed that a lot at people don't read the description of the game, so I'll definitely add an in-game explanation next time :D

You should rewind time by pressing 'R'. Both 'me', 'myself' and 'I' need to reach the exit. For a more elaborate explanation, please check the description of the game.

I really like this game. The puzzles are interesting and everything looks stunning. Great job! I try to always give some feedback in the comments, but I don't know what I would change here.
Maybe it would we nice if the rewinding was sped up a tiny bit, to prevent people from waiting for too long.

I'd really appreciate it if you would have a look at my game as well. It's actually quite similar to your game in some ways. Be sure to download the smaller version :D

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This is a really nice and polished game. The game looks great. The vision cones work well. You have nice indicators for enemy states. Really well done.

There is only one, unfortunately really big problem. There is no way to kill/take out an enemy without getting into a gun fight. This really defeats the purpose of a stealth game. A good way to solve this might be to make enemies 1 hit kills if you shoot them from the back.
The problem might not have been as big, if you could just evade most of the enemies. Unfortunately, it's necessary to kill the guy with the briefcase. He has killed me multiple times, even when I approach him from behind and get the first shot off. Due to this, I was not able to complete the tutorial, nor the first level.
It's really disappointing that this problem exist, as it basically makes the game unplayably punishing for me, while I think it would be a really great game otherwise. If possible, you could put a link in your game's description with a fix for this? Because I would love to play the full game.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

Edit: I tried putting the damage settings as easy as possible, but it's still too punishing for me.

Really great game! It looks awesome and I really like the rewind laser. The particles look really cool as well. Great job!

"However, the 5th platform with the bunch of cubes is really difficult. I tried like 10 times, but I can't get past it. I think the purple cubes should either move slower, not insta-kill you or there should be less cubes on that platform. It's unfortunate, because I would have loved to experience the rest of your game." I wrote this, before I figured out you could rewind your own death. I actually managed to finish it now! Really awesome game, well done! Would have loved to see more levels!

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

Just checking, but I think the rating count was at 11 before both you and GREYSETH left a reply and now it's at 12. Did you forget to rate my game by any chance?

Just checking, but I think the rating count was at 11 before both you and BjornStahl left a reply and now it's at 12. Did you forget to rate my game by any chance?

Ah, I see I read the description wrong :)

Thank you :D

Thank you for your feedback :D

A menu would indeed have been nice, but unfortunately I ran out of time for that. There is actually a reset button "B", which I described in the game's description. But I should probably have integrated an explanation of the controls into the game as well.

I really like the concept, very original. And I also really like the way the game looks. But damn this game is hard to play. The controls feel really quite finicky. Maybe some keyboard and mouse controls would be better. The moment the player jumps could also be more clearly indicated. Maybe with a timeline where a green line moves from right to left, indicating the moment of the jump?

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

Nice game, it looks really cool. I really like the aesthetic with the floating blocks, it looks great!
The rewind mechanic also works well.
My only problem is the jumping, which feels a bit finicky. I suspect that's due to there being no air control. There have also been a couple of times where I walked straight of the edge, while I'm pretty sure pressed space on time. So either I suck at video games, or you might want to look into coyote time :D

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version.

Yeah, level 6 is a bit convoluted, I agree. That's why I put it at the end. I had a found it difficult to design puzzles which were challenging while not being too convoluted.

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The game looks really cool! Nice job on the blood splatters as well.
The jumping does feels a bit floaty though. You should probably increase the gravity. I usually start with 20 and sometimes even go up from there.
The camera is also really close. For the big jump in the level, I can't even see what I'm jumping over.
Also, I couldn't figure out how to rewind time. You should probably add an explanation of the controls to the description of your game.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

Well done, really nice game!
I was also thinking about taking inspiration from SUPER HOT, but I couldn't figure out how to make it work. The way you did it does work to some extent, but I'm not sure how much it adds to the SUPER HOT formula. I mean, you could finish the game without walking backwards. Maybe there's something else you could have added/changed to make the rewind more integral to the gameplay experience?

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

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Really nice game, and I especially liked the art.
It's a really odd concept, but somehow it works and it's fun!
I did end up clicking on the "click" popup multiple times, while I should be clicking on the item behind it. Since you have a colored outline anyway, maybe you should just outline the items you need to click in yellow? That might be more clear. Or maybe put some effect on it with a shader?

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version.

P.S. I like the rewards, nice addition :D

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I really like the art for this game, it looks really cool! And you game page looks awesome as well. I also really like the concept of losing skills from a skill tree.
Unfortunately, I think the gameplay is missing some depth. The combat basically comes down to facing the right direction and spamming the mouse button. You could maybe add some depth by allowing the player to take cover, or by shooting where the mouse is pointed instead of straight.
The jumping is also really floaty. You should probably increase the gravity. I usually start with 20 and sometimes even go up from there. It tends to feel much better that way.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version.

Nice game, well done!
If I could improve something, it would be the player capsule. It doesn't have to be anything complicated, I like the style of this game actually. You'd just have to able to see it's direction. A triangle, for example.

And of course, more levels would be nice. Maybe you could introduce another mechanic? Pushable blocks, ground that crumbles away from under you after you have stood on in. Be creative :D

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version.

Nice game, well done.

The one problem I have with it though, is that I don't really understand the goal of the game? I get that you are trying to make the player feel lost, which works. However, the player should still have a goal, probably, finding his way back. I felt like I was just randomly running around, instead of working towards the goal of getting back. TLDR try to give the player clear goals and clearly show their progression.

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version.

Thank you for letting me know. I've now put a link on my page with a smaller file (219 MB instead of 570MB).
The issue was that I put Unreal's standard assets into my project as well (and didn't end up using them), but that apparently contributes 351MB to the zip file.
And I also noticed that level 2 linked to level 5 instead of level 3, which is fixed in this version as well.

So thank you :D