Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kyrio5

25
Posts
122
Followers
1
Following
A member registered Dec 17, 2019 · View creator page →

Creator of

Recent community posts

Love the game! It's really addicting :P 

By the way I found an interesting interaction. If you have the game running on a tab, then but swap to a different tab, the game will pause, the timer will stop, but enemies will still spawn. So when you tab back in all those enemies start closing in on you at once. That said, after a couple hours of accidentally spawning critters, a big ring of death popping in to jump you is pretty funny. 


Notably this does not happen if you just focus on a different window, you have to be looking at a different tab. (This was discovered on Firefox, I don't know if it happens on Chrome too)

Added a download for windows. Hope it works!

I have a flight to catch today, but I'll see about making one tomorrow :)

I really like how you implemented the first person perspective with the art. Pretty clever idea!

I mentioned this privately already, but I'm really impressed by how much you learned about Godot in one project X3

I sure hope the SRS is working. I actually spent all weekend  trying to implement it |3

(1 edit)

Use [RMB] and [LMB] to Freeze or Delete ghosts! The Professor says this after you die the first time :) A frozen ghost can be used as a platform

Thank you, I'm glad you enjoyed it! I can only imagine where you'd have seen my art style before :3

I appreciate the feedback! I did worry the dialogue popped up a little too often, but I definitely wanted to showcase the writing as part of the experience and only had so much time to build real estate for it. So yeah some dialogue is really unnecessary in the long run, but for the small bite that I could offer I felt it was worth a little bit of interruption.

Yeah the sync issue is due to how I'm recording your gameplay. I'm only reading your inputs rather than keeping track of your location or momentum at that moment. Which can lead to some inaccuracies, especially after hitting a checkpoint. But I think this method is pretty cheap memory wise and also allows for interesting interactions if the environment changes!

I do agree that the movement is a little bit at odds with the puzzle elements. I think given more time I would focus a bit more in the momentum aspects rather than precision and add in more interesting interactions with the ghosts than just making them a platform.

Nice use of past runs! I had to check it out when you said it was a similar idea to mine :) I enjoyed it

Yes! I really would have liked to have more momentum based gameplay but I just didn't have time

Glad you enjoyed it! And I agree, but I'm constantly changing subtle values for the movement. The tweaking of physics is neverending x3

Oh, you actually can use them as platforms. The professor should tell you to use [RMB] and [LMB] on the ghosts to freeze them! But I should probably have made it more obvious. Thanks for the feedback!

Thanks for the input! Yeah the keyboard controls were kind of thrown together as a last minute request. The next iteration of this project will definitely have mappable controls.

A little cerebral for most people I think X3 but interesting concept.

What an interestingly frustrating game mechanic. It's like grinding in tony hawk pro skater but all the time :P Was a very fun challenge, and the voice acting did a ton for the atmosphere.

Appreciate it :)

Thank you!

Mouse and keyboard support added! Sorry if it's not good.

It's a common false positive with Godot. I've hopefully fixed it? Let me know if it's still a problem.

Thank you for your feedback! I've already found a fix for the rolling/jumping at doors issue. The camera is admittedly the worst part of the prototype by far. Mostly built on the backs of tutorials to the point where I'm not even sure how it works. Definitely need to work on building it from the ground up again. It seems like everyone is understanding the correct button to execute the prompts is the right most large button, but for some reason the labeling is completely off. No idea when it stopped working but it doesn't display correctly for me either at this point. (Plus the layout of the UI is confusing regardless, so needs a redesign.)