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Plife

128
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A member registered Aug 24, 2020 · View creator page →

Creator of

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Thank you :D I appreciate you for playing and leaving such a nice review. I definitely should've tweaked the gun jump mechanic and made it feel a bit more "weighted", would've made the movement even smoother I feel. 

Thanks again for playing, I'm glad you enjoyed!

I am so glad you enjoyed the game! you get the vision haha just some old school fps fun! Thank you for playing and I appreciate the nice comment!

Hey there! I appreciate your comment and am glad you enjoyed the visuals. I would also like to tell you that the gun-jump mechanic as well as the short reload are not bugs whatsoever, they were design decisions to make the game as fun as possible. I've had some people say that the game is punishingly hard, and others say it's too easy, all depends on how people play and how skilled they are at these types of games. The difficulty being a key flaw is true in some cases but it's also a flaw the game will always have, make it easier and it's boring some, make it harder and its impossible for others. The enemies getting stuck on levels also isn't really a "bug" in the classic sense, it has to do with the fact I had to manually place all the levels colliders both for the player and for the enemies pathfinding, due to the short time window I had to simplify a lot of the levels geometry when placing these invisible colliders which sometimes leads to enemies bumping into walls that are invisible to the player. I wish I had the time to take better care of the pathfinding colliders, but other things were more important at the time. 

Overall, I just want to provide some reasoning/sense to why the game behaves in these ways in this response, and I hope I did that! I'm glad you enjoyed the game and had fun with it, and I appreciate the in-depth review and response! Comments like yours will certainly help me improve my future projects.

Thank you :D The game had HUGE inspiration from blood thief, I'm glad you had fun!

Would you be interested in a full release in the future?

Hell yeah!

I agree, was not the best idea for a tutorial haha. Especially since platforming levels never appear again after the tutorial. Looking back, I would've done it a different way for sure.

Thank you for playing! 

Thank you :D glad you enjoyed!

I'm glad you enjoyed the visuals :D 

the theme fits the game through the narrative/story, easy to miss if you skip it. I don't blame anyone for skipping it though haha, I originally wanted to create several interesting animated cutscenes with voice acting to make sure the story was a bigger part of the game (and the theme was more obvious) but ran out of time in the end and had to implement it through text :(

Thank you for playing! I appreciate your comment.

I'm glad you enjoyed the game! It's great to hear people have been loving it so much.

I definitely left the shotgun that way intentionally, the game can get difficult at points, and I felt a little bit of cheese could be necessary for some players haha. I originally had ammo run out and the player would need to pick up more off pirates but in testing I found it was a bit more fun to just shoot as much as you want, especially with how much damage the enemies do, so I removed that bit.

The theme really only fits into the game through its story; I originally had 3 full cutscenes planned to make it a lot more engaging and understandable, even had the voice acting all done lol. I was cut short on time last minute though and sadly wasn't able to implement said cutscenes.

Thank you for playing and thanks a lot for leaving a review with some real feedback and input! I appreciate that a lot.

Hey, I feel understanding your intention with the game helps enjoy the execution, if that makes sense.

I can see there was more planned here but like we both know game jams are timed, and sometimes that time disappears quicker than we'd like. You did great work with the time you had and made a polished well put together experience. That alone is impressive (and somewhat rare) for a jam game!

I really liked this one, felt that the game was really easy to pick up and before I knew it, I was a few levels in and understood the mechanics, but the puzzles also had a nice element of difficulty usually coming from the timing of things, or having to handle multiple machines at once. One of the best games I've tried so far.

there is a ton of puzzle platformers in this jam that all have the same idea of "player takes control of machines to progress through level" but this one was the most engaging I've played so far, felt very polished and clean.

great work! and best of luck!

This is a really strong submission; I think you nailed the theme in a way that's easy to understand and works itself deep into the gameplay. The audio and visuals are consistent and look nice, and the fully voice acted dialog was really good. The game had a great intro sequence and tutorial to introduce the player to the mechanics, and the gameplay that followed did great at showcasing what you can do with said mechanics. It felt like a short and sweet demo for what could be a fully realized title.

Great work, and good luck!

I'm so glad you enjoyed playing! Your video is also great to help me understand how players are playing the game a little better, I appreciate you posting it!

Thanks for playing!

We will work on sum together soon for sure, thanks for the support dawg!

Thank you :D

I'm so glad you didn't experience any performance issues, I spent a lot of time optimizing things where I could, specifically building an object pooling system for all the blood and gore effects as well as the consumables. Also, I did have a Fullscreen toggle in the games options, but I also added one to the itch page directly now just to make it a little easier, good suggestion!

Thanks a lot for playing my game and I'm really glad you enjoyed it!

Honestly, this was a terrifying game for me, I actually felt very scared and uncomfortable while playing and was not able to finish it unfortunately. But for a horror game, that is a huge win! Good work, great atmosphere and the sounds specifically are what brought a lot of the horror.

Very solid entry, good work and good luck!

I really liked this one, love the visuals and I like how the pixel art is scaled, consistent but gives it a nice and chunky look I love! The controls felt simple and easy to pick up and as a whole the game was just very enjoyable to quickly pick up and play, good work!

Thank you :D I'm glad you enjoyed, and thanks for playing!

Thank you :)

I used a very low resolution of 480x270, my 3d assets were also all made with low-res textures around 64x64 or 128x128 which kept the pixelated retro look consistent!

Thanks for playing! And for finishing the game :)

The difficulty of the final level was definitely a little much, takes a couple tries to beat it and I do wish I had more time to properly test and make changes were needed, maybe in the future I can give this game a few needed updates once the rating period is over.

Im glad you enjoyed the game, and again, thanks so much for playing and rating!

Very well-made game, I enjoyed the visuals a lot specifically, I've never really played a game like it before, but it was a lot of fun, I mainly used the turtle dude as his attack seemed the most efficient, and man was it fun to use his attack.

The voice acting segments for the tutorial and the intro sequence were very well done, not too long, and a nice bit of comedy sprinkled in. The only thing I actually wished was different was the menu navigating, just wish I could use a mouse lol. Very small gripe though, overall great job especially for a short game jam, and great use of 3D in GDevelop.

Anything's possible :D Glad I could inspire!

And thanks for playing!

Wow man I appreciate you playing and commenting! Been watching you for years now and your opinion matters a lot to me!

It's great to hear you liked the game and enjoyed playing, and I agree with the lighting being a little dark, another thing that slipped my mind throughout the testing phase is visibility.  I originally did have a few more lights around but I had to remove them for performance reasons, after that I should've raised the ambient light intensity a bit... we live and we learn though, I'll definitely learn from this one.

Thank you for playing!

Thank you :D

First, I want to say thank you for playing! And thank you for the in-depth review, I appreciate people like you that help me improve my craft.

I agree with most of what you're saying, and I feel the games level design was its weakest point, and is what resulted in a lot of difficulty. To be honest I'm not a great level designer but working on getting better! I wanted to make some larger levels more focused on speed and movement and less focused on combat, but I just lacked the time unfortunately, 

I had a few testers test for me and most of them did tell me it was a bit of a difficulty curve, but I was also told not to change it as they liked the challenge in such a short game. Though in hindsight I should've implemented some difficulty settings to please all types of players, especially in a game jam like you said.

I'll continue to get better and learn from this project, it was really fun making it! Thanks again for playing and leaving such a helpful comment!

Thank you! I appreciate the kind words.

Glad you enjoyed it :D

I was worried some players may not run into it immediately, I had plans to rework it slightly but didn't have the time sadly...

I'm glad you enjoyed the rest of the game though! Thank you for playing.

Thank you :D

Haha yeah there may be a bit too much freedom with the gun jump height haha, glad you had fun though!

Thank you for playing :D

Thank you I really appreciate it! Glad you enjoyed!

thank you for the feedback! I agree with you on the inventory and was worried about that cluttering some things up, most testers didn’t have major issues with it but I feel the lack of tutorial when playing for the first time leads to a lot of picking up and carrying objects you don’t need to at times. My best guess is the testers didn’t carry a lot of objects at once as they knew the clear objectives.


the collectibles getting added to a variable instead of a object in the inventory  is certainly a better idea I unfortunately thought of after submitting the game,  you listed several good ways to improve the inventory and I’ll definitely be changing that in a future update!

Thank you and i'm very glad you enjoyed playing! I feel you on the 3D camera and 100% agree, I was testing the game using a controller basically the whole time I developed and for some odd reason the camera works as intended while playing on a gamepad but on a keyboard/mouse it behaves differently. I will fix this in a future update.

Solid game, I ended up beating it I enjoyed the movement though it took some getting used to.

I recommend making it more obvious that the enemies are enemies, I actually thought they were like powerups at first and ended up touching both of the tiger things and dying, second go around I understood though. 

Good entry, good work.

I actually really enjoyed this one it was fairly challenging at parts but not in any unfair way as you explained all aspects of gameplay very well. I think my only gripe is that the whole level resets when you press stop and it was difficult to remember which type of cacti I placed where, but it wasn't a big problem at any part 

I appreciate that you made everything feel so responsive nice use of sound effects. The lighting was very nice as well.

Great job this is one of my favorite submissions so far!

The hand drawn art style was nice, for one day of work you did great!

I think the climbing/sticking to walls mechanic is very well done and I like the simple controls, it was very difficult to make some of the jumps early on in the game, great idea to fit the theme as well.

Well done overall!

I like the game, the pixel art is nice and the sound is nice, theres not a ton of depth to the gameplay but it was made in under 3 hours so I understand why, overall solid entry! left a good rating