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Lurker in the Wires

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A member registered Jan 29, 2018 · View creator page →

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It was well-put together. The core gameplay loop was solid. It did get repetitive, and while I understand the obfuscation of the recipes was a feature for the theme, it did feel like it detracted from the overall enjoyability.

That was impressive for a 2 week jam project. The game's pace could be a offputtingly slow, but for a free MMO made in 2 weeks? Dang, son, it ain't nothin!

Combining the souls to unlock and upgrade skills was neat, and played into the combat choices well (what you eat is what you grow into, with some swing depending on your upgrade choices).

It brought me back to the feeling of late-stage MUDs and early MMOs.

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First off, loved it. It showed all of the knowledge of a proper Metroidvania.

Started on a controller. Once I reached the first pot and brewed the first potion, I was no longer able to play on controller. Beyond that, selecting option on the menu screen with a controller was far too unweildy.

I loved the character animations for the main character and the monsters.

Some of the mechanics, like blowing yourself up for a boost, felt a bit fickle, but there didn't feel any true risk in experimenting. Overall a great game!

Bug on first playthrough, the Normal ingredients spontaneously dropped to -1, on buying one ingredient, it went to 0 and wouldn't let me buy more.

Volume seemed inconsistent.

Upon restarting and brewing a potion, it didn't complete.

Intriguing game, and I have to come back to it. My first run, I ran out of time from reading what the courier was telling me and was executed. I want to explore the options even more.  It'd be nice if there was a common room for servants where you could learn more about the people for whom you're cooking, between meals.

Fun combination of the themes. Good use of the graphics and sound effects.

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This was an adorable and endearing game. I fell in love instantly and kept falling more in love as I played.

Update: I'm glad that this was the #1 winner! You deserved it!

Interesting idea. Simple but pleasant gameplay loop. The art is amazing. Loved the chaos noodle in the background of the shop.

I loved the art.  With a little chaos, I was able to jump out of bounds. I loved how atmospheric the game felt.

The goat just made the office feel like it should. It's won employee of the month there every month since the office opened.

Funny, that. We've actually discussed possible ways for the story to go forward from that point, though if we were to go forward with any of those ideas, it would be a second game.

This was a cute dose of positivity! I enjoyed it, tho I felt sad when I was busy helping some goblins and couldn't save others.

Difficult to say. The ultimate goal is to put half the deck in the black pile, half in the red pile. Tweak too much one way or its opposite, and you wind up unwinnable (because more than half the deck is red or black). It's at the very least a unique mechanic for a solitaire.

You won. Just. At everything.

Took a bit to get used to. Seems like the optimal strategy is to keep the special cards neutralized.

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Such a pandering PANDAering game... to quote Abridged Vegeta: "I know you're playing me... but you're absolutely right!" Well done.

 /10

It's interesting, and the mechanics help tell the story. It feels like it'd be better if made for controller or twin-sticks.

Interesting, and the challenge ramped up a bit. I liked it!

This is such a simple and fun game! It'd be nice if we could get bonuses for "stealing" items from the level, because small fuzzy burrito goblin.

Control was good, art style was distinct.

Ran into an error while navigating through to another room.

Shop items having mixed effects on you (and some unknown) was a very nice touch.

Interesting idea.  The player moved so fast that there was no real tension to escaping, other than figuring out the controls.

Great game!  Sometimes you gotta break a few heroes to hand out magic swords.

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I loved the gameplay, even at its most frustrating.  Also a fun art style.

I've found the cause of the falling over, I'll be throwing up a build first thing this coming morning (my time) to fix that.  Animations are still in the pipeline.

Thank you.  I'll be debugging it as I can find time to get rid of that stutter.  Slow and steady, bit by bit at the moment.

The flickering was something to do with the character controller and a model from Blender.  The controls were intended to be unconventional and floaty/icy to simulate the skates boots of mobility.  I'm putting it on the to-do list for post-jam fixes.

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I understand.  I was running short on time, so I couldn't add those before deadline.  I'll add those and post once the jam is over.  Admittedly, animation will take some time.

Was an amusing end, and good tension building.  Seriously, wtf with those... *shudder*.  The gameplay felt a bit repetitive, mostly doing the same thing over for the full time limit.

I really enjoyed it.  The only part I didn't like was when the kitty exploded (which is better than the alternative when it lands on spikes).

Thank you for the critique.  I'll keep that in mind for any future projects, and when the game jam lets up, I'll see about adding indicators/instructions to make that more clear.

I can't update the file until the game jam is over.  Until then, get it from my dropbox:

https://www.dropbox.com/s/wlbdgooitgdc2k1/TrialofKnavery-v3.zip?dl=0

Only change is that I corrected the file names to run the game.  You can do this manually on the v2 upload.

Was able to play on Microsoft Edge.  It's very atmospheric, and I could feel the same sort of anxiety I've previously felt in irl.

Interesting, good good presentation. I MAY have cheesed a bit on some of the puzzles, but then, isn't that part of what games are about?


One bit of advice, add crosshairs, or expand switch hitboxes for user interactivity.  It was difficult to understand why some switches seemed to respond right away, while others would not.

Unable to run on Firefox. Partial issue was webgl.disabled (set to true).  Even after changing that to allow webgl, game wouldn't finish loading (small sliver remaining).  Error "An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
TypeError: LOCAL_STORAGE is null"

Tried again in Brave browser (a Chrome derivative), and got the error "uncaught TypeError: Cannot read property 'length' of null".  Same amount not loading.

Oddly, earlier in the day, was able to access the game on a work computer (to test basic function).  

Running into the same error with several other browser games, though others load without issue.

Art by Ayleph(Icecheetah), music by Huginn2

It was a bit difficult to grok, initially.  I was expecting that all three hiding spots would be available at once, but it turned out that they were sequential (one at a time).  It was interesting to play, and the art style and lighting really made the world pop.