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MundanePixel

47
Posts
2
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64
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40
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A member registered Jul 23, 2018 · View creator page →

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really really love this one. only issue was a crash that occured with the Firecracker item, but other than that, amazing job

There were a lot smaller issues I ran into, that compounded to make the game a bit rough.

  • Jumping while upside down was very strange. it applied significantly more force than jumping while right side up
  • The camera snapping to highlight the goal and button in level 1/2 felt very jarring, thought it was a bug at first. Playing level 2 again, i think it might be bugged? as it got stuck and wouldnt return back to the original view.
  • I kept getting flash banged in level 4 by a large purple gdevelop logo that covered up my player
  • The blocks acted strangely, running on top of them would move them around and I kept clipping into them.
  • Since rotation only has 2 states, it might be better if its just on a single key instead of 2. I kept pressing R expecting it to act as a toggle.
  • There are a few “death” pits that the player can fall through, but they dont reset the level. It got a bit confusing on whether i was dead or just somewhere off screen. Also spaces off screen where I can get soft-locked where its not clear on what exactly is going on.

I liked it, I do wish the asteroids posed a little more of an active threat though. a lot of them just spawn in completely out of range before flying off. Had to actively try for awhile to see what happened if they hit the planet.

nice little incremental game, windwills rock

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I was invested enough to play through the whole thing if that means anything.

The atmosphere was nice while inside the house, the outside could use some work to make it feel more “real”.

There were a lot of bugs, obviously, but there was only one that really significantly impacted my experience (being able to interact the music sheet multiple times which froze the graphic on screen). There rest were smaller things, like some models not rendering correctly (sink + right nightstand), sprint not working, and the “P to call forensics” text being stuck on screen.

Outside of bugs my biggest issue was just lack of direction. its a common occurrence in amateur horror/adventure projects, but I got to a point where I was just running around the environment looking for anything to interact with that would progress the game, which killed a lot of the tension. Some way to keep pressure on the player or gently nudge them towards their goal would go a long way.

Random ideas: have the “monster” close off rooms that are no longer relevant to progression, direct the player by narrowing down where they can look. or even simpler, give the keys a more reflective material so they can be easily spotted while the player scans with the flash light.

Not too bad for a first finished project, but still could use some work.

pretty simple, not too bad, fun enough for a couple minutes. Main thing is that I wish I had more control over the roomba’s movement. just the ability to hold space to affect how far i launch or the ability to relaunch while actively moving would be a significant improvement.

real fun and I enjoy the visuals. the controls make the early game kind of a drag, but nothing too bad.

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Hello, my name is Anthony Drapeau, I am an artist, programmer and award winning game designer. I prefer to use Unity but I am open to working in any engine.

You can check out my portfolio here: https://www.mundanepixel.com/games

I sent a request on discord, my username is MundanePixel

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Portfolio:https://www.mundanepixel.com/art

Email: MundanePixel.com

Discord: MundanePixel

Hello, your project looks interesting and definitely something I can help with. Shoot me a message on discord and we can chat further.

Discord: MundanePixel

Hello my name is Anthony Drapeau I am a pixel artist, game developer and programmer currently looking for work.

I have about 8 years of pixel art experience with 4 of those being in game art.

Strengths: game assets, tile palettes, Top Down, props, UI, etc.

Weaknesses: backgrounds, high detail characters

My rates and schedule are very flexible and I’m not picky about the work I do, so if you need someone I’m sure I can be a good fit.

If you’re interested, feel free to reach out

Portfolio

UpWork

Email: MundanePixel@gmail.com

Discord: MundanePixel

Past Work:

Wakey Wakey

Nightmare Arts (In development)

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Hello my name is Anthony Drapeau I am a pixel artist, game developer and programmer currently looking for work.

I am primarily a Unity developer but I have experience creating games with Unreal Engine, Gdevelop, and Construct as well. I have released two commercially available games (both with “Very Positive” reviews on Steam) and about two dozen smaller projects.

Outside of game development I have worked as a web developer using JavaScript, PHP, and Wordpress. I have experience writing plugins for Aseprite using LUA, and I have about three years of teaching experience with programming and game development.

My rates and schedule are very flexible and I’m not picky about the work I do, so if you need someone I’m sure I can be a good fit.

If you’re interested, feel free to reach out

Portfolio

UpWork

Email: MundanePixel@gmail.com

Discord: MundanePixel

Past Work:

Wakey Wakey

Medieval Legacy

Nightmare Arts (In development)

My Son

banger

Banger

Banger

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I'm glad you like it, if you make something cool feel free to send it to me!

yeah the grass area is the end of the game. there's no food or water so the player is meant to just wander until they starve. jilm juice.

i liked the aesthetics, but idk if im just dumb but i got stuck on the blue ramp and could not for the life of me figure out how to proceed.

i like the creativity within the environments a lot, especially the maze full of paintings. And the ability to call Center to get more information about the world was a very cool mechanic.

(minor spoiler)

(also i wish itch had better tools for marking spoilers)

Also the wrongside being sort of a character itself was neat ending twist. it was a lot more interesting  then the general scp style spooky goobers that backrooms media usually go for.

neat little game, but i got stuck after i killed my clock. couldn't figure out what to do after that.

i made it in figma in like 2 minutes lol

i deeply enjoy every aspect of this game, except for the keyboard controls lol. Rebindable controls might be a good idea.

the aesthetic feels very "old unity" like the stuff you'd see on Kongregate in 2010, I enjoy them. There are a few points where you can very easily get yourself trapped. like in the second area you can immediately jump out of bounds and fall forever.

YOU

REALLY enjoy the enviroments for this one

Love the game boy aesthetic for this one!

Loved the art and atmosphere

Yeah like others have said its not really a pixel art game, it just has a filter. But the art does look nice. My only real complaint with the gameplay is that the player feels very slidy and moves way too fast.

Cute little game with nice story

Great game, loved the art, gameplay, and the variety of perks and weapons given to the player.

Hands down my favorite game from this jam. The visuals are stunning with great controls and sound. The few issues i have are minor like the camera was a bit off and there are a few visual issues, but thats it. Amazing game.

I really like the scream sound effect and the art is great!