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Mythril

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A member registered Jul 20, 2023 · View creator page →

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lol Yesh! That was part of the original want. Just way beyond my capabilities to make it generated well within even half decent level-design parameters.

I think you're right on the money.  It was an increasingly simplified version of a wider original idea, that we ultimately just didn't have the time needed to execute. I actually spent several hours during a final crunch attempt, trying to get sound going, but I just didn't like the results I was producing and scrapped it. 

On the 20th floor (all elevators) there actually is a hint, though it is admittedly incredibly subtle.  There's a section with red writing on the wall, and one elevator in between the only squiggles that are mirrored on both sides and the closest one the art pack had to an "up".

It was actually the art style and humor that gave me some Tim Burton vibes. The husband's "Yes I am" and that was that, had that absurdist quality that I so appreciate.

And no stairs? I'll have to look closely, as I really tried to avoid that happening

Yesh. Both were part of the plan, but time dictated what we were ultimately able to get done within the week.

Memorization is a piece. I also tried to put hints in the way things worked, but wasn't able to design all the floors, so a lot ends up being overly ambiguous.

Big time.  And I was happy to see this outcome. You must have gotten quite lucky on some of the random shafts.

100%! I really tried to make a good audio profile. At least a background track and sounds in the stairwells and elevators, but ultimately I suck at sound design and just didn't like how it came out and ultimately ran out of time.

The running was related to other mechanics we wanted to implement, but job schedules and other commitments just made time scarce.

And thanks for noticing about the capsule image. I have very little experience with digital art, and really rushed trying to get that together, so I'm glad there was something in it. 😆😆

If I'd had more time, there would have been better indicators. There IS a guaranteed win path, but unfortunately I wasn't able to get to designing all the floors.

Agreed. There were so many things we wanted to do, and just ran out of time.

Sorry, mate. What ended up being the snag? I'd like to get an idea of things I might have missed in the design.

I'm curious: which one was the floor of doom?

You created something with an enormous amount of charm, and your background in composing was apparent almost immediately. I'm also very curious now though: are you a fan of Tim Burton?

So, I skipped the tutorial and slightly wish I hadn't. It wasn't clear to me that items had to be collected first, or my attack was actually a parry. But the game is forgiving enough that I had time to piece all that together. I love the concept, the art, and the sound design. I would personally like to see items that are a little more impactful. Like maybe "clear the next room of enemies". Which is a bit of a gamble unless you use the fog one first. But, overall a fantastic jam game, mate.

It's very obvious that you've got some experience with this gma style. The polish is solid. And I appreciate all the mouth sfx. That gave me a good chuckle when I realized it. The visuals were great. Overall good job guys. I'm impressed.

Fantastically done.  I really like this one. Only thing I would say, is the rules on pictures were unclear to me. It took a minute to realize the pictures would drop, and I'm still not sure what decides when they do or don't.

It's a neat concept. The camera work and sound design are particularly good.  And it's clear that a lot of work went into this, overall.

Okay, mobile may be hit or miss. It's definitely not working for me

Well, thank you! It's a bit of a learning project, and I'm in the process of trying to figure out how to use WebRTC so I can implement online multiplayer. Almost there, but unfortunately freetime has been at a bit of a premium lately

I'm using this pack on a concept. Currently little more than a tech demo as I'm feeling things out, but I really like these and with a much more expansive game in mind in the future I'm wondering if you have any interest and time in doing comission work? Probably some time off still, but figured I would open the dialogue. :)

Sorry for the late reply! I'm afraid I don't know what that is. It might be similar? But so far as I know, this is an original variant concept.

Well that would explain it. I tend to want to jump right in and not do any reading. Been spoiled by my Mega Man days. 😆

I did figure it out pretty quickly though so not a huge contention.

I did that, and I even noticed the indicator in the upper left which I assumed was the ore that I needed to return with, but it didn't seem to give me credit.

I'm glad you like it. I feel like I hacked everything together so half-assed ! 🤣🤣

Oh weird. Most of the comments with submissions show their games under their profile, but not yours. 🤔

This is probably my favorite I've played, from this jam. Sound is great, game is straight forward and fun enough. Perhaps a little hard out the gate, since I had no idea what any of the enemies were or did. Then I accidentally right-clicked on the beginning of the next stage and killed the little oxygen bot. The "Not cool" had me laughing. Good stuff!

You might have the most robust game I've played, and this is right up my alley so my mind is going a mile a minute with thoughts. But since I really don't want to bombard you, I'll offer one thing: I think the redirect-tubes you have would make more sense as a way to corral the mobs, as opposed to projectiles. If they're made the cheapest, you have a good way to balance resource management, and force people to carefully strategize layouts.

I fully agree with you on the difficulty. There's not much that's particularly compelling about the game as it stands. I feel like I basically made a slightly flawed tech demo. 😆

Yesh. There's definitely a lot to be done before this could be considered an actual game. 😆

With more time (and after fixing that overlap bug) I probably would have increased color variation over time. And possibly added a second lane, so that planning and moving around is more necessary.

Your hatred of raisins is admirable.

What about a particularly rare ore, or exit that won't spawn within a certain radius of spawn?

I didn't quite understand how to turn in the minerals to pay the rent and just got Game Over once the day cycle ended.  Fun enough. I just need to know what I'm supposed to do. 😆

It's very well polished. I'd be very interested to know what your planning/scheduling process was. There's nothing apparently incomplete, which is impressive.

I think you might have something potentially fun (once I got the little guys moving, I could see a glimmer of charm), but it's really unclear what I'm expected to do, or how to do it.

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The look sensitivity is such that it's not possible to look all the way around, which prevents being able to look in certain directions. You might be able to add a multiplier to the rotation and that should solve it.

Pretty though. And I get the impression that you're a narrative story teller, so it'd be cool to see the rest of it. Cheers

I saw the control thing said z x/c v . Tried all those, but couldn't seem to get any behavior out of it.

It's a first game. I hope you enjoyed it and had a good learning experience. The layout of the maze itself is pretty good.

I've played a bit, and I get the  basics, I think. I'm curious what the intention was with the building aspect?

Glad to hear; that was the idea! 😆

You raise a good point. I noticed that the challenge wasn't really... intrinsic, other than getting points.  Funnily, part of the original concept that popped in my head with this was a little speed boost, but I couldn't figure out a reason the player would need it. I just thought it would be funny to have burrito pickups that made you fart dash across the screen.

It definitely wants for something, but I can't figure it out for the life of me. The theme and item had me confounded.