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noremac7777

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A member registered May 22, 2017 · View creator page →

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Thanks! I've modified the camera movements a bit already, though I'll do a more thorough pass on that once I'm sure I'm finished with the trap and platform layout. Kill box for the right path is on the to-do list; I did wonder if it was too harsh without. Similarly I also need to extend the health regen delay to start a few seconds after mercy ends; you're not meant to get that extra hit, it's an oversight I noticed but didn't get to fixing. BGM was a good couple of hours pratting about with the banjo kazooie sound font trying to game-ify "Happy Halloween". I'm happy considering I've never actually authored a track before. 

If you're curious (and not busy rating the other entries), the updated version linked has BGM for the left path. Also some extra camera movements, but those were barely tested.

Thanks for the feedback! Good point on the timing of traps; the drop platforms need a timing retune in general; they need to spend longer visibly lowered before resetting imo. I'll also look at adding a particle glimmer just before the swing on the blades or something. They're actually a moving overlap volume hugging the blade rather than a momentary area, that may or may not be the correct approach. It seemed most flexible for what I was expecting to do when I made them. I don't think I did a pass adding camera tweaks to the blade area, and if I did it wasn't a good one. I should add a kill volume so you don't have to redo that whole area despite the checkpoints up top; that did occur to me at the time but the coin toss went the other way. Confusion over being done after the drop down occurred to me also, but I didn't expect the macguffin to be easy to miss visually; you must have fallen on it or something. I can reuse the victory grabbing animation from the cup to make that very obvious, though for the water side I'd have to reposition it for that. The invisible wall was a leftover for preventing the player from falling out of the map, I should've gotten rid of that one specifically, but then the elevator back up was a last minute solution. If you don't move at all it drops you where you're meant to be, and I didn't consider what people might actually try to do based on what they were seeing. Didn't have time to diagnose the tracking, it's a bug and I'm not sure what's going on; alternating shots will track and fail seemingly at random. There was an intention to modify the tracking so that you had to at least partially face the target, but I don't think I implemented that at all.

The vertex snapping was a code snippet I had to hand from the ps1 stuff I was messing with a little while ago, I didn't especially intend to leave it in, as it does make her inconsistent with the environment. I don't remember exactly how the ps1's behaviour operates but clip space snapping is how the emulations I found approached it.

Thanks again for the comprehensive feedback!

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Ah I see, I did get quite careful about taking pictures after the spooking started. The lights got me through it anyway, I just wasn't quite sure if I was meant to be finding collectibles instead!

Good atmosphere! Could do with the blurb being in-game; I wasn't quite sure what I was meant to do as I downloaded from this page instead of the main game page. I'm not 100% confident it was working fully as I won without being attacked, but spooky things did happen so might've just been luck.

Amazing visuals, incredibly well executed! Text occasionally felt a little slow, and I wasn't sure if I needed to do something at the title screen. Oh, and some kind of indicator, perhaps hotkeyed, to show where you can click as I spent a little while waving the mouse around when those opportunities came up. Unless you're nostalgic for Sierra's 2-pixel scissors of course :D

Made me use one jundred perjent of my jrain

Fun! Esc isn't a great key for the menu as it frees the cursor and it wouldn't disappear again for me. Could do with some feedback on shooting/hitting too; killing enemies felt a bit inconsistent and I'm not sure whether that was just me missing  because of the angle or something.

Cute! Space to restart or click to flap would be good; one-handed gameplay.

Good atmosphere! Assume I'm done after one wave? I did a lap afterwards but didn't spot anything. The door works on the trust system it seems.

The description made me think it was just the first room initially. I reached black bricks, looked like that was as far as it goes? Fun concept!

Stellar art and dialogue!

Love it! Could've done with a "zoom out" function, or maybe arrows on screen pointing to whichever fireworks aren't set correctly when you press the launch button (which was only really a problem for me when I didn't realise how big a map was). That and/or a sprint key to help get around quicker when you're not placing stuff.

I jaughed. I jried. Truly the real jorb was the jriends we made along the way.
Lovely little project! Some kind of simple "collect things for extra points" objective could be fun.

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Funny idea, the captions were great. I want - perhaps need - the thrown bottles to be able to hit Sakana.

+1 on feeling a little lost, but other than that it's lovely!

Interesting aesthetic!
The TTK on the snowmen is very unforgiving; imo there should really be an audio cue, or checking for them should be easier. I checked the room, saw nothing, and died ~5 seconds later on one occasion, unless I misunderstood something. I'm not personally a big fan of mouse controls, especially in full screen; it's ok for the interactions but the buttons are small enough to be frustrating, though part of that will be me using a trackball. Being able to press A/D to switch screens would go a long way for game feel.
Fun idea anyway, and I think the working area is laid out well. I'd love to see it polished up a bit!

Thanks! The screwdriver is currently useless and the hairdryer's use is broken in this build so sounds like you got through everything :) There were a few ideas but I didn't find enough time to work on it over the holidays; I'll at least do another art pass and probably try to polish up the progression, maybe add a couple more "puzzle" elements/sequences.

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Cute! Sound effects would help, I usually don't have time for them either TT_TT. You already know about the UI issues. More effects on the attacks? Help make things pop a little more, add clouds for toxic for instance. Maybe a specific effect/sound cue when an attack gets reduced by armour. Readability stuff.

Cute. Funny.

Love it! Can be a bit awkward to stack things, wasn't quite sure if I was doing something wrong or it just wasn't working. UI might help there, if it's about dropping in a specific area.

Feels good to play!  Do the different characters get different obstacle spawning or was that a coincidence? In terms of gameplay I think maybe the player should have less control over their speed, most of the danger came from me just holding 'W' xD

Thanks!
Yeah,  did have some ideas along those lines but most of them fell out when things got busy over the holidays. Post-jam maybe!

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Thanks so much :D
Yeah the cliff took a backseat; it's literally the first thing I slapped in there "temporarily" to bridge the starting cave to the arena. Intention was to make more of a "level" leading up to the boss, to introduce the shooting mechanic and the fire that got left out.
Damn, thought I added the reset for the rotating phase. Guess not, or maybe a path  exists where it gets bypassed. I also managed to become invulnerable in my own post-patch testing, no real idea how.
Yeah I've even got a system on the player to choose different respawn points but didn't find time to a.) place one or b.) add appropriate scripting to actually select a new spawn point. Would've used campfires like the one in the starting room to indicate if I'd managed to make enough of a level to justify multiple checkpoints but eh, game jam timeframes. Thanks again!

Edit: and your response to the shooting is basically everything I was hoping for with it :) with more balancing time I might've limited the auto-aim so that you had to at least be facing towards the target to add a skill floor to that element (most likely with the health bars adjusted down a bit) but again, without introducing the mechanic properly to the player that felt like it could be a bit impenetrable.

Very spooky! Great tension, and all the more impressive without an engine!

Very cute! Huge nostalgia vibes. Is there a way to restart after dying, other than refreshing the page?

Delighted that got noticed, quite a lot of work went into things happening on beat :D

Not bad! Some of the shots for the wheels were a bit tight considering the need for direct hits.

Love it! Very funny, love the sounds and the idea. Just wants combos or something.

Cheers, as per usual I probably spent more time than I should polishing relatively minor elements until I was happy with them, but it was a busy week anyway so I'm not all that disappointed.

Cute! Love the mech designs. Minor point I found a touch jarring; you can change the shadow distance in Unity's project settings so that they don't fade in when you get closer to the walls/cylinders. Can't imagine it'll hit the performance too hard here.

Just wish I'd finished the HManga stand, with its slowing effect...

Cute! Lego props? FPS drops in the main area for some reason, if you're not using the foliage tool for things like trees and rocks then that might help. Also if this isn't a shipping build then those come out a bit smaller and sometimes run smoother too, but obviously disregard that advice if it is.

Great stuff! Just wants some more feedback/polish type stuff, especially to show when major characters have responded to what you're saying.

Character physics a bit rough, the jump is incredibly fast. Moving platform physics took some getting used to. Interesting stuff anyway!

Love it! Could do with arrows or something showing the right direction in places, and a few segments (the first lava encounter) were a bit unforgiving, but very solid and fun to play!

I'm a changed man after this. Thank you, sincerely.

I like the banner image!

I like the banner image!

I even had music picked out! I just didn't find time for a sound pass. Many thanks :)

Excellent! Worked well enough in the web renderer for me. Could do with visual feedback on damage taken, it wasn't always clear where I was being shot from. Feels great to play, anyway!