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Null Builds

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A member registered Oct 07, 2023 · View creator page →

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It's wild to think that in the span of 7 days, 1000 new games were designed, developed, and released all at the same time from all over the world and for just about every genre. The amount of creativity (and stress) required to make this happen not just every year for scream jam but for the dozens of other jams as well is insane. I hope that everyone enjoyed themselves and got plenty of sleep once the crunch ended (I know I'm still catching up)!

If you're interested in playing a retro 3D platformer, I'm always welcome to feedback https://null-builds.itch.io/specterrier

The atmosphere is fantastic and I love the music. It reminds me a ton of the music from the swamp level of Sly 1. I haven't played any survivors-likes that utilized vehicle mechanics for the player and it was a refreshing twist. The controls felt a bit unwieldly at first but it didn't take too long to understand them. I'm not sure if it was just the end of the game or a bug but enemies stopped spawning after a couple minutes. I explored the level but couldn't find anything else around and no orbs to collect. Regardless, I think you've got a great foundation here if you wanted to keep building on it post-jam.

I managed to get the good, bad, and neutral endings and I enjoyed what I played quite a bit! Like others said, the intro is very cool and I like how you give a status icon to show if you're on the right track. I also appreciate that you don't force the player through a cutscene so they can quickly retry the game and try other outcomes. One thing I was confused about was the orb. Since you can use it multiple times, it seems like it negates a lot the other choices that balance sanity drops with mood drops. Other than that, I liked the mystery you created and was reminded of games like Spirits of Xanadu.

Thanks for playing, and congrats on getting all 6!

So the funny thing is I did a tech demo re-recreating a scene from Banjo-Kazooie a few days before the jam with vertex lighting that looked much closer to what you'd see in a Rare game. I attempted to do the same here but I realized too late into the jam that I had set the base light level too high (I had base lighting completely off in the tech demo) and the terrain vertex density too low vertex lighting to work properly even though vertex lighting is enabled. The gold material on the bells and keys is also using a 32x32 reflection map similar to what Mario 64 used but I didn't UV map their models and the default coordinates are causing the map to get too distorted to see the details.

This was a lot of fun and I think the perfect length for a jam game. The intro cinematic was great and I really enjoyed how the shimmering polygons looked similar to the screen shake effect from the witch. That had me always on edge second guessing whether I had been spotted or not. The only criticism I have is it felt like running was a better strategy than hiding since I often couldn't see where the witch was to know which side of a tree to hide behind. I don't think it hurt the overall experience though. Awesome submission!

I really love the concept here! The notepad was really cool and I loved that I could create shorthand for the orders to fit everything on the page. I do wish there was an option for mouse sensitivity since it was quite a bit lower than I'm use to but nothing unplayable. Like others said, the difficulty was a bit too high with the rate customers were leaving and how long it took to deliver orders but I think you have a great foundation here. Great job!

Also, I'm always hesitant to implement path finding in a jam game so it's impressive you were able to get it working!

The artwork and atmosphere here is incredible and I love the twist on the tale. At first I wasn't entirely sure if this was like a Legend of Zelda style maze where I needed to keep track of which directions I went but it didn't take long to understand what was going on. Aside from me being stubborn and using the rifle in a few places where I should have just used the axe, the difficulty felt balanced and the challenge variety well paced. Great work!

I'm glad you enjoyed it! The camera is absolutely on the list to improve for future projects!

I haven't gotten around to Ocarina of Time yet but I'm glad it reminds you of that era of gaming!

I'll definitely be doing more research into 3rd person cameras before I use them in another project. I didn't notice anything too off-putting in testing myself but it was clear even from my testers that something wasn't quite right and I think I just got too used to the way it worked.

I really enjoyed how you had to open and close each drawer manually on the dressers. It's adds a lot of tension to the encounter and made me feel more engaged in the scene! I did have some issues with getting stuck on furniture and other obstacles. I think you may just need to make your player collider smaller or rounded so you can move a bit easier. The post processing effect is also very cool and the distortion around the edges made the level look a lot larger than it really was. Nice work!

I like the concept you were going for here! It reminds me a bit of an old Flash game about running over zombies. It was really satisfying to coral a large horde around a block and pick them off. I realized because of the drag from running one down that I needed to tackle only one at a time to keep up my speed but I have to admit I wished I could run through a large horde at full speed and survive. Still a great arcade experience though!

This was very earie and reminded me a ton of the original System Shock in terms of atmosphere. The footstep sounds in the large open room and sudden changes in music in the tight labyrinth room had me on edge the whole time. While I did get the ending, I didn't find quite enough to crack the code on the PC and I'm still curious about the white lights as well. There's a lot of mystery to this game and I really enjoyed that! Really the only feedback I have is the default aim sensitivity felt really low but that's extremely minor and changing it to around 50% felt much better. Great work!

This was a lot of fun and very satisfying! The upgrades felt generous as well. The only feedback I have is that I nearly soft-locked myself after the first purchase since I bought the tether upgrade and didn't realize having more pumpkins would slow me down. I had to shoot more pumpkins to defend myself and couldn't afford any upgrades for 5-6 rounds. Maybe locking certain upgrades like that until you have more strength or movement speed could help or letting the player keep 5 or so pumpkins each round so they can grind back up. That was a relatively minor issue though and I thoroughly enjoyed the rest of the game!

I'm glad you enjoyed it!

The code for this project fell apart in the last day of the jam so I don't know that I want to brave that mess again but I definitely want to make more games like this in the future!

I'm glad you enjoyed it! Yeah the bells were a casualty of me adding some other higher volume SFX at the last minute and in a panic to finish the game I lowered the SFX bus volume instead of boosting the bell SFX.

Actually, jumping off the mausoleum was the original way I planned for people to get on the hedge row but I noticed my testers missing the jump so I added the stairs as a backup. I planned to put a light by them so they'd stand out more but I ran out of time to do a lighting pass.

I'm not sure if I'll revisit this game specifically but I definitely want to do more games like Jak &Daxter, Banjo, and the other classic platformers!

The music paired beautifully with your story and I loved the atmosphere you created. The game did crash for me once after interacting with the shotgun at the start and a second time after walking a few steps past the gate but it ran normally after that. Great submission overall!

Congrats on your first game! The balance feels pretty good and I really like the sound queue for when a robot was on the tractor but not yet attacking. I was a bit confused at first and assumed I needed to use the flash before the robots got on the tractor so you may want a bit more explanation for that but I got it on a second try. Great work!

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I like the aesthetics and the old RE charm! I couldn't quite unlock the 4 valve door unfortunately. I couldn't get far enough from the monster to turn around and use the flash but I see what you were going for and I think it's a great concept nonetheless!

About the "Windows Protected your PC" message, I believe you need to purchase a Windows code signing certificate and sign your executable for Windows to consider it trusted. For what it's worth, I've never seen anybody bother to sign a game jam game. This message has popped up for every jam entry I've downloaded, not just yours.

Thanks for playing! I'm glad to hear the keyboard and mouse controls worked for you! Unfortunately, I didn't have time to add the bonus for collecting all the items but you certainly have my kudos (I planned on turning your scythe gold if you did)!

I probably have over 20 parameters and a dozen states to tune for the player and camera controllers but funnily that wasn't the worst part to get right. The giant tombstone took two rounds of beta testing and a complete rewrite before it was intuitive enough for testers to beat.

I think this was the most creative game I've played for this jam so far! I really love the idea of requiring the player to do audio processing and giving them limited tapes to do it with. Organizing and handling the tapes was also very satisfying. The only criticism I have is it felt like 10 days was a bit too long but it was still thoroughly enjoyable!

Is the audio actually being processed in-game?

I'm so glad it was able to recreate that feeling for you, that's exactly what I was going for!

This reminds me a bit of killing room but I like this quite a bit more. I got a bit confused at the area with two doors since it kept unlocking back and forth but eventually realized I needed to kill more enemies in the main room to unlock the exit door. The movement felt good (especially the jumping).

Like someone else said, I didn't care for the aim lock. I'm not sure why but something about it was distracting me. I could possibly see that being helpful as an accessibility feature or for controllers through so maybe just having it as a toggle would be nice.

Overall, great stuff!

This was really fun and well polished! I like how you were able to incorporate the settings into the 3D scene too. The volume for the capsule mic was a bit low but I was able to hear the cues if I listened really carefully. Great work!

Thanks! That makes sense, I did notice in testing that it kept getting caught in the pillars. I'll look into fading objects close to the camera in the future and see if that helps!

Funnily, the camera is supposed to focus above the player's head in its default position but I think I see what's wrong. I have the camera get lower when you zoom out and I intended for the focal point to shift up as it does to see more of the level but I think I accidentally reversed it so the focal point gets lower instead. Thanks for the feedback!

The voice acting was really well done! The intro especially was very well performed. I tried a couple runs but unfortunately couldn't find the 4th key. Regardless, I think you did really well creating the atmosphere!

Thanks so much for the kind words!

The tower was the first challenge I prototyped; unfortunately, I forgot to go back and adjust the camera override triggers on it later in development when I changed its shape so that might be why it's more difficult than it should be.

Thanks for playing! Out of curiosity, was it the issue with the camera clipping through terrain or something else with the camera? This is my first time trying a 3rd-person camera so I'm curious which parts need more attention

The jumpscares were genuinely terrifying and I had a lot of fun playing! I actually didn't have much issue with the controls like others mentioned; although, I was never quite sure if the throttle and wheel needed to be clicked to activate or held and turned. Regardless, I was able to complete the game and it was very good!

This was very unsettling and I found myself constantly checking the statue(?) in the final area to see if it had changed when I turned my back. That final area especially was very cool and I like how the level naturally has you trying all the challenges and seeing them fail before leading you to the switch to change that. Well done!

Like the other review said, a mouse sensitivity option would be nice but I was able to get through without too much trouble.

Loved the atmosphere and how well you conveyed mechanics like the line getting cut through your level design. The whole experience felt like the Cube meets Portal and I'm here for it! I did find a small bug that jumping against the wall of a pipe lets you see through the wall but I only found that on my second run so probably not a major issue. Well done!

The humor's great and the puzzles were fun! I did accidentally break the game a couple times by clicking things I wasn't supposed to but it wasn't a big deal to quickly get back. Great work!

Thanks for playing! That's my hope as well once I get more practice.

If you like this style of game, I played another submitted to the jam earlier called Sugar Ghouls that's really good. 

The art is fantastic and I like the story and presentation you've created! Unfortunately, I couldn't get more than two parts in a run. The guards were just a bit too difficult to lose once they caught up to me in a corner. Still really great atmosphere though!

The visuals and sound are great and the timing felt well balanced! It did get a little repetitive towards the end but being as short as it is, I felt like it didn't start to become a detriment. Great work!

Thanks for playing! Out of curiosity, were you playing with keyboard and mouse or controller? I have the camera coded to behave a bit differently between the two so I'm wondering which needs improvement.

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The atmosphere is great and the monster is terrifying. I also like how doors close around the place as you explore. Unfortunately, I have terrible pitch and couldn't find the 4th signal so I wasn't able to solve the puzzle but I did enjoy the experience overall!

Love the designs of the ships and the tight cramped feeling of the interior. I wasn't entirely sure what I was supposed to do with the grid of buttons in the back but regardless the atmosphere is excellent!

Absolutely exceptional in every way! The size of the level and variety of challenges you pulled of in such a short period is impressive on its own let alone the theming, visuals, and sounds. I may have missed it but I really wish there were options to invert the camera axis. They were opposite of what I usually use for platformers so I had a really hard time adapting especially for the timed tower climb. Some automatic rotation on the camera could also be nice to make the tower climb a bit easier so the player doesn't need to take their finger off jump Regardless, amazing work!

I really like how the light shines from behind you when the drone gets close. It got a bit repetitive just moving forward. I think having the drone disappear at times or come in from other angles could mix things up and create more tension but I still enjoyed the atmosphere you created!

The colors are great, especially the contrast between the rain and trees! The rain and thunder looked great and really added to the atmosphere as well. I would have liked a bit more time being chased by the monster to build tension but this was still really cool!