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Null Builds

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

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Really love the style and how surreal the experience is! Standing on the edge of the platform over the void gives me the same unease I get from games like Mirror's Edge. The fishing mechanics also are probably the most involved I think I've ever used and I really enjoyed that it wasn't just another "find the sweet spot" mechanic! Great work!

I'm glad you liked it!

Yeah I didn't realize until maybe a half hour before submission that you could spam the ball to win. If I had more time, I would have made the jump height proportional to how far you fell so you couldn't do that. Thanks for playing!

I thought the movement was a bit strange at first and then I realized I was wheeling around in an office chair and it made so much more sense! Server farm is really clever and I think you did a good job of balancing the risk/reward with how many servers you choose to start!

The art is great and it's awesome how many abilities you were able to implement! I wasn't able to get too far since the enemies would spawn on me while paused but I think the idea is solid . Great work!

It took me a few tries to realize I could click the bugs to deal damage (I assumed only the turrets could) but I had a lot of fun once I caught on! I think the onboarding could be a bit slower paced to help get used to things before the first bugs but I think that's not a big problem especially for something this polished made in such a short time!

I can imagine! I used three.js ages ago and it was really cool but definitely a challenge!

I was using Chrome. In full-screen, the comrade upgrade screen is missing the scroll bar so endurance gets cut off. The shop screen has a scroll bar but the first one or two items are cut off. If you exit full screen, the scroll bars appear and you can see the full lists.

Oh weird, that's a new issue I haven't seen before! I don't have anything specifically wired for touch/gamepad but I assumed a touchpad would work by default. I can definitely see the right click being an issue though since you have to hold right-click while moving the mouse to rotate the object in your hands. I didn't think about how that would work on a trackpad.

Did you collect the first fruit hanging over the chair? If not, you'll need to collect it before you'll be able to buy any other furniture. You can't pickup/move anything in the environment once it's placed through by design.

Also, the music by a really talented artist called Abstraction! Their work is actually here on itch and a large chunk of it is available free for use in jams. I highly recommend their stuff!

Extremely well done! I'm glad time played isn't a state because I don't think I want to admit to how long I played for. The only issue I ran into was that in fullscreen, the scroll bars didn't appear but I realized I could switch out to see them. Regardless, this was awesome and the only jam game I've seen thus far using Three.js!

Thanks for playing! The trick to the visuals is just reducing the resolution until even my bad programmer art looks decent haha

I'm glad you liked it, thanks for playing!

This is insanely polished for such a short jam, great work! I love how you rely on physics for the automation so you have to plan more than games that use conveyor belts.

Really great game! The rate of progression felt perfect and I was surprised just how many upgrade types there were!

Love the visuals and the goofiness of the concept!

Great looking game and a good amount of progression for such a short jam! The progression at the start was a bit slow but it picked up a lot and I really enjoyed my time with it!

Farming for engagement is such a clever take! It gets a little hard to tell which comments are coming from who when you have all chairs filled but I had a ton of fun with it. I could definitely see this being a full game if you wanted to take it further!

I really like how you can hold the drift indefinitely to move slower and get better control but that there isn't enough time to let you do that so you're forced to take a risk with the boost afterwards. That mechanic balance felt well thought out!

Having a cutscene in a 48 hour jam is pretty ambitious and you definitely delivered! The game felt well paced and every time I thought I had seen the last new enemy a new type appeared. I was a little confused whether the speed upgrade was movement speed or attack speed but that is a very minor critique of a great submission!

Farming a fruit machine is a really clever take! I'm not sure if you scripted it or if it truly is random but I won with barely any health left. Really enjoyed the suspense!

I love using the rocking-chair to aim and the camera angle changing in the intro was hilarious!

The animations are great and I love how the chickens are sync'd the to the beat!

Feedback

I'd love your feedback if you played the game! https://forms.gle/AnosQtqwP9PmLjiy8

Troubleshooting

Joining a game takes a long time

The game attempts to connect players directly first for the lowest possible latency but will default to a slower connection if a direct connection is blocked by the players' routers. This process can take some time but having a different player host may resolve the issue.

Join failed with error code 20

Try closing and restarting the game. If that fails, a full PC restart may fix the issue.

Join failed with error code 24

Try disconnecting from a VPN if you have one enabled.

Name isn't set when joining

Any name containing profanity, shorter than 3 characters, longer than 15 characters, or containing anything other than letters, numbers, dashes, and underscores will be reset to the default name.

Just tried it and I think you've got a cool concept!

I'm glad someone is still doing light-gun style games! This reminds me quite a bit of the on-rails Resident Evil games for the Wii. The backgrounds are great and I like the variety of enemies and items you were able to add. I was a bit confused why two different humanoid enemies would have different weakpoints since I came across one that seemed to take more damage from chest shots and one from headshots. I think some kind of visual cue could help with that. Still, really fun experience!

FYI - The game tried to launch with SteamVR and gave me an error that my headset wasn't connected. SteamVR doesn't normally popup for me unless a game tries to run in VR mode so there might be a setting in your project that needs to get disabled.

I definitely got Portal 2 vibes as well! And to be fair, the subtitles are more of a future suggestion. It's hard enough to get a game together in such a short time, let alone adding anything not essential to the gameplay.

Just played your new web version and I didn't have any issues controlling the character this time. It felt much more natural!

Thanks for playing! The Jak and Daxter games are some of my favorite and the attack was inspired by Jak's spin kick!

Yeah, I thought I had fixed that issue with the bells but I'll need to tweak it more. I have collision areas that trigger the camera overrides and was having trouble positioning the sphere collider for the bell minigame to cover all the bells without extending too far that it snagged the camera as you walked past. I'll add that to my list of post-jam fixes.

Thanks so much for playing!

I like how unsettling the room designs were like how after going up the stairs you can't see the hallway you just came from below you. It makes the facility feel like it's changing or alive. The whole experience reminded me of Amnesia a Machine for Pigs with the impossible scale and theming. There were a couple lines from the TTS I couldn't quite make out so you might want to add subtitles for sythesized voices like that but I think I still got all the important parts. Great work!

This is extremely good, let alone for a first game. I love the creativity of the concept and it is was executed really well. I couldn't quite figure out how to capture the doll but I still had a ton of fun playing to the last day. Really the only criticism I have is that without checkpoints, the target score for each day feels a bit too high and discouraged me from wanting to replay the game to capture the doll. That doesn't take away from this being a great experience though, well done!

Thanks so much for playing!

I really like the vector art style you went for! I don't see that style very often which is a shame. I didn't quite understand the different monster behavior on my first playthrough but I figured it out on the second. I like the tension you were able to create having to turn your back to the monsters. The audio queues were also very clear and I felt like they were pretty well balanced. Solid work!

The limited field of view and the flickering of the flashlight really made this feel stressful in a good way! I played the web version and I don't believe I experienced any bugs (definitely none of the ones others mentioned here); although, I wasn't able to complete the game. The time to walk back to where you last died and try another path was just a bit too long for me to stick with it past a few playthroughs but I really like what you were going for. I think you've got a great atmosphere here, great work!

I like the creativity and that the visuals are so different from what I typically see in jams! I couldn't quite figure out what I needed to do though. I reloaded a few times but couldn't find which ghost was F. Do I need to connect a MIDI input to play or are the MIDI numbers in the menu just for education? Regardless, this was very interesting and feels a bit like an interactive art exhibit and I mean that in the best way possible!

Thanks for playing! Yeah some of the manually placed camera angles were placeholders that I ran out of time to adjust and I think there's a bug in the default camera that causes it to focus in the wrong spot. I'm going to work on it between jams and see if I can't come up with something better.

Thanks for playing! This was my first attempt at a 3rd-person camera like this so I've definitely got a lot of work to do to make it more reliable. 

This was really clever! The artwork is great and I love that unsettling droning in the background. I was thoroughly hooked into the story and even though I knew where it was probably going to go, I was really curious how it was going to get there and it didn't disappoint! Really the only criticism I have is that I would have loved a full screen option to see the game a bit closer and without the white background. Zooming the page fixed that though so it's a very minor issue. I'd be really interested if you ever wanted to expand the concept with more characters.

Hey thanks so much for playing, that means a lot coming from someone with so much experience in this genre!

The bells were my favorite too (and a lot easier to get working than the tombstone)!

This is an extremely underrated entry! The atmosphere is terrifying, the monster design is great, and I feel like it was just about the right length too. The level of polish you achieved in such a short time is also incredible. Enemy AI tends to be weaker in jam games but yours felt balanced and I didn't encounter any issues with it. The only criticism I have is I wish there was a mouse sensitivity option but that's it. Outstanding work!

The concept of a bowling game with rouge-lite elements is really interesting and I thought it was clever how the game gets easier the worse you are by the pins moving closer. Unfortunately, I had a lot of trouble aiming the ball. Several times, the ball left with a lot less force than I expected or went in a direction I wasn't expecting. I found that I needed to turn my character sideways to get it to go straight. I think this may have something to do with the angle I hold my mouse at and might mean it's inconsistent depending on who plays. Maybe adding some bias to make the ball go straight or aiming the camera down a bit to see it swing would help. Other than that, I think you've got a really promising concept here and I hope it's successful if you decide to develop it further!

Thanks for playing! Agreed, the camera definitely has quite a bit of room for improvement.