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Oeslian

63
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5
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2
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A member registered Jan 07, 2020 · View creator page →

Creator of

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Thank you foe playing,  I really enjoyed making this game.

Nice and fun little game. I enjoyed it, well done!

Thank you for playing!

The sound design and art make for a really cool setting.  The mechanics are a little confusing and could use a tutorial of some kind.  Good Job on your first jam.

I love the gliding mechanic and a level design.  The art is simple but charming with the animation style fitting to feel retro and cool.

I am very grateful to hear this, that was my main goal with this game.  AidenTheBard is a great game composer too, super grateful for his work.

I was going for an Elder Scrolls kind of vibe. I always loved sneaking through dungeons in Morrowind and Oblivion.  Thanks for playing!

It's unfortunate that the GUI didn't work in Linux.  I also wonder if the lighting was different on linux as well. I aimed the make it punishing when skeletons spot you so you have to manage your health and stealth.  Thank you for playing, I wish it had worked better for you.

I loved the intro, genuinely great voice acting.   Cool spooky vibes, the Crackmonster was scary.

Super cute game. it made me think of how my cat leaves winter socks out on the floor when I am gone as an offering to make me come home.   I loved the art and animations.

I had a surprising amount of fun with this game, the only reason i put it down was because a bug spawned some enemies outside the map where I couldn't shoot them.  I also could not figure how health pickups worked, most of the time they did nothing but sometimes I would see my health going up.   Super fun regardless, spamming super fast big high damage bullets was a blast.

I was a bit confused on where to go / what my objective was.  The art from the main menu to gameplay was incredible.  Absolutely amazed your team managed to fit all that art, level design, and mechanics into 9 days.   The stealth takedowns were fun. I mostly just ran around taking out as many guards as possible. 

A little confusing at first, I had to restart the game to re-read the instructions.  Once I got it, it was a really cool game, felt like a heist movie for sure, you did a great job with the theme.

It's funny that we both had the idea to make a game about sneaking past skeletons in a dungeon with zelda hearts and everything, but we both ended up with completely different games. I liked how your art felt like it could have been straight from an N64 game.  The jump puzzle was  a bit frustrating, overall very cool unique game.

I was genuinely shocked when the corpse on the ground came after me, was not expecting that.   The camera recording GUI was a great touch, I liked the extra camera angle hacking.  The only issue I really ran into with it was some physics engine jank, but that is an engine issue.

I liked how snappy the controls felt, and the combat music was fun.  Also the water shader looked great.  The camera zoom out when I was sunk was a cool way to end things.   Very cool jam game.

I am glad to hear you liked the style.  It's cool we both went with dark foggy environments for our games but came out with such different styles.

Thank you for playing! The art and music all coming together to make a matching vibe is the thing I am most proud of this jam.  I am glad to hear you managed to beat it because I was unsure if I made it too difficult.  Your game looks super cool by the way, it's been on my list of games I wanted to play this week.  I will be sure to give it a go.

I found it satisfying to farm souls after finding a good strategy to get them.   I did seem to run into an issue where I couldn't close the shop window.  Not sure if it was just me missing something or not.  Cool take on the concept I enjoyed it.

Thanks for the feedback. I wasn't sure how to balance this one. I aimed for challenging but beatable with a few attempts.

I love the changed perspective, it was a lightbulb moment when I figured it out.   The controls, lighting, and music all felt nice.  Felt like a gamejam version of the old Savage rts games.

Thank you so much for your thoughtful comment.  I do wish I had figured out some way to look around the sub while piloting.  I felt really crammed for time this jam and didn't get to do everything I wanted.  My goal with this jam was to refocus on gamedev, as my focus had drifted recently.  This jam helped me to accomplish my goals, and I am very satisfied with what I made.  Hearing that people played and enjoyed it is a huge bonus.  I learned a lot about making horror games with this jam, there are many things I would do differently in the future.   This was my first time dipping my toes into that genre, so I am not too disappointed I did not succeed on the horror aspect beyond a few jump scares.  

Sorry for the heart attack.  I tried to balance the game so that you can play without the lights at times, but need to turn them on and look around sparingly.  Glad it all worked out like I hoped.

Very well done, I love the creepy mood, and good 3D platformer mechanics.

I like how simple and intuitive but addicting this game is.  Clever execution of the theme.

Such a neat take on the concept of light and dark, with different camera angles.  I love the aesthetic too.  Great game

Thanks, I am glad you enjoyed it.  I had fun figuring out how to make it.

I had no external controllers to my knowledge, unless it dislikes my tablet which had no pen near it.   I was running in Firefox.  Sadly Godot WebGL tends to introduce bugs in 3D games out of nowhere, which is why you probably aren't seeing it on your end.

It gave me Banjo & Kazooie vibes.  I liked installing myself in the window frame at the end of the level.  It did feel like my camera was rotating on it's own and I was fighting against that though.

Looks and feels great.   It's satisfying to hold left click while in the air and have your orb fling you.  The ledge climb mechanic could use some work. I can't find a way to climb up from a hang, and I sometimes hang onto sheer walls with no visible ledge.

Really fun controls.  I loved the Penguin and Fish models.  The sliding around felt great.  Only thing I didn't like was falling in the water, it felt odd how I would barely sink in.

I am glad you liked the snow bomb.  We were hoping to implement a few more threats like it but ran out of time.

Thanks for playing!

I am glad the shrink mechanic portrayed health well, it didn't feel right for a while had to add the particles and then it made sense.

Yes sadly webgl tends to deep fry graphics made for GLES3.  The only solution I could find was to make a second set of textures for webgl, which I didn't have time to do in 1 week.  The choice was let people play with the deep fried graphics, or have no webgl build and have few people ever play.

Very impressive, taking on a complex physics based game and getting it working so smoothly in such a small amount of time is a big achievement.  Very polished as well.

This is a really fun take on the platformer genre.  Normally just getting on the platform is the problem.  This game has so much more to think about.

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I was a little confused about how this fit the theme at first until I played for a minute.  The glass blocks all shattering around me felt nice, and it made sense.  I noticed some glitches in the animation states rapidly switching or getting stuck.  I also had some issues with the word gen creating 100% obstacles, and I have to wait for the storm to break them which makes me lose a lot of ground.   The game was actually very fun, I found myself repeating several rounds more than I needed to in order to rate it.

Thank you for taking the time to play.

There is a possibility of that in the near future.