Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

OldskoolEpitaph

7
Posts
2
Followers
8
Following
A member registered Jun 07, 2020

Creator of

Recent community posts

This is a spectacular piece of work!

It reminds me of a far more forgiving homage to "I Wanna Be the Guy" and  other challenging classic platformers that have come to past. The aesthetics, controls, and mechanics are all fairly simple but very well made and the game is something I would recommend to try for those who are up for a fun challenge.

The very few gripes off the top of my had I have are:
*Certain Visual Effects (even to those who do not have certain impairments) can be very debilitating and prevent people from enjoying the game.

*The Music (although I'm a sucker for chiptune) can get very tiresome and monotonous as well as it overpowering certain sound effects.

*I think there needs to be a "Second Jump Button" or the ability to change controls. Precision jumps that require nano-seconds and certain Space-Bars, tend not to mix very well.

Overall, you guys did a fantastic job and the Level Design is quite fun and satisfying, although, some of the more challenging ones would highly benefit from a little polish and rearrangement so that players can get adjusted to the mechanics outside of trial and error by death.

Thank you for reviewing and trying out and giving feedback for my game!
I thought it would be a good idea to return the favor, so here I go.

The best part of this game is the throwback and shout out to the classics. The Aesthetics in both visuals and sound design are what sells the atmosphere the most and this is the 2nd game jam game to pull that ever so classic "Music Prank" on me (he's actually a really good guitarist and singer if you seen his covers). Implementing tried and true mechanics was also a good choice since familiarity and intuitiveness lets you get into the thick of the game as quickly as possible. 

Main issues, in my experience, that hold this project back:
*Visual Optimization (Frame Rate dropped conisderably at a certain room).
*UI Issues (Interactable items are difficult to spot, let alone Highlight or Touch).
*3D Environment  is hard to navigate at times and is Unclear of where to go.
*Ambiguous Obstacles (Confusing to navigate and the "Blue" things looked "helpful" at first).

Overall, this is a great start on a great Classic-Throwback to those games that inspired it, and I hope to see you guys bring more of your ideas to life in the future. 3D based games on Game-Jams could be extremely challenging to complete!

It's a really cool concept and I  especially like that the backtrack button having limited uses as a mechanic since it gives players some judgement calls as well as some breathing room as they traverse.

If you polish up the art by making the background feel more like a place based on reality (Streets, Buildings, Forests, Etc.) or have them be very creepy or weird (Yume Nikki, LSD, Silent Hill) the players could feel far more immersed when they explore. Also, when you "kill" the player, try to make their deaths feel more tangible by using some audio or visuals, instead of saying how they died.

In terms of mechanics, I think there are a few bugs when the "backtrack counter" doesn't refill, but otherwise with a bit of polish, love, and extra effort you can make potentially make a very unique and interesting interactive-story, horror-platformer.

This is quite the interesting concept and I love the sprite art , music, animation, and overall aesthetic of the game!

If you implemented the Typing Mechanics step-by-step  instead of giving the info through introductory Text-Boxes, I think the game could've had better flow and could be more intuitive for players. 

A simple example would be if we were introduced the "Typing mechanic"  where the player is trapped within some "Walls"  for the first level, then needs to"Inspect" the "Crates" that were blocking their path in a following one, it could lengthen the game a bit and at the same time let the player experience the necessary mechanics in a way that feels a little more gradual and intuitive.

Thank you for your comments and trying our game, as well, and I hope to see you create more games for everyone to enjoy!

From one of the Devs.

@fusionic

Thanks! We'll try yours out ASAP.

@Pixel Myth Studios

Thanks for your in-depth critique!

I look forward to seeing more from you and the community as a whole, in coming together to make all our projects a little better each step of the way!

It's really awesome seeing guys who appreciate the aesthetics of the classic pixel and sprite days taking a look at our projects.

Wow. Thank you so much for these wonderful assets!
I do hope  this project continues and that the community gets to spread this around builds on it since what you currently have can be used in so many ways.

(2 edits)

Hmm... I could really see the inspiration from "Deepest Sword" on this one.
(Also thanks for liking My and Sunstorms93's game. I've noticed that you're really getting yourself around in the Itch-Community.)

I suppose those Porcupines were asking for it.
(That's my Head-Canon and I'm sticking with it!)