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Olly Fallows

31
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2
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A member registered Feb 28, 2015 · View creator page →

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Once I got used to the controls (it felt weird not being WASD) they felt good. I did feel both too slow but also imprecise with movement making it so that half the time I couldn’t be where I wanted to be and the rest of the time I could only trade hits. Would also be nice if there was some indication of currency and how I got it because i would just have to randomly see if i could upgrade each time.

A nice unique interpretation of the theme, unfortunately i found the the actual masking quite cumbersome. I think it could have felt better if the ghost move back to the player when you exit ghost mode and if I could mask multiple things (within a limit) so the platforming could feel smoother.

Interesting take on the theme. I found it too awkward to do much of though. the cursor was miss-aligned to my mouse and found stuff just generally unresponsive.

Even if it isn’t finished, this is really impressive to have done in such a short time. As a lover of RTS’s I wish you had gotten it working because it would be such a nice addition to the jam and sure could have scored highly.

Nice art but couldn’t figure out how to actually make masks. I suggest you add some quick tutorial in the description so people have an easier time playing and thus reviewing it

It’s got good atmosphere and is cleanly executed. I am however confused on how it relates to the theme and didn’t find the loop particularly engaging.

I loved your game. It’s got really strong atmosphere simple control but engaging loop. The art is beautiful but minimalist and always happy when it doesn’t take much reading to understand that game. Only gripe(and it’s a small one) I did struggle to tell where the edge of detection range is

Beautiful art style and I always love plague doctor stuff. I did really struggle to tell where I was allowed to go as there were places with little miasma that it said i couldn’t go because of the miasma but placed with tonnes that it let me which just worked out to be very confusing for me.

Quite impressive to have build this in 9 days very good job. I feel it could have benefited from one of the earlier enemies have somewhat different pathing otherwise I’m just motivated to go in a circle infinitely which isn’t super engaging. Otherwise it’s quite good and the boss especially made me have to be quite active which is what I like in survivor games.

This game had me very confused on what I was meant to do, I had to read through the other comments to figure out what to do. I feel it would have benefited greatly from even a one line tutorial and maybe some clearer feedback for when you mess up. Otherwise I like the graphics and idea

The last 2 levels are the first and second but with a faster pace were a problem arises if there are non and every 5 seconds. Thought it would be a bit of easy content but clearly didn’t land :(

Most unique use of the theme I’ve seen so far. Liked the graphics, I did find that if you have the drawer open and try to interact something in there when a person is behind it, it will also interact with the person which did a get a bit frustrating a few time.

I wasn’t a fan, but I don’t tend to like idle games so I don’t think it’s something I would enjoy no matter what was done. However the graphics are very cute, and polished. I did find early on that it wasn’t clear what to do but that was a very momentary issue. All in all I think it’s a good game I’m just the wrong person for it

Got strong slender-man vibes and I love it. got into a chase and it make me jump and panic a bit. Very fun with a great atmosphere

I absolutely love the art of this game, the music is nice without feeling repetitive and the sound effects feel impactful. At first I found the game play quite challenging given that the imps seem to be able to perma-stunlock if there is 2 of them or your at a wall, however once I found the jump attack(which feels really good) it got noticeably easier and more enjoyable.

I found the change from the skill tree area to the actual game very jarring. Additionally I couldn’t actually get of play much of the game as I kept getting stuck in the floor and walls when encountering the moving obstacles.

Hi, I like the idea, the controls are responsive and the levels are easy to read. However I did find the combat a bit lacking, I found no reason to use the sword instead of just walking backwards shooting the bow which isn’t very engaging in my opinion.

This is incredibly impressive. and the art is really cute. The only criticism I could possibly have is I found the brush to get in the way of the dialog box a little. but that is a super minor issue. additionally the style is really cute and that is always a plus in my books. Good job with this

Thank you so much for the feedback, they all make total sense. The UI is terrible because I haven’t really learnt that part of godot yet and I didn’t want to spend the last hours trying to learn how to do it and be left without a UI. For the animations I’ve only really just started to learn 3d so these tips are going to be super helpful and I’m going to be practicing them a lot before the next jam.

Again thank you for the thorough critique.

I love the art so much, it’s adorable. and the game it’s self is pretty straight forward without just feeling like a wall of text. I would have loved to see options for changing text size but otherwise very nicely done

I like the idea, but I feel it could do with more feedback from the result of actions or at least have the logs show the actions taken until explosion. I just found myself getting very confused

Very original Idea that adheres to the theme very well. I feel that it could work better if it was a single arrow that points in the direction the ship is away from the center instead of two arrows. the seperate arrows makes the controls feel jerky to me

the first 3 things I tried for next dialog was mouse click, space and enter. but really i’d expect any valid input to do it

Sound idea, however I feel the map is to empty I tried a couple times and couldn’t find anything but a few bats before I run out of torches and can’t explore anymore making it really unclear what I’m meant to be doing

did you by any-chance have a controller plugged in with the right stick pressed? because this isn’t a bug i saw in anyone I got to play test so my guess is that’s the cause

Very much liked it. in the space ship section I can’t find a reason to not spam boost to remain perma invis and the guards don’t actually seem to do any but push me back a tiny bit which doesn’t stop me attacking the truck.

It would be nice if it had a few different levels that it selected from

I like the idea and graphics. There is a problem with the controls. I clicked play straight away and expected some kind of controls in the tutorial and ended up almost being stuck in the dialog menu because I didn’t expect E to move that forward. I found the phasing through walls ability to be very finicky in turning off. sometimes it would last a second or and one time it just never stopped and I couldn’t progress.

I can’t figure out how to play, and the text is unreadable.

Have to say I love the aesthetic, especially the pilot’s sprite, I think it’s really well done. Do wish it had a pause button(or a more visible if there is one) just cause they are easy to add and improves quality of life so much. Found an additional but with the rocket launcher, it’s level would increase as I upgraded the plasma blaster.

Thank you so much for playing and the feedback, The crashing was intended early on so I could easily test dying and I forgot to remove it. A new wave starts 5 seconds after you finish the previous but I defiantly could have added some effect to indicated a wave has ended and time till the next one. There is a precision upgrade in the large room, but guess if I had time adding a map would have been a good idea and yeah I know the map is small but I didn’t have time to make it in blender so was using a prototyping tool that doesn’t scale and realised too late sadly.

Thank you so much for the feedback, I will keep all of it inmind on my next project/if I ever update this game