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A member registered Dec 09, 2016 · View creator page →

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Thanks for playing and recording! I’d love to hear what bothered you about the movement queueing, it’s probably one of the parts I spent the most time on but it’s so hard to get just right.

Cheers

Thanks for playing, and the providing the feedback! A lot of things to learn for next time. The puzzles being repetitive and the combat being poorly explained are definitely things to address, but the game not respecting larger resolutions (or being web-playable) are probably the most critical flaws to remember for the next jam.

Thanks again!

Thanks so much for checking it out! I’m sorry about the lack of resizing and HD scaling, after a bit of struggling I can mostly get Godot UI elements to resize properly but for some reason the 3D viewport just would not cooperate. With less than an hour to the deadline, we just had to ship with a fixed window size ;_;

Really should have made a web version, but simply ran out of time to export it at the end! Lessons learned for the next jam at least.

Also thanks for the kind words on the movement, spent a lot of time trying to get it to feel right and very glad that paid off! I think the only feature I’d have liked to add would be cancelling queued movements on being hit by an enemy or trying to turn.

Thank you so much, and I’m glad you enjoyed the torch puzzles!

Hoping to revisit the music and add more sound effects after the jam.

Oh there is no need to apologise, lots of time left and there are so. Many. Games.

A good problem, but it is a problem. Thank you so much for playing!

I enjoyed the view a few too many times, but I did enjoy the view! What a strange and wonderful place you’ve built, the visuals, voiceover and music really build a fantastic and unique mood!

A little bit of audio-visual feedback as to combat progress and your current health level would have helped the fights feel as interesting as exploring the world, and at it took me an embarassingly long time to stop worrying about the boredom mechanic and treating it as time pressure…

Thank you! I love them too, they’re precious. Great job getting all the secrets, and on working out the completely unexplained combat system.

Weirdly, I thought I’d built the system with too strong a focus on offense. I do agree that some kind of split advantage/disadvantage or subtyping to make the decision less straightforward would be nice though.

Thanks for the detailed feedback and playing through to the end!

I’m so glad the battle system went well, it was a bit of a hail mary on the second-to-last day of the jam. We wanted a rock-paper-scissors system but were not sure on the implementation until it was nearly too late.

The slimes are so cute, I can say that as I made none of them <3

Thanks so much for playing!

Aww thank you for playing! We’ve been thinking about how to make it more clear when you have advantage/disadvantage against the thing you’re fighting, maybe colours in the combat log or floating damage numbers… it’s definitely something that has come up a lot.

Thanks for the great feedback!

Thank you! I love what you’ve done with the cardboard so hearing that you liked the visuals means a lot, cheers for playing!

Thank you! We spent the most time on the sprites and environment and the least on the UI and attempting to explain any systems, and this does show. Hoping to work on it a bit more after the jam concludes and smooth out some of those rough edges.

Thanks for playing and sharing your thoughts, lot of great feedback!

(not least supporting actual modern resolutions, that’s on me for not working out scalable viewports in Godot in time to support window resizing)

Thank you so much for playing and getting to the end! And my word these Hephep Fever Retold sea elephants are super cute <3

Thank you for playing and persevering! A minimap or some stronger guidance probably would help with the difficulty, along with tutorial hints.

Thank you so much! I’m glad you enjoyed the little secrets, wish we’d had more time to implement more of them - and the planned third level. Game jam planning is really hard, it turns out…

Really lovely, enjoyable card combat and the custom raster engine shines in giving it a unique feel. Multiple playable characters and the natural randomness of the deckbuilding makes it feel like this could really have some longevity to it as well, great job!

What an absolutely wonderful time, the visuals and atmosphere were top notch, the enemy designs are adorable, the UI felt and looked great (especially that minimap, the offset floor and walls is such a nice little touch).

Only played a handful of levels before I had to stop, looking forward to coming back to this one when I have more time!

Ooooh! I never found that map, I’ll have to try again. Thanks!

Such a fresh concept, and amazing enemy variety! The layered temporal and spatial gameplay was very hard to get my head around without a map but it was a fun set of systems to wrangle with. I think I managed to get them roughly halfway across the map?

I wish there was an option to see/follow your younger selves without breaking causality.

Fun, classic dungeon exploration with some enjoyable randomness. The d20 rolls added a lot character to the interactions, and the temple was lovely to explore!

Absolutely adorable, the monsters are simply precious.

Those darn heroes keep knocking them out though, I only got to wave 4. An overall map of the dungeon to know where the things that need attending to are might have made it too easy, but I did get lost a bunch trying to find the ogre.

What a lovely experience, dungeon crawler with cute monsters tearing into each other. Great visuals, sounds and music setting the tone and feel. Really enjoyed it!

Used this for the 7dfps jam and it was just lovely! If I had any idea what I was doing with audio it would be incredible, but even just mashing the buttons and playing was both fun and helped a lot to get some feedback in the game. Thanks!

Ducks, death and jam, what could be better? Loved the secret <3

Thanks for playing! The frame drops are a big issue, I’ll definitely have to revisit performance for next jam.

Really nice and complete-feeling game, great job!

Thanks! Lots of things to improve on, hundred percent agreed on the lack of damage feedback and wave timing.

Great atmosphere, the evil sheep were both funny and creepy. The music getting closer and the screen drawing in were really nice to keep things tense!

Absolutely lovely art, writing and audio, going to go and unlock a few more endings!

Loved the graphics and the satisfying audio, and the bouncing movement of the pumpkin is really endearing! Really fun entry and solid sacrificial theme

Cheers! I had fun with the spider-robot-pumpkin! The balance is pretty weird, and has a lot of randomness to it. Can get hard way too fast sometimes, depending on the enemies spawned :)

Thanks! Yeah the lag is a real problem with the browser version, will have to give that way more time and focus next time.

Thanks for playing, sorry for the lag! I need to do more performance testing next time :)

Really fun trying to click the floating ghosts while steering towards the bombs, balancing which side to defend against what. The clicking got intense :)

The little character was really endearing, great expressions

Lovely suspenseful atmosphere, good use of the sacrifice theme in leaving your friends behind tactically.

Got extra spooky when the flashlight dropped! Made it out with just one person left :)

Satisfying shooting, nice oppressive atmosphere. I did find the best tactic to be camping a corner, as otherwise the critters can easily spawn behind you as you move around.

Enjoyed the sounds a lot!

Thanks! Yeah the difficulty ramps up too quickly I think, plus it’s a bit random. If you’re unlucky it can get stupid.

Thanks for playing it! In future I think I’ll try using Bfxr or something instead of recording, really did not work out well.

Was quite proud of how the spider-pumpkin movement worked out, glad you liked it :)

Thanks! Audio was very last-second, really wanted more (including music) but… no time.