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Osama Hussein

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A member registered Feb 27, 2024 · View creator page →

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This game looks hella impressive overall. The toon shader especially looks great. The combat is actually really fun, when the enemy doesn't keep dodging all of my attacks 😂. The XP system is really well-implemented and makes me feel like I'm being rewarded.

However, I'm lost as to where the objective is since I tried opening the map and didn't know where to go/look. So I pretty much just moved the yellow dot around the map only for me to spawn outside the dungeon. This game is really fun but consider adding objective markers on screen/map to save the player trouble trying to go to every exact location on the map.

I got lost often times and didn't know exactly where to go/how to progress to the next room.

Nice short game. The combat although was confusing and didn't know how to get solvents, etc. for use. And I'm not sure how I defeated enemies either. The models are solid though.

Hilarious game. The combat is nice.

I know this a small detail but I like how you have tutorial text popping up detailing the controls on the center right of the screen. Although, I would highly recommend adding an additional input for disabling tutorial text and re-enabling it if the player forgot the controls just to create a balance for players that have a great short-term memory and others that don't.

As for the gameplay, I'm struggling to grasp what I'm supposed to do to progress. There are a bunch of interactable that I can grab and drop but I don't know what they're meant to be used for nor do I know where to put them. A lot of this game seems to be all over the place without a definite goal.

Good thing I figured out what I was actually supposed to do by looking the images in the game page and noticed that I can clean dirt/goo (I think?) with a sponge and throw junk in the garbage.

The tilted movement when moving side-to-side is a nice detail. 

How am I supposed to beat up the alien? Nevermind, I got it as I just pick up a brick and use the character's offhand.

However, as for the junk, I need a really clear indicator as to which ones are junk to throw into the garbage and which ones aren't, perhaps use an outline material for the junk when the player is near and looking at it.

The gameplay loop is solid overall. However, it's a bit tedious in later levels because there are 45 things I need to do to leave the area in that second area and with movement being smoothly animated, the process of completing 45 things just takes too long. Think about Portal 2, that's a puzzle game right and none of their gameplay loop is tedious as there is different puzzles and how the player should get around these sections. I'm not seeing that here, maybe except for the alien that spawns in the second area.

This game appears to be a puzzle game, which is great but the gameplay loop should be less of repeating the same thing over and over again if you have 50 objectives to complete and they require the same goals as the first area.

Another thing to keep in mind is the shadows in the area, some of the dirt isn't visible and I had to scrub the area just to make sure I cleaned it fully.

It seems to be that combat is the main mechanic in this game. However, I'm seriously having a hard time figuring out how the combat really works.

All I do is match the dice on the bottom center of the screen onto the the attack, defend and flee die. I don't know if the defend and flee mechanics are working because I press them and nothing happens.

Also, I'm having a hard time trying to match the die on the attack as well because sometimes it doesn't register whereas with another die, it works and I deal serious damage on the enemy. 

Come up with a tutorial or something to make sure your players understand the combat system. Using the dice doesn't cut it if the mechanics are somewhat broken and/or confusing.

Luckily for me, I won the game with 45 Gs.

Ooh, lovely looking dungeon. I think it might be a toon shader. I love the XP reward system after winning the battle and how each companion gets XP with it.

Also, I love the resurrection and health regeneration spots that I can use to heal my companions. I lost the game at dungeon 4 or 5. This game was really fun and I wish I could've resurrected some of my dead companions, but oh well.

The dungeon music goes hard.

The gameplay loop is really solid. Make a move and encounter various enemies, mainly goblins. The combat here is randomized, but at least it's favorable for the player as they don't take as much damage as the enemies do.

Although, there was a bunch of information for me to know about this game. I had fun understanding the various mechanics that I could do for my player. I lost to a goblin in which my attacks kept missing and their attacks landed.

I also love how the treasure chest is used an inventory for the player to use during combat. Although for when using healing potions, this game could've had that option outside of combat so I'm less likely to be attacked during healing.

Also, I ran into a small glitch where after one of the enemies died and I tried healing myself, I couldn't proceed and had to run until the goblin reappeared with 0 HP. At least I figured it out by pressing ENTER as the prompt showed me.

I love how how this game tried to implement themes of dragon and elemental rock-paper-scissors. The dragons are the main enemies of the game and the elemental rock-paper-scissor is meant to be used as attacks during combat.

I quickly lost due to the RNG not being in my favor after killing the first dragon.

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I really like how this game starts with a backstory. The material appears to be basic and the characters, if I'm correct are used as billboards instead of actual models which is something I rarely see in dungeon crawlers.

However, I'm not a huge fan of combat randomization in terms of attack and defense. How do you land your attack if it is 60% chance as if I'm playing a card game? All my companions were knocked out minutes into the playthrough.

Nice job making a simple dungeon crawler that has the shooting mechanics and moving enemies. Although, I found a rule breaker with the enemies. They're supposed to move at/smooth transition to a square grid like the player I believe instead of moving around in real-time. The music I found to be hilarious for this game.

Wow, I admire looking at that computer in-game with this jam's page and a discord page. That's a very nice touch. This game is aesthetically spectacular and the gameplay overall very fun. Various mechanics and various interactions all-around. I like the relaxing music to go with your game style as well.

However, how do I grind the blue object that's at the home?

Atheistically, this game looks very scary for a retrofuturism type of game. I completed the Beta section and died at the Delta section. So combat appears to be determined your power in comparison to the enemy's power. This game is really fun and just wish that I knew what I was supposed to do earlier, I got stuck at the beginning without knowing that I can open the door by hovering over the hand button with my mouse.

I don't really vibe with the point & click movement/interaction that you give to the player since it appears to be more snappy and clunky than just using keys.

This game looks like a solid, duel combat type of game with mostly greybox models.

This game looks aesthetically good, despite the basic textures on the walls and floors. This game is a solid randomized battle where your attacks are determined by which power move will deal the most damage. There is a level up system which is nice. This is the first dungeon crawler I've played where the player looks at an angled perspective than normal.

I love the retro aesthetics of the game, along with the space ambience looping sound. This game is really solid overall. I love how you have these different levels and each one has hostiles and terminals you can attack using the cards you currently have. Each battle is unpredictable and that's what makes combat exciting when hands are randomized on each turn, well done.

This game has a very solid aesthetic for a game that applies the retro-futuristic theme. The narration voice was well done though every time something was happening in the game. However, I'm confused as to what I was supposed to do whenever I reached the exclamation mark points.

I'm glad that I gain new items after defeating an enemy by randomization but I didn't know if they were meant for me (as the first person character or the character that is fighting the enemy by themselves). I had to restart from the beginning as I had no health and I didn't know how to regenerate it.

I noticed that there was a boredom system. That's a nice way of preventing users from being AFK for too long or not reaching the battle points for a long time.

Well done with the graphics and art style. The music is also cozy for a dungeon-crawler type game, with the occasional up-tempo beat probably during combat. Although, I ran into a rat mall with a crowbar and didn't know how to damage them. I got a game over screen and the game restarted me into a blue void.

This game overall is really fun and has great art style. I like how you need to serve the correct tea to certain creatures, and the fact that the tea will be served after you take around 10 steps.

The game is too difficult as I often times have to bring tea to people and then the enemies come in where I'm basically screwed. I don't really know what to do besides making tea and protecting the dungeon.

This game has impressive looking art style and modeling. However, the combat seems to be the main issue. I can kill enemies even when they're not near me. For instance, I've found that I can kill an enemy that was stuck to a wall to the left of me without being damaged myself.

Although, I will say I like the health pickups that I collect along the way especially when I run into an area with multiple enemies. Sometimes, I attack and I don't know when I could attack again other than just mashing the key.

The music was solid though.

Yes, I think we’re leaning towards using Unreal Engine. You’re probably better off looking for another team that want to use Godot. Good luck.

Hey Michael, can I join you as an Unreal C++ programmer along side you? And can I also be the game designer for you and Justin?

Our team currently has 2 audio composers right now, and that includes this person above. We just need a 2D artist and we're good.

Oh yeah, that would most definitely help and make the game better 🤩

You can only shoot enemies by pressing Left Click but only if you have a gun, though.

Hey, would you like to join me? I’m a C++ programmer and game designer. I’ve been working with Unreal Engine in C++ for quite some time now.

My discord: osamahussein0420

This game looks really polished and the TV static effect is very amazing. It's like you're in the TV trying to break up incidents, definitely a strange place to be in as the player.

Very lovely music and sound effects. This game becomes really difficult over time because you're more likely to not be able to hire people to prevent chaos since they're busy dealing with another chaos.

I love how different characters have distinct strengths and weaknesses that will determine the success rate of them preventing certain incidents.

This game has some really unique and funny dialogue. Just beautiful world building all-around, I'm utterly stunned.

Love the PS1 graphics and those jump scares, just pure horrifying.

I love the narrative in this game, especially the different outcomes depending on what I dragged up the screen. The music is very relaxing to listen to and this is probably super important for a slow-paced narrative like this one.

One suggestion I will make is after I drag up an item above the screen, instead of having a timer to progress to the next part of the dialogue. Add a button/key prompt to go to the next dialogue so that I have more time to read the line. I'm a bit of a slow reader and I would have loved that implemented.

Nice death sound effect and the death text counter.

A lot of jumps look really far and I keep missing these jumps by a inch or two, if I was really unlucky and I fall to my death. Just keep working as a developer.

This game appears to be solid, great work on the aesthetics and audio as well.

The enemies are really easy to kill once you know how to dodge their bullets and shoot them very quickly before they could fire a billion shots at you.

The wall jumps are functional and a nice option for the player to get a higher ground other than just jumping up.

At first, I struggled to get the movement and camera rotation down but I did figure it out eventually. Nice idea to use portals as a transport to multiple strange places and you encounter different enemies along the way.

The killing of the enemies is way too easy as I think I can kill everyone in 1 hit, as long as I'm not spotted as seen in their detection bar above them. I like the dodging/rolling mechanic as well but I couldn't avoid getting shotted at even when evading when spotted.

I managed to win the game by finding all the keys in 10 floors.

This game is very solid gameplay wise. This game could be better by adding enemies to avoid/kill and the randomized floors tends to be very problematic, especially when you want to go to a certain floor only to end up on the same floor that you already grabbed the key on.

The music is very nice; however, could make it not loop every 5 seconds as it drives my ears crazy hearing that continuously 😆

The sound effects when I either get devoured or fall into the void was hilarious.

The visuals of the various areas were incredibly done and well-designed.

I just wish that I understand the gameplay more because I keep falling off the platforms due to missing jumps or getting hit by those moving balls, or I just get caught by one of those strange people waiting at the door.

I'm very amazed how the strange places theme is being applied here and using the liminal space to showcase that.

There is a lot of variety in how the game could end and the various interactions that take place after opening doors.

I love that floating text at the beginning near the fire. I can magically walk through fire without any damage/consequences though XD.

Also love the PS1 aesthetics and the sound effects as if I'm exploring in the forest.

I'm confused as to what I'm really supposed to do because it seems that I move further from the fire, the bar decreases over time and it's not until I get back inside that radius where the bar regenerates. I tried going in every single direction but that bar kept going down and I got stuck.

I'm really sorry I couldn't explore much of the gameplay, but the narrative does look solid though and would love to know more about the roses story.

The theme being applied to this game is very unique and is well done.

I enjoyed at the idea that you can dig up tiles to progress further into the level. However, I struggled to get anything out of it because the darkness would converge on the player and I couldn't progress further. Also, what does those numbers mean?

How the game aesthetically looks is just marvelous.

I find the gameplay challenging though as I didn't know what to exactly do. I tried looking at rooms and floors, even the team member's screen and I felt like I couldn't do anything except wait for dialogue to pop up.

This game is visually creative and makes great use of being in a strange place theme. I was able to interact with various items and take pictures. I got stuck at the vault puzzle and I couldn't balance them correctly using gold. The game is very solid regardless of my struggles.

That desktop computer looks amazing and it works like a charm, as I can read emails it's really cool.

But I don't know how to leave the desktop computer screen so I'm restarting the game.

Anyway, I was able to play the snake minigame after sleeping and it looks promising but I got a score of 11 and nothing happens.

The music goes really hard in this game.

The visuals of this game is just marvelous.

I keep struggling to clear the cache because some commands just wouldn't work for me, like build, build cost, etc. Perhaps give the player instruction on how to navigate memory address and clearing caches first.