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pageofmoths

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A member registered Feb 10, 2023 · View creator page →

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This is awesome! I could totally see these as the villains in an animated kids’ show

Cool design and presentation! I love the use of fog and light flares to add atmosphere.

Very cinematic! Would you mind sharing what tools you used to make the materials? Especially the rust. Thanks

Such a cool and detailed scene! When I first saw the thumbnail I thought it looked like the box art on a lego set. Can’t wait to look through the blend file.

Cool idea! I love the distinctive art style with the blocky shapes and rounded edges.

I love this model! So much attention to detail. The rooms and windows match up, the signage is very stylish, and the spinning fan is a nice touch.

It makes me happy to see this many Rigify humanoids chilling together. Very ambitious scene, well done.

So much environmental storytelling in this picture!

What a cool and unexpected idea! I love the NPR rendering and the halation/bloom.

What a cool and unexpected idea! I love the NPR rendering and the halation/bloom.

Great take on Kamen Rider! It really looks like something out of the show, design-wise. It makes me want to design my own version of a tokusatsu character.

I don’t remember how I found this game, but I had it open in a tab somewhere, so I played it and enjoyed it!

This game felt like a very complete vertical slice. The nightfall/daytime thing made for some great pacing, and I liked the idea of having to venture out into danger to collect crafting materials. The writing, art, and soundtrack really deliver on the atmospheric aspect. Very good for a game made in 4 days. I’d love to see a more complete version with more enemy variety, and more upgrades to spend money on.

Hi, I just bought this as part of the bundle but there’s no downloadable files here.

I’m sorry, it’s not homebrew. I wish! I made this in Godot.

I just bought this pack and I’m really happy with it. I thought I’d leave a review so that others know what to expect when they buy it.

The pack includes 13 WAV files, ranging from 2m long to 6:09m long. They deliver on what you’d expect from the description and cover: they are slow, mysterious synth ambient tracks, with few layers. Some feel dark and ominous, others are peaceful and gentle. Some consist mostly of a single sound that varies in texture and pitch throughout the runtime, others have minor instrumentation throughout. There are no silences, which makes these great to use as ambient tracks but may require more work if you’re trying to sample bits and pieces.

Do listen to some of Landfill Audio’s bandcamp releases to get a feel for their style.

I love this! Great concept, great writing, and of course very SNES accurate. This game embraces the “you are not the main character” theme in poignant and hilarious ways.

I found a bug. Go to the options screen, then press X, and the game will crash:

image.png

Hmm I was unable to reproduce this issue but I’ll keep an eye out.

Thanks for trying it out! I’m afraid that’s as far as you can get in this “game”. Sorry, I ran out of time before I could implement a victory condition.

Really cool! I love so many things about this little game. The use of extended ASCII symbols, the nuclear semiotics theme, the game structure, etc.

Some thoughts:

  • I had trouble distinguishing between characters that were nearly identical to each other: ö and Ö, ¦ and :
  • It would be cool if you could continue exploring the site after beating the game
  • The “window management” aspect was a bit confusing at first but I got used to it

Hi, I would really like to play this game but neither the web build nor the windows build are working for me.

Web build error:

Windows build error:

I ran into the same issue with other WebGL builds on here. Apparently the fix is to disable compression in the player settings.

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Great concept and execution! I liked the presentation, the humor, the varied playlist, etc, and the theme complements the mechanics really well. I enjoyed the game loop of being given vague information about oncoming troops and having to dial up my worker allocation accordingly. I would love to see this concept expanded to a point where the player is forced to make difficult tradeoffs.

Does this game have a win state? I played it for a few days while trying to maximize defense, but I never reached any sort of ending.

EDIT: Nvm, I reached the ending!

Hi, I would really like to try this game out, but I can’t get it to run on my browser (Firefox Developer Edition). The following errors are shown on the console:

WEBGL_debug_renderer_info is deprecated in Firefox and will be removed. Please use RENDERER.
Uncaught DOMException: The operation is insecure.
    createUnityInstance https://html-classic.itch.zone/html/9138082/Critter Comforts/Build/Critter Comforts.loader.js:1
    onload https://html-classic.itch.zone/html/9138082/Critter Comforts/index.html:106
    EventHandlerNonNull* https://html-classic.itch.zone/html/9138082/Critter Comforts/index.html:105

Hopefully it’s just an issue with the build settings? I was able to play other WebGL games in this jam.

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This is one of the most polished jam games I’ve come across. It feels like a very complete experience as it is. Pro soundtrack, lots of variety in the art assets, all the tactical combat gameplay you would expect in an FPS. The way the game keeps your interest through the varied environment, and the pumpking constantly moving and switching up attacks, is a lesson on maximizing replay value out a limited amount of game elements. Really good graphic design as well – another rarity in jams.

I would love a devlog or a “behind the scenes” post on what went into designing and making this game.

Thanks for adding mouse support. I thought I would never be able to play this game because my controller only has one stick!

I got absolutely smoked the first few times I tried the game. But once I learned to strafe, it went from unplayable to just very challenging. That being said, I’m old and was never very good at videogames, so I can definitely see others having more success.

The shield upgrade didn’t help much, as I would only be able to reflect one projectile before the ghost got to me. The bullet speed upgrade just made me aggro more ghosts than I could take on.

That being said, congrats on having an upgrade system in the first place. I don’t often see progression in jam games. That, plus the map generation options, and the arena shooter gameplay potentially add a lot of replay value to this game.

Issues found:

  • I can’t close the game window during a run
  • After I unplugged my controller, mouse look no longer worked

Ohh it never occurred to me to try to freeze the water with the ice spell. That’s clever

The graphics are very eye catching and suitably spooky, but I couldn’t master the gameplay, so I can’t provide a rating.

At first I tried to use the shield action to defend against enemies but it didn’t help. I tried pressing “up” while in front of the bench thinking it would allow me to go up the path, but instead, it kept teleporting me back to the beginning. I didn’t notice that I was getting bones thrown at me since the projectiles were small and low contrast. I could have used a more detailed explanation of the mechanics on the game description.

I did eventually make it to the platforms on top of the bog twice. The first time I died because I didn’t realize the ground in this area was deadly. The second time, I switched characters on a whim and that’s when a platform showed up. I was able to get on it and jumped towards the second platform, but my jump was too short and I ended up clinging to the side. I wasn’t able to get up the platform.

Nice attempt though, it does look like there was a lot more to explore and I’m sorry I didn’t get to see it.

Awesome graphics and sound. The Tim Burton homages were spot on. I loved the crooked crypt entrance, the twisted trees, fences, etc. Same for the chilling sounds of howling and creaking gates and all that.

My main issue with the game was its performance. I had to play it in short bursts because my laptop kept getting unbearably hot (and this was on low settings). I blame Unreal Engine for this more than the game itself, as I’ve had the same experience with other Unreal games. I tried making the window really small so that my GPU would have less pixels to render, but this didn’t help.

Though the beginning of the game was a little disorienting, once I got to the church area I quickly got a pretty good sense of where everything was. The landmarks visible from afar (the church, the windmill, the stacked cube houses) really helped with navigation and backtracking.

I was never able to go into the church. I kept getting chased by a zombie and/or a werewolf and wasn’t able to lose them. I’ll update my comment if I make it past them.

Cool game, very spooky setting and ending. I especially liked the strange names of the cities.

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Yeah, that part was clear to me. Every time I encountered a new enemy I would run into them to see what ability I would get. I ended up beating the game by skipping to the topmost platform with flight.

I was really confused the first time I got flight though. Because the cursor was off-center, activating flight caused me to spin rapidly in the air. Maybe constraining the flight angle to a specific range would help.

Omg the graphics in this game! The bitmap font, the scrolling noise textures, the lowpoly curtains, the chandelier made up of two crossed quads, the vertex-painted characters, the linear animations, the fog! Everything in this game was clearly designed with maximum N64-ness in mind and I love it.

I struggled a lot with the camera, but it was ok since the attacks appear to auto-target enemies. While the movement was slow, the combat was satisfying.

While working on our game, we didn’t have time to implement a full combat system where things could hit and damage other things at certain times in sync with the animation, so props for getting that working as well as it does.

Were keys implemented? I wandered around quite a bit but never found any of the keys for the locked doors.

Highlights: 1) Roundhouse kicking 2 skeletons at the same time. 2) Lightning effects, both outdoors and indoors.

Neat game concept. Great sense of speed. And voice acting!

It was hard to decide on a rating for the visuals. While the low resolution and lowpoly environments felt N64, the shading is an odd mix, with old 16-bit era dithering, on top of modern pixel-shaded specular point lights. But while it’s not N64, the more I look at it, the more I like it. It feels crisp and grungy and that’s cool.

Nice try! Efficient use of 2.5 days of work, with the dual pumpkin mages and the simple gameplay. I did have a very hard time getting the hang of dodging the EPM’s attacks though. I assume the GPM’s movements mirror or hint at the EPM’s attacks but I was unable to figure out the pattern.

Either way, the pumpkin mage’s staff animations and design are really mesmerizing.

This has nice potential. The graphics are very cohesive, and I like all the different combat/stealth situations you created with the various enemy paths and patterns. And I cannot understate how much death/respawn checkpoints helped. Overall it feels that a big chunk of the development time was spent on the mechanics, and it paid off.

My biggest issue was that the mouse cursor wasn’t centered and didn’t wrap around, like it normally does with mouse-look controls. But I was able to get around that.

Highlights: 1) the graphics as a whole. 2) the stealth section with the two pumpkins patrolling on a loop.

There was a body of water that I couldn’t cross because of a big block that kept pushing me aside. Is there a way to get past it in the current prototype? I think I need a high jump or a double jump spell for that but I never found it.

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A chill, slightly surreal experience that gave me about twenty minutes of playtime. I understand you didn’t have a lot of time to work on the game so I appreciate what’s there.

I managed to find about 5 bibles, a guitar, and a sign before my computer got too hot and I gave up. I kept getting lost; it would have been helpful to have more landmarks, like the ring of pumpkins in the starting area. Like say, a giant pumpkin statue or a circle of houses. That being said, the green lights really helped.

The highlights of my experience were 1) the moment the ghost shows up (legit scary); 2) the cemetery; and 3) the time I was exploring the temple courtyard, spotted a green light on an inside wall, and was able to follow it around to the outside wall to where the object was.

Bugs/issues found:

  • controller support is limited to strafing
  • pressing E when a message is shown reloads the current message instead of advancing

Thanks for trying out the game! I really enjoyed your playthrough and your channel in general.

Sorry about some of the bugs you encountered, such as the kindling not disappearing, or the enemies not moving. We’ve been fixing these issues as we find them.

I found this by accident but it’s really cool! It’s true to the outrun mechanics and feels like a classic phone game.

Great tool for creating alien languages!

I really like this! Where does it save the skyboxes?

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No distractions ever popped up for me. I was also unable to save in Firefox due to this error:

Uncaught (in promise) TypeError: window.showSaveFilePicker is not a function

But maybe it’s just me. Other people certainly seem to be having fun with it. But distractions aside, the text editing works great.