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Palin_drome

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A member registered Mar 12, 2019 · View creator page →

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Beat the game, legitimately made me super tilted. I think randomly dropping stuff seemingly for no reason borders on just being broken, it moves things far into the unfair territory imo. Do appreciate the original models though.

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No yeah I only mentioned the photo shop images because I liked your pixel art and thought you could do more with it in the background it wasn't meant really as a critique. The audio issues is likely JUST on my end I was trying to not adjust game volume cause it caused echos in one of my recordings, but the game is a little loud in comparison to others which can annoy some people it's really just a point of friction not necessarily an issue.

Game definitely didn’t seem too dark to me? I’ll say that dithering always makes it look darker on smaller screens, I think your game doesn’t  (I think it has a set internal resolution?)  but that was an issue I had with “Goodbye Page” where when I was watching on my phone the livestream would go black because of how the pixels lined up when downscaled.

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Okay so I enjoyed the puzzle aspect of this game I thought that was actually pretty cool! I wish this game had more original assets and that you wouldn't say "if you find the game boring-" in notes, you should have confidence in what you made and if you're not happy with it work to improve it and not just disparage yourself. I think on important thing to work on is scale, it seemed our MC is super big compared to the environment towering up to the height of the door frames. I'd recommend starting out with a smaller map first and working on that and the lighting to make it look as nice as possible.

You can see me play through and give my thoughts in  the attached video:

This was super cool, I put my full thoughts in my video review attached. I did notice the game does not work with 2K monitors the UI doesn't scale correctly, and I did think the ending could have had more payoff; you know show don't just tell us. Still super cool, and I'm super impressed I definitely think you're ready to start releasing games on Steam imo.

Sorry my mic was a little loud in the play through and game audio was a little low. 

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Cool game, I did manage to beat it. I do think the map is a little confusing but I understand it's cause of the Yume Nikki inspiration. I really like the character portraits but a lot of the art did look like down scaled images with more harsh colors which again I understand is part of the mood. There's some cool mechanics but some of them like the guy in the wardrobe (the star plush head guy) feel pretty unfair cause there's no indication it will happen before it does which I think kind of fights the game design, there should be some warning for when a wardrobe is being guarded. Would be cool to have a map, I know again you're following your inspiration but Yume Nikki doesn't have traditional game overs like your game does so that's something you need to consider if you continue this,

Unfortunately the game overpowered my mic volume (I lowered it cause it was too loud in the last game I played ૮◞ ‸ ◟ ა  ) and I couldn't adjust it in game without causing an echo but here is my full play through & review

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Right? I didn't even get a chance to finish the page or patch the game before the video was made (╥﹏╥)

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Really cool, amazing visuals, incredible amounts of polish! 

I will say I have tough time determining if this game is unfair or if I'm just bad and it's a skill issue LMAO! Some of the level design feels a little (how do I say this?) dick-ish, but I understand that's to get your blood pumping and to put you on edge, but I do think this does conflict with the conserve all health aspect of the game cause your health is constantly going down. UI looks super cool too imo, I put up a video of my game play to see me struggle: (for some reason I thought you used Unity even though your page literally says Unreal)

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Pretty funny and simple was definitely entertaining if maybe kind of buggy, still definitely made me laugh. Definitely too much copy written stuff imo, I understand references can be funny but you should make sure as much of your game is original or you have permission to use it. HOPEFULLY the video doesn't get stricken down (spoilers it got insta claimed) but I did record my gameplay:

Unfortunately no... BUT! You can skip dialogue using a debug button '-' ( Will not work at the doors that'll crash the game). After the jam I hope to make this a web build game with a chapter selection screen and some more in depth tasks with the furnaces & toys. BTW the toy soldier is fanart (is it fanart if you made it for yourself?) of one of my previous jam games  

I enjoyed this alot! Very cool for a one week game, I'm sad you don't have a web or  (mac & linux) builds because I feel this could've been a ghosts choice. I have my full thoughts in the attached video: 

There is definitely a bunch of issues on being unclear with how you can interact (with drag-able interactions) and locked doors (not clear when locked and unlocked) and environments like the guts in the back. That said this is a cool ambitious project for a one week jam I really like the pixel art & music, definitely up my alley it's just frustrating that bugs and communication issues got in the way of that. If this gets updated I would like to see what an expanded game on this idea is like, also I recorded my experience (sorry at certain points I get pretty frustrated) but it may help you identify issues:  

Awesome game, I really enjoyed the game play. Aesthetically it's pretty consistent but a little drab. It's nice you're doing something besides a traditional horror game wish this had some UI like menus ETC, I couldn't get out of the end screen (I did die once by accident). I uploaded video apparently not the first to do so; 

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Okay this was interesting definitely getting some ARG vibes from this that there is some deeper story hidden away. I liked how the JNG was a real PNG, I honestly would recommend going harder into that aspect as I think it could be very interesting. Godot is particularly good at that kind of stuff (see Windowkill & kinitopet). I do see some issues that are technical I think could be improved, I have my full thoughts in this video reaction (sorry for echo in beginning :( ) link to the video:

Very cool, this is probably going to be the best visuals in the jam imo but I'll comeback and see. I decided to do video reviews this jam in case I wanted to compile videos: 

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oh snap it’s the outer wilds inspired game guy! Thank you! Putting your game on my list almost forgot about it.

Definitely was part of the inspiration music was by  https://pleadthefilth.itch.io/ on the team. Glad you enjoyed it!

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Its really fun too blow away enemies with that huge laser hahaha! I got a score of 33,763 I don't know how good that is compared to others. It seems like you did pay attention to game feel in some areas but others got a little neglected, it's a little hard to noticed when you get hit I do see there's that twitch animation though but; it may improve the game if you had screenshake and add I frames so that you aren't hit repeatably instantly and so the player can tell what's going on when things get crowded, if you're feeling snazzy you can change the timescale to emphasize that you got hit too.

 

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The name 😭, funny idea, nice sounding music and SFX, and the action camera for the oil spills is funny too. The driving doesn't feel that good I think the game might be going for more of an autorunner feel, the breaking doesn't work how you would expect it's more like an ability than a function of driving with the cool down on it. Would be cool to have more direct control over movement but I also understand that isn't quite what the game was going for.

sure I’ll try it when I get a chance!

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Wait the controls or map design is the issue? I've only received feedback until now from the jam that the controls (which correspond input wise 1 to 1 with an existing game) and drifting feel good on controller. The map was a first draft and was designed to be challenging so I can understand, I didn't have time to implement checkpoints or a progress meter for when you veer off. 

Omg I was so close this gets so tense, might try later. I really like the art style it looks very cohesive, seems a little hard core without checkpoints but I guess that's the point.

Nice! You currently have the best time so far.

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Grr I could only get to the final lap, cool game I loved everything audio wise (music was awesome) besides the audio bug which you mentioned in the description. Everything feels great but bit a little squirrely side  because you're not locked into turns, it's like the car's are feather lite which I I guess makes sense with the slick theme. I do feel there's a little bit of conflicting design with trying to go fast or trying to hit all the wildly moving racers and it does seem like you can cheese it though by going off map when the tractor gets close to avoid getting hit

Agreed, though a number of people already found the game too difficult already haha

now this guy ^ is SLICK!

Seems you're not the only one who feels that way haha.

ahhh I'm seeing alot more people complain about difficulty than I expected I honestly thought the game was too easy :').

vERY SLICK! Oops caps on from playing the game, I like how you took your concept from last year and turned it into something a lot more fun. Clear story and fun mechanic using the entire keyboard to move the character, a little rage game -ish but in a good way (I still have nightmares about vinally it nearly drove me to tears). I appreciate that the design doesn't send you back to far back previous sections like it could have. Art is great too, all round very good.

Loading screen art is really cool, game play is fun when you understand the controls but the camera needs improvement. The camera tilting directly with the vehicle can be kind of distracting it would be nice if it followed a little more loosely, also I don't now about your keyboard layout but alt is kind of an inconvenient key to press when hovering over WASD and (alt + space) is also a shortcut in browser and windows which activates with this game.

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Mom the Frutiger Aero creatures are BULLYING ME! Got a perfect combo :), somehow not the most un-ituitive controls I've played so far lol. Actually yeah the controls are maybe good? Definitely is more of a toy game but still fun

This reminds me that my friends cat is named Anubis even though Bastet is the cat god and Anubis is the dog one lmao.  I really like the use of theme! Previous lives laying down oil is a cool idea, the unique visual style is also cool too. I really struggled with the controls and level design, might come back and finish it later but I feel things like sliding should be automatic it's kind of un-intuitive to hold down 'S' and then hold 'W' while jumping to long jump, I'd also recommend making long jumps holding the jump button down longer instead.

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Big concept to try and make in a week, a good bit of game here! The timer is pretty short for the first time figuring out the controls, I feel like the trick system could use some tweaks and controller support would be nice too. It's been a really long time since I've played a tony hawk game but I feel things like grinding or manuals don't work like I'd expect on the short grind rails you've got, I also encountered some weirdness with them and ollies. That aside it would be nice if there were more easy tricks to keep the combo meter going and varied, I think it would really improve the game. There is a lot of cool stuff already here though.

The oil does make you slide but I thought it should slow you down too, the sliding didn't interrupt movement enough to slow my times down. If I had more time I would've made hitting the oil look more slick/slippery. May add progress bar, I'll see what I can do for that.

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Developer input here I thought the game was way too easy and the railings did barely anything, should've got someone else to test this before submitting hahaha. It only slows you down slightly more than being airborne so you might need controller to avoid the sides because you can actually bump them a good bit without slowing down if it's only for a moment.

Interesting mechanic and the presentation was nice when getting a jackpot, I managed to max out most upgrades but I did feel a little to much is left out of the player's control. Other games like Cloverpit have items that let you strategically move the odds in your favor, this feels a little like it's mostly all luck and you just get incremental stat increases which make you more likely to win. After a while it feels like strategy falls out of the window but I did enjoy it when I get the hang of how the game works. Two things I'd definitely recommend are showing what the results will be from your roll before drilling and showing an animation in the store so we can see when an upgrade is bought.

Ahh no I was close to the end but I had to go to bed I'll come back later though :)

RIP, I’ve disabled it then unfortunately. At least windows and linux builds work.

Wow incredible presentation and music, cool unique game play as well. Took me a minute to figure it out, the concept of trying to not hold down move really messes with my brain. I appreciated the generous checkpoints because it really takes a bit to get the hang of it. Feels really good to play with only some hiccups in the web player, really polished and unique use of theme as well.