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Phenohix

21
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A member registered Sep 12, 2024 · View creator page →

Creator of

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Yeah, that's an issue you get when exporting a game from the Godot engine to an executable file, I'm trying to find how to fix this (also never hesitate to do an analysis of any software that seems suspicious, it's a good reflex to have). And thanks! I was pretty proud of this idea, it's actually one of the pillars that was holding up that shaky project

I find it so funny when people get confused at my game. And the worst part is that I genuinely have no clue what could be confusing about it. Could you tell me what it is, please?

Great!

That's funny a funny coincidence. My pfp is also a character of mine btw, their mask to be specific. Also it's a decade old character, maybe a bit more

You're welcome. And thanks, I am glad to know you enjoyed it despite not understanding a word of what I said

I see. Well, I'll make sure to avoid using "INFINITE" (unless my outstanding ego gives up on me) and play the game the intended way. I'm glad to now have a clue how I died, and I am also glad to be of service. And once again, amazing game. I'll make sure to tell you if I encounter another issue

Speaking of which, I just remembered it, but the "pull to hand" upgrade just seemed to do nothing. Maybe I tried to use it wrong, but pressing E by itself did nothing, pressing E while dragging Null to me did nothing, running in circle around Null pressing E, and so on and so forth. So I'm worndering what it's meant to do and if I was doing something wrong with it? 

Amazing game. I don't really have anything to say. But I did get a game breaking bug during a perfect run (I had infinite and was tearing through the levels) but the moment I killed the last ennemy of a wave (a thief) I suddenly got blasted into the air by god knows what and got downed. I shot two Null (because I had infinite) and suddenly became unable to shoot, so I helplessly died. I died during a stream, so here's the video clip of my death:

https://youtube.com/clip/UgkxrAuXFQOMwjL2wIsVHk3Omwieth5Ny9RD?si=i0xf-tdXU9MA19T...

(also, with the infinite power up, some Null remain loaded and get stuck into place)

Incredible game. At some point I just stopped talking human being and started babbling like an NPC, which made my experience even better. Very fun, 10/10

Nice game. I am still confused about the premise (probably just a me problem, I'm rather dense) but it didn't prevent me from enjoying it. Only thing I didn't like is the fact you lose your upgrades between each run and that getting them is purely luck based. I'm very unlucky when it comes to dice rolls (getting a 8 with 5 dies for example), so this was just free frustration. Other than that, the movement with the little blob was very interesting and the way you have to progress is kinda cool. The bubbles causing constant and increasing (when you pop several) damage as it makes the air noxious is very cool. The difficulty of each room quickly gets kinda hardcore, which is very fun. But didn't play 'till the end room due to the upgrades reroll

Wonderful game. My only disappointment was that there was not more levels to play. 

Now for feedback. I feel like as a player you are a bit too much at the RNG's mercy. If you're using full randomness, maybe try a random bag to make sure the player will always get acess to an item they need at some point. Aside from RNG, the mechanics are solid. The boss fight is cool in a way, but being stuck against the wizard's face due to their insane movement range makes it that you either have to just wait and tear through them with your items and heal every time you can, or be unlucky and get stepped on completely. Maybe reducing its movement to 1 and giving it an additional mechanic to spice up the boss fight could help with it (like giving it the ability to attack from a 2 range or to sometimes run away from the player for example).

Either way, it was a very pleasant game to play. I also really liked the story and chara designs

Thank you. I thrive for this kind of reaction ('twas not my intention to get people react this way, but it's always fun to see)

May I ask what part of the game in particular got me to deserve this reaction though? I'm curious

Your comment got my laughing when I seen it

Sure hope you enjoyed the game. Now, may I ask you what specifically in the game got you to fear what I was on?

That's fine. But the camera part does is a bug, if you're idle during the camera movement it should be avoided, but whenever it happens you can just run and jump to the left until you reach the spot where the camera got stuck at and it'll go back to normal (I think I told the dev about it, I have no clue why this happens though). It's the ennemy respawn that isn't a bug, just strangely placed respawn detection spot

Thank you, I am glad you see it that way
Also I do plan on making a better version of this demo eventually, and maybe even a full thing

timestamp: 1:53:45

Thank you!

The character does have clothes, and they were actually made before the werewolf at the end of the level, it's just that eshevek (our dev) didn't add them in. And I agree, the art could have been better, if my internet didn't die halfway through the jam and greatly impacted my ability to do anything. And there is also cut content of my work that couldn't be added in due to time constraints, like a cherry collectible, hearts, a sky background, a little ghost guiding you to the exit (level was meant to be larger), a different and larger level 1, the pause menu was meant to have several pages so you could also get info about the controls and your character, and a whole different tileset for another level. The improvements you are telling me about actually already exist, but time wasn't in our favour, nor was my internet. I'm still salty about my inability to provide this in time, but it was strictly impossible with the issues I had.


For the music, you can thank our composer merrilee who made all of the songs (and sfx)! For the in game interactivity, it is eshevek's doing! And I obviously drew the UI, and you can't see it, but each drawn part of the pause menu is actually cut and its own png file! (which is also the case of almost everything else I drew for this jam's game)

(And I did try your game just an hour ago, I couldn't do it because it was almost 3am when I sent my last discord message, and I wasn't pulling another all nighter, especially after the one I pulled on the last day of the jam)

Loved it. Very fun, very creative, very well put, very adorable.

Got where I'm not supposed to be and proud of it. It was a very nice experience, I liked the tiny dialogs about the king

Yes, it was my first walk cycle animation so the movment is kind of exagerate (and the character is constantly in a running state because otherwise jumps are too low and short).
And thank you! I am very glad that you like it (both the menu and the distortion effect). The distortion is made with a shader applied to a color rect, if you were curious 

For the first jumping area, you can stand on the first block for a couple of seconds, it's going to break and will make this section much easier and avoid you getting softlocked. (The submissions had already ended when I played the game because I was still working on stuff for it, I discovered the problem of this section the hard way as well. Those light brown blocks are actually sand blocks that function similarly to the ones in Kirby)

Loved it. Just fininished 100% it for my firt run. Will replay, might speedrun

The game breaking bug you are talking about is not a bug. You're actually just activating the respawn of the ennemies that avoid you being stuck. I was also a bit confused at first when I played the level, but it is just a safety to avoid you softlocking yourself on the section with a strangely placed respawn detection spot.

Initially it was thought to have 4 levels. But due to an internet shortage on my end happening halfway through the project, I was unable to work properly on my part. Which slowed everything down. The extra time was spent on actually making a level. The game was supposed to be rather different.

Well, you can thank merrilee for the music (and also sfx). I am the one who drew the UI for the pause menu (and set the darkenig effect on the qui & close buttons upon clicking on them), the modular settings were added by eshevek who worked on the code and had to build the level.

I really liked this game. And my stuborn *ss did do two runs just because I thought I glitched the game at the end of the level (going slow and observant on the first one, and happily blasting through it on the second). So I do have some feedback for potential improvements:

- The player movement is way too slippery, and dying because of it is quite frustrating,

- The player character keeps all momentum upon respawning instead of losing its velocity, so you end up dying for no reason,

- The hitbox of the character is too large,

- The camera takes a bit of time to go back to the character whenever you die (not as bothering, but I feel like it was worth mentionning).

On a more personal note, having the jump being the "W" button - which also serves as the "up" button - felt strange and made dashing witout double jumping tricky.

And all in all, it was a fun experience. I'd love to be able to play more levels of it. It's pretty and the platforming (aside from the soapy shoes) was fun.

Thanks. I am the games artist and whilst I agree with you, my internet died halfway through the project, making me unable to work properly on my part for a while so a lot of things couldn't be done because of me.

I do plan on continuing the project and making a much more polished demo, and maybe eventually releasing a full thing

I loved it. Stalling being a viable option that is even encouraged by the attack turns mechanic is great. The artstyle is awesome. And the hero of vengeance is such a climatic final boss, and their the second phase looks so f*cking badass.

I beat it with the demon lord, Esther and Kael.