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PosionFox

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A member registered Oct 10, 2019 · View creator page →

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It's like a tiny metroidvania, there is not much criticism i have for this game as it is very well put together, if i'm trying to be picky maybe would suggest to add a second button to QTEs just for people who can find it difficult keep up spamming a single key.

Very well done game regardless, good job!

Fun game, i found the main weapons too slow though, i ended up beating the game by just dashing and slamming which was fun.

The art style is also pretty simple but pleasant to look at, overall good game, just lacking some polish👍

Yeah i noticed that too, had to lower the requirements to 787 because there are no high rewarding enough tasks to reach 10s without investing a lot of time into a super crewmate, but thank you for pointing it out!

You got the recipe for a good roguelike, there are some changes i would suggest though.

Attacking while holding click, moving the camera a bit so you can see what's behind you, a shader or something to highlight upgrades behind walls, and a more refined visual feedback for attacking, which was kinda confusing to me as both the sprite and the vfx are meant to do that but they pretty distinct animations.

Overall, i can see this turning into an actual commercial game👍

Fun concept, i think the game could benefit from some visual feedback that the player and the dog share the same life, like a chain between them or some ui, just as an example to add to the concept.

I also found hidden "tech" where if you jump just as you catch the dog in the air you can jump again(mid air).

Amazing😲it's awesome to watch a gameplay video of my own game, thank you very much!

Quite impressive for a first game, i would increase the movement speed just to make it a bit more dynamic, also, didn't know how to beat the boss. But cool concept and mechanic👍

It's like a cute metroidvania, the flashlight was pretty awkward to use at first but the caves luckily were not overly punishing👍(my comment was sent multiple times sorry)

I tried the game, reminds me of bloodthief mechanically, it was fun and the theme is funny but as a parkour game enjoyer myself i need to point out some flaws of the game.

Running should be the default speed, the slam should not remove all your momentum or at least it should let you control it as it is very easy to fall into a pit, there doesn't seem to be any coyote time to help you jump off ledges, and you can wall run multiple times on the same wall.

Aside from that the game could use some QoL like auto attacking when rushing, ignoring the enemies debris collision and some game settings.

The base is there, although polishing these kind of games is quite difficult it can make them very enjoyable.

don't sweat it, balancing a game is always difficult

Thanks! at the end of the turn it shows you how much you gained minus how much you spent, plus a $500 cost for each crewmate, i plan to change that last part to be based around the crewmate skills or rank instead of a fixed value.

Thank you for playing🫡, you get money from most tasks and it scales up based on the crewmate's skills.

I wanted to add an interactive tutorial but then i looked at the time and well... i ended up just adding the info button instead.

Good use of the limitation, nice art and gameplay, maybe a bit too easy but well done regardless

I like the concept, reminds of dome keeper, there are issues though.

Besides the obvious amount of idling, the beginning was pretty slow, then i found platinum and it boosted me immensely, i would suggest locking valuable minerals to other caves, and the idling on the start could be mitigated by adding an enemy there too. I also found a way to go out of bounds through the corners at the bottom of the caves.

Fun concept, just lacks some polish👍

Thank you! i locked in, i also wanted to add aircrafts landing and taking off but ran out of time oof

Yeah my bad, i think i made it a little too difficult, at least in the beginning, thanks for playing anyway :)

Thanks! i wasn't really inspired by a specific game besides maybe a bit of dwarf fortress

Hang in there, I almost finished the missing features😭 

Thank you for the very detailed review! There were things I wanted to add and polish current mechanics, for example, the monster (whose name is lehorrid as you guessed(leporid+horrid(incredible wordplay))) may seem difficult to outrun, at least until you realize you can get behind them while stunned to break LOS, it is a pretty cheesy strat, but since I couldn't add energy drinks and flashlight blindings in time, I decided to just leave that in, it is not useful at all on the escape sequence though(which only gives you a stamina boost once it starts).

The darkness is something I can tune down, not sure how much since brightness varies from screen to screen, I also plan to change the grass or dirt texture so they have a better contrast with each other, my plan was to mimic the n64 rather than the ps1, that's why there is no affine texture mapping and most textures are 64x64.

I will update the game to add what I had planned and polish/balance stuff once the jam ends. Thanks for the in depth critique🐰

Not a big fan of visual novel-like games, but this was interesting to play and the ending actually caught me off guard, nicely done!

That is so cool! I wouldn't suggest to play on the hardest difficulty though, it's meant for those who learnt the layout from slender eight pages or by playing this game, I initially thought of reducing the egg count on easy but that would leave too many empty POIs on the map, so it basically just gives you more vision and stamina and alters some of the monster's behaviour. With hard being the "vanilla" experience where the monster has default behaviour and average speed increases.

Thanks! The game still has performance issues on web because the shaders don't seem to be caching properly, and transparent grass is weird, i don't know what happened there lol.

Thank you :) I though about adding a track at the end of the game but i'm not a composer and was not sure what would be fitting there.

The game felt pretty creative and unique, there is a clear gameplay loop that could be expanded with new features/content, also couldn't find a use for the command feature on the dog, but cool game!

I got complains from friends telling me it is a little too dark as well even after increasing the flashlight's intensity😭.

I tried to the make the map layout similar to slender the eight pages, it is quite symmetrical, if you try find a map online it should be pretty accurate to this game(excluding one poi which is missing). Anyways, thank you for the review🐇

Thank you! The game ended up feeling more like a singleplayer asym game than a classic slender game lol, but i liked the results regardless. You can escape the monster after collecting every egg, the game gets harder though, if you meant something like dodging it then you basically kite the monster attacks until it gets tired and stunned for a few seconds.

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Wow, the first jam I won, thank you all!

Here's a reference drawing I made for modelling the kitties, just wanted to share it🐈


i love these imposter-like games where you need to figure out who is a bad guy, good job.

It is short but it was fun, it could use some sounds tho, and the difficulty is quite random, sometimes you get a lot of coffees and just lose and other times you get a lot of snacks and you win, but i liked the idea regardless

Very good looking game, reminds me of bartender: the right mix in both gameplay and art style, very well done☕

Damn you got 50 cents twice thats kinda unlucky, thank you for playing anways, the lights make the clients stay longer before they get tired and leave🐈

It seems like if you fullscreen without the unity button it messes up the menu ui, i liked the idea regardless, not sure why my clients turn into demons and slime people lol

This is next leap in fnaf fangames, i found it really funny

It feels like a creepypasta game, i love much delay the footstep sounds have

The gameplay loop is fun, although i noticed you can just drag the drinks directly to the clients if they are on screen, and i like the art style which sadly couldn't be fleshed out fully in time it seems.

i noticed the camera has a different sensitivity for me on web, does changing it in the settings help?

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Thanks, figuring out what to do is part of the game to follow the limitation's less literal meaning, glad you liked it anyways.

I'll leave a small tip for you or anyone who happens to read this: you can get beans with a jug🐈‍⬛

Thank you, i didn't get much time to rate many games either but i had fun playing other people's games

I liked it, the art is really great with the only issue being inconsistent pixel sizes and blurred ingredient sprites, too bad there is no audio, a simple sound effect for collecting items would've been really nice even if it was just that.
The potion making is quite interesting as i enjoy alchemy related stuff, but it has a few issues like no feedback when selecting an ingredient or the UI displaying the wrong amount of ingredients.
The skill tree is also cool and i really liked the hidden perks after chaining some paths, but the cursor size upgrades could use some visual feedback.
And the shop was nice in the beginning but after a few upgrades it becomes quite redundant.

Overall i enjoyed the game, i'm just sad i couldn't unlock all the upgrades before the game ended😭