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psr12

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A member registered Aug 01, 2019 · View creator page →

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This has such a unique mood. The water cup makes it feel like a life-or-death hot dog eating competition. The art is great, and I really appreciate the camera movement and the extra minigame at the end.

It's nice! My favorite part of Pokemon is the early game when you're scraping a team together from whatever you find, and this reminds me of that.

There's two cubes on the table, but I couldn't get any further. I'm guessing the description is an April Fools day joke?

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Pretty good; It's constructed well enough to hit the same way as Slay the Spire. 

Bugs:

  • Rest can't be played. Wagie Alarm doesn't deal damage.
  • Start of battle status effects from items will wear off when your turn starts.
  • There's an extra copy of Slash in the collection that deals 50 damage.
  • The map frequently generates with side paths you can't escape from.
  • Orangutan's attack indicator doesn't show it hits twice, Shroom will show (attack 1) for its poison move.
  • The decision events' text gets cut off.
  • When selecting items, things like potions will show <value> instead of an ammount.

Hopes:

  • There's no way to refuse adding a new card/item.
  • Allies should go directly after you, so enemies don't get to sucker punch them first turn.
  • Some of the items/cards are boringly similar, which also makes 'direct upgrades' more glaring. (Supremacy > Rage > Lift > Pink Scream)
  • "Face off against caricatures of the modern world" makes me hope for something heavier than Wojaks gnomes. Enemy designs that speak to the original intent of each face.

It's really good! It gets more and more compact, until you're thinking about every single button press.

Very nostalgic; both the gachapon toys and the early-browser-game styled interface.

I'm interested, but there's 0% chance I'm putting up with a don't touch the walls maze.

It seems really interesting, but I'm having trouble playing it. I'm on a 1280x1024 monitor, going fullscreen or zooming out in the browser makes it unplayable. vvv

A downloadable version would be appreciated too, so I don't have to re-download it each time.

I filled out the form, but I'm posting this part here for the picture.

It was a nice little adventure. The minigames were a cute addition.

"He used mini-bombs to open the lockers"

Is that an Umineko reference?

I had a nice time. I appreciate how the events are all part of the story, as opposed to something like Slay the Spire.

I have some bug reports, played on 2.2.0:

Tips always show on death, regardless how it's set in the options.

If Spaniel comes in the back door, it uses Dead-Pea's end screen and tips.

Plush-Mate's poster sometimes gets stuck on the "..." stage.

Beating Hard Mode in free-play before unlocking the extra characters led to a black screen softlock after the 9:00 cutscene.

Pausing and unpausing in hard mode causes the music to play twice at once.

The fade-out for exiting the Extras menu takes twice as long as other menus.

The doll and 'watch me' characters won't unlock in the extras menu, their bios or jumpscare.

"Use the Left and Right arrow keys to switch up  characters" shows up when you open the extras menu, rather than when you look at the character bios, and has an extra space before "characters".

The jumpscares menu says left/right mouse button, instead of just left.

Not sure it's a bug , but I can't figure out the true ending.  I got up to a silver star by playing normal mode, but nothing happens by beating it again. Beating hard mode in free-mode doesn't seem to do anything either, but it takes you to the main menu instead of the free-mode options like normal.

I didn't find any accessories either, but the only thing I did other than 'start the night' and hard mode was 1 randomized night.

It's only a couple minutes, but it was a surprisingly nice couple of minutes. The hint of discovery and the fun execution at the end make me think you've got a good eye for game feel. 

It's simple, but surprisingly gripping. I'm looking forward to the full version.

You need to do "Export as Zip", then upload the whole zip flie. This is just the .exe file, without the game files.

I had another big and small idea.

The big one is: Instead of a random card, the HIT ME is a timeable roulette. Sorted by value, so it's all the 2s, the 3s, ect... Spinning fast enough that hitting a value is easy, but hitting a suit is hard. Flushes essentially stay 1/4, but straights are slow and guaranteed. Four of a kinds get harder over time, as they get removed. Royal flushes mean waiting for a full rotation, and taking the 1/4 chance on suit.

The small one is: When you place a card in your hand, the old one goes to your 'inventory'. That way you can rearrange your hand, and you can't accidentally remove a card.

https://drive.google.com/drive/folders/1qNX7Zfqfk5lXIGS5znS7MEdg1rVVVz_N?usp=dri...

It crashes as soon as you see 'click to start the demo'.

I forgot a probably less controversial change- make clubs and diamonds different colors for clarity, like Baltro.

It's a really solid arcade game with great graphics and I don't want to detract from that, but you asked for advice and I had an idea:

Instead of just building a hand, you need to reach a chip threshold, and every hand you make multiplies your banked chips. 

That gives you a reason to collect chips and build better hands even if you don't care about score. And you get the extra decision-making of whether it's faster to grind chips or make a better hand.

 I think it's good flavor-wise too; you play poker to win chips.

Sorry, that was completely my bad. No hard feelings.

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I have a small hobby project going on: https://itch.io/t/3699133/lfsall-positionsgamemaker-studiounpaid

It's a ~15 minute caveman themed 2d platformer. There's a design doc in the link . If you're interested, join the Discord server and send an introduction.

I have a small hobby project that could use a  sound designer: https://itch.io/t/3699133/lfsall-positionsgamemaker-studiounpaid

Okay! It looks like you specialize in larger, detailed pieces. If you're willing to do smaller sprite work, you can start right away. If not, there's things like between-level still frames and promo material, but you'll have to wait for the finalized designs on everything. If either of those are okay, you can join the Discord and send an introduction.

Okay! Join the Discord and introduce yourself in #introductions. 

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I have a prototype for a simple platformer, and want a team to help finish it. I'm a hobbyist solo-dev looking to practice game directing and development with a group. As a practice project, I'm hoping for volunteers, and will take inexperienced people.

The game is a 2d platformer about a caveman, with a limited moveset and a focus on level gimmicks.

I plan to recruit people until May 1st. Artists, composers, level designers, coders, writers, and anyone else who's interested. Any necessary areas that go unfilled, I'll personally handle. 

Hoping to have it completed by June. It will be released for free on Itch. 

Link to the design doc: https://docs.google.com/document/d/1W9gol3D5fheIodipcyE9YGKUyqyXOLRoa8dOxzSFgjw/...

Link to the Discord server: https://discord.gg/FSqHt2Y2

A playthrough of the current build: https://youtu.be/iqm4v9a9lxs

There's not much at the moment, but I like the concept! A combination of Slay the Spire and Megaman Battle Network, but you can see how the comedy theme gives room for new design. Stuff like callbacks dealing more damage if repeated, or brick jokes that deal damage in 2 turns.

The .pck file is missing.

It's very interesting! A sort of Dwarf Fortress meets DOTA. I think something's wrong with stockpiles, though. I can only build one, and then new ones must be touching the original, which really limits how far you can play.

I'm not sure if there's another way you want it sent, but here's the contents:

84.png$0$#1/14!#1/14!
85.png$0$#0/4/0
86.png$0$#1/0!
87.png$0$#1/19!
88.png$0$#0/10/0
89.png$0$#0/3/0
90.png$0$#0/3/0
91.png$0$#1/8!
92.png$0$#1/18!
93.png$0$#1/20!
94.png$0$#0/3/1
96.png$0$#1/2!
97.png$0$#2/0$

1.21

I can't get the fade to black to happen, even on new playthroughs.

Can I have a hint? I'm at 41 unique pictures, with the complete 'set'.

Is there anything after the fourth anchor?

It's a cute! I didn't realize I had to shoot the stem at first. It kinda reminds me of a clicker game.

It takes way too long for the ball to stop rolling. Some extra friction or being able to swing from a higher speed would be appreciated.

A very interesting concept! I appreciate that you made it just left and right, since it's always a bit confusing in isometric views.

It's nothing too special, but I've got a soft spot for this kind of compact level design. I liked the part where you use the wall climb to go between spikes, I thought that was clever.