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QueenLilac

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A member registered Aug 10, 2017 · View creator page →

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Rage games aren't my jam and I kept BARELY failing to finish the first cup, but I kept saying "Oh I got this, one more try!" so I'd say that's the mark of a successful game! The idea is super creative, and nails a comedy/horror balance which is extremely impressive to do especially within a single week. Only bits of feedback I have are:

1. The sugar can be clipped through the counter, making it impossible to recover and being an insta-loss

2. When the character thinks "that was loud" it always felt a bit off since there was no accompanying audio

Of course those critiques are small in comparison to how easily I was hooked and determined to make a goddamn cup of coffee, so well done! 

Neat little game, though it was a bit light on gameplay for my tastes. There may have been a bug on my end as every time there was about to be some kind of transition my screen would go 100% hot pink

Feel free to give "Smoke 'Em if ya Got 'Em a try if you have the time! :3

Im glad you liked it! I really appreciate the feedback, as a lot of the reason mechanics like FoV changing or smarter enemies were not included due to time limitations due to IRL obligations and the original writer/level designer having to step back due to an unfortunate illness. To give some perspective, all the levels save for the intro were made the day of submission in a single 15hr dev session along with all the dialogue, story beats, audio cues, coverart, and pause menu, leading to a submission an hour before the deadline. Either way I'm proud of what I was able to do despite the less then ideal circumstances, and thank you for playing!

Howdy! To answer some questions: 
-The game is 3D
-All the Pizzadoggy assets you recognize are correct
-I made the UI myself
-Deersigner was initially going to do the writing and story, but got so sick that he was only able to provide the idea for the narrative
-You touched on the idea of choosing when to smoke, which was actually an idea I had that I cribbed a bit of code from where you would have to smoke to reveal invisible enemies but lose health doing so. Given how difficult of a system that would be to balance I decided to simplify things for a 1 week jam, but I may come back to explore that concept if I can nail the balancing.

If I had more time I would have definitely tuned up some of the enemy placements as I can see how they can be frustrating, and admittedly used how short levels are as quick n' dirty "fix" that isn't my usual preferred method (it also doesn't help that I prefer to make games on the more difficult side). I'm glad that despite some of the annoyances you still enjoyed the game overall, and I really appreciate the video!

I'm glad you enjoyed it! I'm super relieved the story managed to pan out well as normally I have someone else write and/or clean up my writing, but this was my first narrative heavy(ish) project where I flew it alone save for the core concept!

Hehe, so do I! Also I was unreasonably happy to see you mention the kick stagger being enough to let the player reload as that was a very intentional choice :)

Howdy, thank you for playing! The short playtime as well as some of the more odd choices (i.e the intro music) is mostly due to the original writer/level designer having to step away due to an unfortunate illness, leading to a bit more of a crunch than I would have liked as this was for a 1 week jam. That being said I am incredibly happy with what I was able to get done in such a short amount of time (as well as on such short notice, every level save for the first one were made in a single 15 hour dev session!), and I'm really glad you enjoyed it!

Howdy! After playing through it with a fresh set of eyes I definitely see what you mean, so I cleaned up a few of the lines along with the most current bug fix build :)

Thank you for playing it! It was admittedly a bit cheap of me to do that, as the intention was to incentivize the player to keep their head on a swivel but I think you're right in that it did ultimately make it more of a memory game

Howdy! My team used quite a few of these assets in our gamejam entry that managed to place first! We've just started work on a full release version, and I wanted to give my thanks for making such amazing assets! I also wanted to ask about your texturing workflow, as it is very distinct and I'd love to know the process behind it!

Here's the game by the way, feel free to check it out if a stealth action FPS about a vampire with a gun sounds interesting!: https://queenlilac.itch.io/operation-renfield

Thank you for making great assets! Our team placed first in the jam and have started progress on a full release, and your textures really helped make the project something special!

Too bad! A challenge is a challenge and you completed it!

Thank you! It was my first time ever doing a jam so it makes me really happy to see the game continue to be enjoyed by others even after the jam ended! To answer the question about difficulty scaling, each time a warning popped up it would spawn another angel. As for their AI its dirt simple, as they just randomly roam in a radius centered on the player. I've definitely improved enemy scripting since then, but nonetheless I'm glad you enjoyed the game! :D

Thank you! Our team definitely put our all into this game and it makes me happy to see that it paid off! <3

Awesome concept and great use of it! The physicality of the game was really prominent and fun (not to mention dread inducing!) and I'd love to see the idea expanded upon! The main thing I noticed was that I seemed to be able to exhale even when in tight spaces, making the threat of being unable to breathe while too compacted feel less intense. Either way great game!

Excellent game! The cohesiveness of the visuals, limited tools for navigation, sound, and corporate prison vibe all were spot on and made it suck me right in!

Fun lil game but MAN the dialog made made me sad, which I say as a compliment to your writing! Well done!

XD

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Well done! I saw the vid you sent of it, so once the jam period ends and I can edit the page I'll give ya a shoutout! It should be up now :)

Howdy! I used these icons in my most recent jam entry, and I wanted to say thanks for making such good assets! If you're interested in checking out the game then you can do so here!:
https://queenlilac.itch.io/operation-renfield

Howdy! My team and I used these textures (as well as some delven textures) for our gamejam entry Operation: Renfield! thank you so much for making rad textures, and if a game about a vampire with a gun being all tacticool and sneaky sounds interesting then feel free to check it out!
https://queenlilac.itch.io/operation-renfield

Thank you! It was definitely a team effort, and I'm glad playing to each of our strengths allowed us to create something greater than the sum of its parts and (hopefully) in reach of the podium! :3

Thank you for playing! That seems to be the older version of the game that has much more intense enemy AI, which has been toned down in the newest version of the game with an option to re-enable the old AI of course :)

There was an issue with the cursor locking into the window, though if anyone else has issues with it I personally found holding middle mouse button helped a bit. I really liked the banter between the crew, and would love to see that casualness of long timers in an objectively horrifying jobsite fleshed out more :3

Fun game! The only issue I had was the timer not resetting after a death, but other than that this game had quite a bit of that classic RE charm! The monitor with the godot editor also got a lil chuckle out of me :)

I'm glad you liked it, and it was SUPER cool to watch you experience the game in real time!!!

Godspeed! If you're the first to have vid proof of it then I'll give ya a shoutout on the itch page once I can update it again!

Good luck!

Thank you so much! I can't wait to hear what ya think, and I hope you enjoy the game! :D

Thank you so much for playing! There's actually a new version out with some extra content to keep the game fresh (mainly new game modes), as well as a slew of bug fixes (including that level skip >:D)! 

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Heyo! I've started work on a set of UV unwrapped modified versions of both this and the feminine variant you made to use as future character bases, and I wanted to ask if I could release the bases as CC0 downloadable assets (with credit of course) once I finish the project. As they are modified versions of your work I do not want to release these as downloadable assets without your permission. 

thank you!

Thank you! Don't worry about not getting to the end, a lot of feedback has pointed out the difficulty was a bit higher then I intended so I'll likely add some difficulty settings when I eventually come back to this to do a post jam bugfix and QoL update (though as of now I need a break from seeing nothing but meat) :)

Howdy! They were from a free asset that is listed in the credits of the game :) 

Can you provide the raw blend file in the pack? Importing the FBX into blender immediately breaks the rig

Very disorienting in a good way! Took me a second to understand the core loop but when I did I really appreciated how unique and fresh the concept was! Unfortunately I seemed to hit a bug where no more enemies spawned on a floor, but that's understandable given the nature of jams. Well done!

The ending was a bit of tonal whiplash that somehow managed to wrap everything up nicely! I really enjoyed level 2, as the openness of it really complimented the combat loop that felt too restricted in the corridors of level 1. the boss fights were a nice touch, especially for a gamejam!

Really great game! I can't tell if I find the time between drop-offs to be too long or if its the perfect amount of time to let your mind wander and wonder if you made the right decision with the previous drop off. Well done and very unnerving!

I ADORE the art! The whole game has a very newgrounds/flash player vibe to it that makes me all warm and giddy inside, making it really stand out with a charm that leaves me wanting more

Its a fun concept! I think it can be fleshed out more, but it has good bones and feels nice and compact :)