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redistor

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A member registered Feb 25, 2019 · View creator page →

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Kinda feels like celeste - haloween edition. Work a little on the game feel (movement feels a bit floaty, like a ghost hehe), some more sound effects during the movement and animation frames to spice it up. The main mechanic of turning into ghost with limited time is the best part and I would leave it as it is! Oh and the last jump onto spikes, I didn't realise I can sprint, so whole game before that is doable without the sprint. The last jump I've had to use it and it was much easier :)

yooo, that was actually somewhat of a problem in the olden days, so called bodysnatchers that dig up bodies to sell them to universities. I think the idea really suits the theme. The gameplay despite being a bit funny (running speeds are insane lmao) actually works quite well! IT has a high skill ceiling, you actually get a lot better at it the more you play.

I think what this game misses the most is audio, you could give this very cool art so much personality with simple sfx and/or some music!

It's such a shame it has a gamebreaking bug, let me know once you upload a fix! :)

Yeah, when exporting for web I recommend always capturing on click if it's not captured already captured.

Trying to capture in something like a _ready() function won't work because browser doesn't allow you to arbitrarily capture a mouse. What if you're for example at the bottom of the page, reading something when the capture is called, it can't allow that.

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That was cool and made me scream only once, thank god. If this is what being graverobber is like then I am not changing my career, thank you. The long arm guys are fricking terrifying, you know if they did like some scary ass scream while chasing you I would probably have to stop the game, so this was like the perfect amount of creepy for me to actually finish it. Take that duke.

So I must've gotten lucky but on my first playthrough, I've explored so much of the maze and almost gotten comfortable with the environment and randy has scared the living shit out of me. The gameplay is really simple but I love the atmosphere, the colors and the sound design.

Btw, toggling full screen using the fullscreen button in the main menu causes the mouse to be captured 100% of the time on the web build. When I used the built in full screen button from godot it wasn't captured. I recommend you include a instruction about that in the games description :)

This is my highest rated game so far, I honestly loved it.

It doesn't have the most flashy graphics nor a brilliant soundtrack. But the levels are SO WELL DESIGNED. I didn't feel frustration at all. It's not like the puzzles are easy, they are pretty hard, but I've breezed through them! You've done such a good job of presenting the mechanics, like the blue spikes for example. They got like 2 extremely easy levels that tell you everything you need to know about them and get you used to them.

Thanks for making this :)

That was fun, reminded me of Portal somewhat - the rather serious setting and art while being funny.
Stacking piles of bodies is definitely a great pastime, and making game around physics system is HARD. I've enjoyed the puzzles even if some of them required a bit of luck to pull of :)

If I had to critique something - I think the levels don't need all of those additional assets, like the boxes on the wall and the damn fake levers i think i can pull! Look at how portal does it and still looks good!

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I'm glad you liked it. Your answers are honestly REALLY good, this is where play testing could've helped immensely.

I have like 150 possible answers I check for and rate them on a different level, and somehow in all this mess I've got all spellings of Alexey except the one I should, lmao



For the rest - Explosion - completely reasonable, I just didn't have it, Fear was max points and Turbines is also reasonable but I would give it half points.
So you definitely should've gotten it!

haha, not at all, I just love to make games around historical settings, in this case the siege of Sarajevo.

You just took me on a crazy nostalgia trip, reminds me so much of the crazy taxi series. Loved it.

Seen your sketch of the cover image, it turned out great!

Finally a hollow knight where my pogo jumping skills are enough. loved it!

God damn vultures scaring the shit out of me. Loved it, visuals are incredible, simple gameplay loop that's surprisingly fun.

If I had any feedback to give, I think the progress should be kept when exiting. I can start digging while nobody's around and I have to hope that no ones around, because when the sound queue plays I feel like it's too late.

Love the art, love the vibe.

Here to report a bug! going to the left in the "pillars" level makes you fall out of map

Not gonna lie the contrast of this cute music and graphics against the "oh yeah, kill people" is kinda funny. It was short, but fun

Any feedback is welcome!

https://itch.io/jam/jamsepticeye/rate/3926676

Thanks for the feedback!

 I've explained in the spoiler section on the game page how your answers are rated and what is my take on the theme, since I don't want any spoilers in the comments. Not figuring them out also kinda fits the real life events, since you never wake up, so don't worry, it's part of the experience :)

I swear I tested for this like an hour before submitting. That's what last minute changes get you. Thank you for reporting this!

Did it first time, hah!

You have to get killed while running up onto the platform. It forever locks the platform and there's no way to die to remove that corpse

God damn, I wish more jam games were this! just little experiences that make you feel... something. That was honestly beautiful.

I did manage to softlock myself in the first room, sorry about that! I just somehow managed to get killed on the edge of the platform that activates the shooting guy.

I really like the concept, I think the puzzles are cleverly designed and the art is cool and coherent.

Honestly the only thing that bothered me are the instructions in the first level that treat player like he's 5. I think this room was so well designed I didn't need those "Oh what happens if i step on this?" labels. I will stand on that platform and see what's going to happen without any guidance, it taught me that those platform do something. Let the great design speak for itself, show don't tell! :)

I like the concept. There's something funny about the fact that I had a run where I deflected bullets into random directions and that mistake stayed with me until the end. The parry seemed very forgiving tho, especially after upgrading it a bit.

I've gotta say, I didn't even get to see much of the last phases, I think his health drops extremely fast at the end there - with all those upgrades and runs. But it did feel good :)

Not sure if you caught it but Ducky played your game on stream!  https://www.twitch.tv/videos/2584878916

So this was FUN.

First of all I've got to say, excellent mechanics. The ideas for how to use your death to create a resource in that place for your "next" run etc. - awesome.

The level/puzzle design was also very good.

The sound/art aspect is good, I've enjoyed it.

The movement - I was sceptical at first but the final level with dash+grapple+invert gravity combo proved me wrong. It felt REALLY good moving around that level.

BUT -  it was so freaking difficult. I did finally solve all levels but it took me ages. They were greatly designed puzzles - I just feel like I've skipped the first 4hrs of the game where I get to know this mechanics slowly in the small rooms etc. I didn't even realise what happened in the first room and the second one took me 20 mins, hahaha. 

The god damn crossbow thingy pushing the big block makes sense but this is something I needed to see in a previous level to even think about.

And yeah - I think the core  of the game is AWESOME. And all of my critique stems from the fact that this is a game jam game that doesn't have a luxury of having an introduction level to every little mechanic. I feel like in a full release this wouldn't be a problem at all.


Or this might just be a skill issue :D

If previous jams have taught me anything it is that watching a gameplay of your game is the best kind of feedback you can get. I will check out the TermiNera :)

https://itch.io/jam/jamsepticeye/rate/3926676

So this is a first game from this jam I decided to try and oh my god what an opener! This has to be one of my favourite entries into any game jam. First of the overall quality - the art, music, sfx, writing all on high level

The most exciting has to be this unique camera setup, I've never seen something like this. Absolutely awesome idea and so much potential for horror or puzzles, I feel like it barely scratched the surface of what could be done with this setup.

I've got to give some constructive feedback and not just praise blindly.

With this setup comes a very unique challange of pointing the player/handheld camera. I've got to say, this is a pretty hard challange in UX design. It seems that you're currently raycasting into the world and you point camera to the intersection point. This works, but with this static camera angle it's hard to point it towards the "main" camera and control it's pitch. I would maybe try instead rotate the player towards the cursors location on 2d screen and maybe control the pitch with the distance from the player. It's honestly just a hunch, it might be terrible in practice.

After rating over 40 games I just wanted to come back and say - this entry was my favourite, congrats on the score! :)

Narrative driven game set in historic setting, that's pretty unique for game jam

https://itch.io/jam/brackeys-14/rate/3849639

I'm posting here for 2 missing rates - you know just in case :D


I am never throwing my cookies into the garbage ever again.

That was really cute little experience. I think I like the twist on the dough movement the most. Usually jumping hinders your ability to move your characters, it's a fun twist to have it be completely uncontrollable while on ground and getting all of the control in the air. It does really need some sounds or at least a soundtrack.

I can't believe you guys just recreated the whole overcooked food handling mechanic, this is so impressive! With the additional twist of avoiding the neighbour this feels even better. I don't know what to critique - this is almost an perfect game jam entry, I did wanted to say that he's a bit of a camper just camping my god damn eggs, but its actually really easy to lure him if you need to get somewhere and then just hide in a closet if things get out of hand. I also love the way music subtlety changes when exiting the "tutorial" phase.

This very much reminds me of buckshot roulette in a good way. Love the overall design and atmosphere. Picking the amount of fingers is very smooth and satisfying, the visuals are creepy as hell. It is of course very simple set of rules and after few games it gets pretty boring but If you ever want to expand this I think this is a good core to build on - with some upgrades that give the player more ways to plan their moves and not just blindly trust in luck.

This was awesome and hilarious. The details in the environment like the funny posters in each level and the character animations add so much! The concept itself is simple and easy to understand and the presentation ties it all together. Something else that was really well done that probably no one will notice is the little tutorial screen - it's really well written with highlighted words and accompanied by some cute images - it makes even most adhd brains pay attention. This is something that almost never happens in game jams, the tutorials are just a wall of text thrown at the player and makes me so much not wanna read them.

I did find it quite funny, it fells like during development you decided to switch gears to something more horror-y. I feel like the throwing mechanics could be incorporated into the second stage, you could use them to scare off some ghost or something.

It was a fun short game, 3D games have this disadvantage of more complexity to handle during a jam so getting a full game out is impressive in itself :)

I'm not saying this lightly, this just might be the most enjoyable game in the jam. It's just a cool angle on a classic. It's very simple, takes you 30s to grasp the rules and changes to regular minesweeper. The extremely cute and cohesive art just adds to it. It might get boring in time but for a game jam game it was perfect. I honestly would love to give some criticism but it's hard to - maybe the game feel could be a little better. Moving around the character on empty rows feels slow, could be a little snappier. And the fights - it's currently very clear what's happening but after few fights you know the drill they could be just faster. But that's nitpicking, excellent entry.

So for each real person that will give you feedback you will come across another that just go from game to game and comment "really great, had fun" or some surface level thing on 300 entries just to as you say "self promote". Some people will always treat jams as competition and with the amount of kids in here, it'll happen even more. You're also looking way to much into these comments.

What I recommend to you is to go to twitch (search for brackeys) or search this forum for some people playing the games live. These are usually some small time creators with few viewers that will take jam entries and play them live. This is the most honest and interesting way to see your games. The reactions are more honest, they actually take time to play the game because you know - you're there watching, and you can actually converse with them about the game, ask them and answer questions. I've had the most fun watching others play my game and I've learned the most.

This has to be the most unique entry into game jam ever. I was so confused by the screenshots, but how do you even build a page and market something like that, haha. But seriously, this was some funny writing and performance. 

If anything this game could win the Innovation category just because how unique the experience was. And probably won't win in the enjoyment with the constant dying and resetting (skill issue). How do you even rate the visuals here? I guess it's 5/5 for a blind person.

Holy shit that is one fleshed out environment. Like I know most of the assets were not created by you but putting together all of this into actually a pretty dense level (+ the lobby) and everything being this cohesive and pretty - that's impressive. This could totally be an indie game on steam, with few more levels and mechanics. Maybe the trees need a rework, they do look a little out of place. I am bad with horror so just give me a dark room and flashlight and I will be scared, so cannot say much about that. But the atmosphere and the ghost exorcising was intense. Really enjoyed it.

Did I get stuck a few times? yes. But honestly figuring out where I could get stuck and reacting to that became part of the challenge. It's not the most thrilling game in the world, but I would say I had fun with it. I think the strongest part was definitely the art. While simple, there's a lot of assets and its really cohesive and doesn't feel like an asset flip, someone sat and drew those vectors one by one. :)

This is a very cool concept, vibe is immaculate, and in the end I did enjoy my time with it.

But I've gotta say, the UI is what really limits you. It could be so much better if I didn't spend first few runs just figuring out what is what. I did for first few runs thought the little star in the middle is the faith and it totally confused me. Tutorial would solve it, but who wants a tutorial? have a little window that displays on hover next to the stats that will say "your current fuel" and "fuel cost for the next voyage" or something like that. Just let me know in other ways what actually happens any time I pick a passenger. A little animation next to the stats informing that you lost -1 faith when you picked this guy. Especially if we don't know one of the effects. Or when hovering on the Upgrade ship or buy fuel button - just a little pop up that informs me what will happen. I know the upgrade is a little mysterious and you don't know what will happen - but then just say this! have a little window that displays on hover and says that it "consumes random amount of faith for a random upgrade".

I think a lot of people would just stop playing because they don't understand what's going on, and that's just sad because there's much to enjoy here! :D

Thanks, it's definitely not supposed to be easy, but you can make it out, there's a little scene at the end.

Characters at the doors have some tips, and with one of them you can even unlock a shortcut to make it easier.
But it's totally possible to do it the whole way. I think the clues from characters might be a little unintuitive,  when they say "side to side" it's meant to be interpreted from one side of the street to another, not strafing A-D during a run.

So once you're behind cover - pick the next cover that is most perpendicular to the street and just book it in the straight line. If you think about it from snipers view, the less you're running towards him the harder it is for him to hit you. This tactic will work 100% of the time, there's no luck involved.