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reina

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A member registered Oct 04, 2018 · View creator page →

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So, I resumed playing from where I left off last night and had some more things to say:

Without spoiling too much, (one of the?) the bossfight is very cool! It feels epic not in the flashy graphics, but the atmosphere. Unlike certain other adventure games where you needed to scramble through your inventory to find The Thing (tm), it was simple; just two moving things, yet had all the thrills of a rollercoaster ride going downhill. It was a great one after the tense, creepy atmosphere the music and the art in general gives. 

I especially applaud the decision to let the player heal themselves as much as they need so people of varying skill levels can take it at their own pace. And - I can't resist saying it - Zabella has all of the right animation frames 👌
    The final part made me feel like I'm missing something, but I like the mystery it has and so will try not to scroll down the comments. LOL (Perhaps one day I will come back to it and discover more things by myself :3 )

Something I forgot in my original comment is that the house layout felt confusing since they are 2D images. Would you believe me if I said I had no idea how I actually got into the basement for the first 30 minutes!? The perspective just eluded me, lol. Finding my way back to it was tough. But after getting used to the arrow button (I'm used to clicking on edges of screen to turn around), it was silky smooth sailing. Perhaps unintentionally, it served as a good buildup too.

Honestly I didn't think a GB-compatible game would give me such new emotions, but maybe it really is more the designer's part than it is the technical limitations. Thank you as well for replying to comments, it made me feel like my opinions matter, that you tell a bit of things from your perspective. 

When my financials stabilize a bit more, I'll definitely look into paying for the franchise. Those shades of green and 160 x 144 pixel resolution felt so unique.

I wish you all the best in your future work! <3 

Finally you can play as the hot lady on the cover art! Too many games put wonderful women on promo material aaaaand you can't play as them. Thanks for changing that  <3
Haven't finished, but I find her flat-out not wanting to use the axe in the dungeon - full of creatures that can scare(!?) her to death - plays into the genres well while also making fun of it.

Thanks to everyone that supported the project up to this point! :D
Glad to be able to play this wonderful work <3

Absolutely love the visualizer!!! Music player-like functionality on any console platform in general is so cool. After reading shonumi's efforts to emulate the Play-Yan for the GBA (warning, extremely technical) I began to see there is a certain beauty in putting music as the focus.

Thank you for providing it for free as well! <3

Hi, I played the demo on Steam and am instantly hooked to the concept! While I have a lot of thoughts on the demo itself, here I want to ask: is the itch io version available with the soundtrack? Or do I have to buy on Steam for that? Thank you!

I don't know how you did it, I know nothing about the series but the thumbnail and the idea of simply getting "da milk" was unignorable,  despite having his hands in his pants all of the time, the main character isn't a creep; and the whole flow makes more sense than most adventure games! I could beat without even glancing at a walkthrough! 
The only real complaint of the design is is that Meditation Hero is obnoxiously difficult compared to the rest of the game with a physical mouse (I picture with a touchscreen and 5 fingers it would be miles easier). The right click to examine mechanic is great in theory, but it would be even better as an ESL tool to describe what an object does/is supposed to do, like the crowbar. Sure, the game is probably intended for an adult audience, but the fact you have a text walkthrough in the description probably says something about varying skill levels.


Great game though! Honestly I admire Louise' ability to straight up defuse Bru by taking him as a, well... I'm not sure I can say the word here, it's too funny. LMAO

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Edit: This is fixed! Hopefully there's no more need for save data erasing. Do tell of other issues that may arise~
--
Hi, Reina here!
There is still a bug despite our best efforts to prevent it: going to the river dungeon beside the owl will cause sprites to have problems displaying. Save the game if this happens and refresh the page/emulator to fix it.

 It's funny because I spent two weeks before this fixing specifically this bug and here it is popping up again like nobody's business, lol

when the wrm is :croissant:

Is it possible for the characters shown in update logs/other material to be loadable as presets in the game? I'm too impatient to create a full character by myself and Random button is too random. (haven't downloaded in a while, so my bad if this we already have some extra characters)

Oh wow, 2D Portal that doesn't make you play a nondescript male character!
I rarely try new games, but when I get around to actually playing it will give my thoughts on it <3

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Hi again, I notice the voice actresses aren't credited in this version. Do they wish to remain anonymous or is that part of your deal with them?

dang last few months!? hype!

still goin strong!!!! finally the dragon isn't annoying

Firstly if this is offtopic I apologize, don't really know how message boards work.
This is my first time seeing Safe In Our World, and I'm surprised the find-help page actually lists local resources.

I wanted to say how cool this event is, I'm not aware if there have been previous years before this, but this is a well-funded effort to truly make games about exploring this topic. I used to do gamedev, but being trans in a hostile environment is kicking my behind and so taking care of life will have to do for now. However, grasroots gamedev news always excite me!

Thank you again to all people doing the events, and to all participants. I wish you all the best! <3

i saw in the preview image i could choose my pronouns ans was instantly sold. good job

I'm playing without sound, but the visual feedback is amazing. The game slows down like a fighting game, the "panic indicator" is visible but does not distract the player... so good! 

The long health bar also gives the game a different dynamic.
I haven't played an arcade game like this in a long time. <3

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Hey there, enjoying the app so far. However, I noticed that smooth scrolling is the default - this is troublesome as I am sensitive to movement. I noticed it doesn't apply when using scrollwheel while mousing over the scrollbar to the right, but it's not convenient.
Could it be a toggleable option in the future?
(opened it as an issue on Github if it helps)

it's crazy how this is still in development after a year and more! a support network really helps a game thrive <3

just pinging to ask how this went  : DD it's okay if it's not possible, several years have passed since Alex did their work

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This is great!! I'm enjoying the game, haven't finished it yet.
Unfortunately, the files are in MP3. Any chance to get the soundtrack in a higher-fidelity codec like Opus or even FLAC?
Opus is used by Youtube Music btw, it really sounds like lossless while having MP3 file sizes. It's amazing.
Thank you very much for your consideration!

More polished than most prototypes. The aesthethic looks finished and there is no real frustrating mechanic found in most fighting games. Great start!

I think it's also called "WithThreeJS". There is an image from this page, try looking for it. (Can't paste it here somehow)

Hi Pandako,
Firstly, Thank you for the frequent updates on the extension!

I need to ask, what do you think is the difference between this extension and the 3D features built in GDevelop?
Your description says "This extension is intended for easy and simple 3D rendering." Which means it is made for graphics like Duke3D:

image

Is that correct?
If you plan to optimize the 3d functions and avoid adding shaders, I would be very happy.

I don't know if the browser version allows extension from asset store, but this is now in the Community Extensions

This was a really fun short experience! Truly, short melodies can stay with you forever.

Before anything, my compliments to the designers!
Different sounds when walking on shallow water !!! <3 my gosh.
The 3 frame animation even when sitting still is wonderful. It gives the character a soft emphasis. You can feel they are alive even when standing still.
The game's transition works very well. Unlike many Unity games, the transition going to lighthouse doesn't take too long.

Going to the lighthouse and waiting a while before sounding the flute was very enjoyable. I wonder if the piano sounds when you make the correct sounds are part of the game's story, but that's the beauty.
The ocean is very beautiful. However, the sound is too calm compared to the animation of the ocean's fast waves.
At the third day, I managed to make the sound on the first try. It made me feel that maybe I'm good at something.
Disaster clearly strikes on the fourth day. I experienced my first failure here, but strangely it wasn't terrible. Be frustrated, and then try again.
I guess real life failure isn't so painful afterall. I'll try again soon.

I also wondered,
Does the child do anything else after going down the light house? What is their home life like?
That's probably not important or interesting. What's important is that they keep going to the ocean day after day, returning the call of another being. When there is no one to return to, the child hopes it will come again soon.

Maybe it will. <3

Nice! This will help reduce the polygon count of interior levels by a lot - I used them as walls before but couldn't rotate them. Thank you.

Hi Pandako! Firstly thank you for the update.

I need to ask another question:
How do I put 3D objects to be rendered first? So that it appears behind everything else.
I need this to make a dynamic skybox with moving clouds.

I saw a comment about it being related to projection scale but so far no luck.

The short answer is to do 2d collision like you would for a 2d game - you might want to use Platformer & Platform behaviours, use the "Serparate two objects" action, etc - or create a specially crafted hitbox for each model.

Hi Pandako, 

How do I change the near & far clipping of my camera? I would like to be able to get close to objects while having a 90 FOV.

(My previous issue is solved, after the update I redid my camera events & it worked fine)

After more than "the next few days or something" I feel obligated to atleast tell you the reason there hasn't been an update in ages is because I lost the GDevelop project file. Whoops.

Bye, boxwindow!

Hi yarsvet,
1. I think that's because the collision mask of the sprite is too small. Try making it bigger.
2. Sadly I don't know pathfinding yet, if you've never done it before try learning from a 2d tutorial before trying to do it for a 3D game.

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Hi Pandako, the 3D isn't displaying and I'm using AMD as well. I just installed GDevelop fresh on 5.1.156 (see right of image), but it is still the same issue. 
In my old project from a few months ago, I can see my camera sprite though as usual, the sky colour is same as the one I set and my events works fine.

Weirdly, playing games made with WithThreeJS works fine on Firefox so I don't know if there is something wrong with how I set up the camera.
I copied the texture URL from Resources panel and pasted it just to be sure, so I'm not sure what texture is "not found".

Thanks for your time!

Thanks for the reply! I'm reading your post about analyzing your feelings when you play Florence and it's quite a read. I haven't played the game yet (and many great others!) due to feeling I'm not worthy enough to experience wonderful, popular pieces of art, and that the game had a troubled development process.
Seeing you have so much fun and emotions playing through the 30-minute experience to the point where you wanted to do games for yourself is amazing, and I'm equally impressed by how on-the-point the article was. It was just the right length with the same understandable vocabulary I've seen on this game. It takes skill to write an entertaining piece, more so one that respects the reader's time (meanwhile I'm rambling here... sorry haha).

I hope to try your other games in the future. In the meantime, I wish you best of luck in your journey!

This was a nice experience. The vocabulary is simple, but the story really hits. I screamed at the kid out of instinct - that's what I would do, I'm terrible at calming children down. I have trouble with children. Still, everything turned out okay both here and outside.


I hope you continue writing in the future. With more detail of what's happening these stories can be even better.

Really late in playing this game, but love the originality! I especially loved the sewing part, the animations made it feel really tactile and like a toy (as it should be).
I couldn't play the game with sound on at the time, but I'm pretty sure it is just as smooth as the game itself :D hope you keep experimenting!

two months later, it finally succeeded <3 hope you get it!
I know it isn't much since Malaysia has terrible currency, but please know I deeply appreciate you and everyone else involved for making this game~

Thanks for the example! I do wonder what usecase using invisible platforms would be though, it just seems more tedious that you have to use it for every single platform.
However using it during one-off scenarios when combined with Timer - for example a level with multiple gravity settings (space), that could work.

nice! i'm surprised you made all of this for a jam - time limitations really bring the best of us all, eh!
the Match one is surprisingly laggy, while the others were flawless 60fps. Fun!

Hi! cat/reina here, still surprised to see a project I saw years ago is finally getting a demo. would like to give my feedback as well though. hope you enjoy <3

the criticisms: 
*The camera when running should ease faster, it's hard to see enemies in front of you when running. 

*I found running difficult, as I often triple-tap instead (mashing the button) and end up walking. Maybe use a timer when checking if to run or not?

*I also wish you could continue running when you press Up or Down, since I need to make minor adjustments to make sure my charge attack hits. Speaking of which, vertical range feels really weird since the enemy seems to have wider vertical range than the player (especially from above).

*Mei's rear attack feels a bit slow compared to just turning to the other side and attacking normally.

*There's a minor typo of "Atack" in the controls explanation screen. 

Some other stuff would probably be a more descriptive cutscene at the end of the first level (honestly what happened??), sounds for game over screen and maybe a level select so people don't have to beat the game in one sitting :D

the good parts:

loved the original healthbar system! it reminds me of zelda games where your health is not a bar. I like the rain effect as well. 

I also appreciate pain voices for the player, since in those games it can be hard to tell who's beating up who, and when you should rethink your strategy.

Speaking of which, it's nice to see the cultists have female members despite using the same sprites! 

It was unexpectedly good to see the enemy being sliced in half, too. Feels weird that it happens merely on normal attack/slicing, though. 

Overall, fun game, just needs a bit more polish and balancing. Hope the rest of the game goes well!

It seems my card keeps getting declined for some reason, so I can't pay you people yet. Hopefully I get it sorted out soon enough!~

This was the kind of story I needed for my entire life. Thank you for making it. Thank you for making such a good boy, too. Anyway!

1. the comment section is a spoiler
2. this is gonna be long. have a seat

It took me a while to immerse myself in the setting, I was pretty bugged by how the protagonist's sprite looked like it wasn't receiving the same light source as the game's first background, but 'Cups did such a great job with composition I got comfy after 5 minutes. 

It was nice to have the ability to rename the protagonist - although I didn't, just the choice of personalization makes me glad.

    Clarisse is a very strong woman - I like that she takes initiative, even making confident faces when I merely highlight the dialogue choices! (Wish they could've worked with arrow keys though) 

Her reason for purchasing the land just to try something new in life was fully believable - it even felt strange to see her briefly reflect on quitting from the field as "running away" from her responsibilities, but I can understand. 

Even I will inconvenience someone by quitting my current position, but it has to be done, for my own sake.

Before that, I want to thank you all again for making a non-white female protagonist. Having recently discovered I'm a woman, it helps to know my non-white skin is actually okay and that not only fair-skinned women deserve to get into sappy love stories. 

The overarching theme of regret not telling your loved ones how much you love them rings a ton of bells. I feel my mother is unable to accept me as a woman, but I still love her for everything she has given me. I hope I have the courage to say it someday before it's too late. 
A friend routinely utters it to me, and only now I understand.


I got the Goodbye Ending, by the way. I like to fully immerse myself with the choices I make the first time around, so that it feels more real.
    This does mean I won't get to see the rest of y'all's hard work and I'm a little sorry about that ^^' but please know that I truly appreciate the effort and love put into this -JAM- work, and all for free. I hope purchasing the artbook? helps some.

Thank you again for reading so much. I love you, and have a nice day!