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SAWD Games

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A member registered Nov 04, 2022 · View creator page →

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I had a difficult time locating the garage at the end, I was expecting a normal door. Some of the navigation in the dark can be a little difficult. Cool story twist at the end.

Voice acting is good, and graphics are very high end, causing low framerates unfortunately. The ending locks your view direction and happened while I was facing toward the kitchen, so all I saw was a shadow and had to reply for full effect.

I got stuck outside of the level somehow, not sure if that was intended.

Some of the lighting effects were sort of distracting, like there were objects that were being covered up entirely by the darkness and never visible. Nice 8 way movement animations.

I think I found the ending. Getting the most out of this might require some drugs I'm not on.

This was a pretty fun idea, surviving a monster town in a car makes for a cool VS-like game. I will say that you should either have more upgrades or a shorter time limit. I maxed out my car at around 3:30, and now I'm just waiting for the game to finish. The framerate has dropped pretty hard at this point so it will probably take a while to see the end.

I played a couple of times, looking for something I could interact with. Never managed to figure it out, and got caught by the creature.

I like the oldschool low-rez 3d look. Very cool.

Running around summoning minions was pretty fun, I wish they were more durable though.

There are some cool ideas here. It might have been nice to be able to see the victim's pathing and time, as well as get an idea of how long each scare will take to execute.

I had to replay a second time to really "get" it, but very cool overall. Liked the old CGA colors, took me back to the DOS days for a few minutes.

This one is pretty entertaining, great voice acting and cool puzzle premise. Had a good time playing it and chatting.

This was a lot of fun, and there is a whole lot to it for a 3 day game, with plenty of good looking particle effects, and some nice music to boot. I would have liked to see a better indicator of which plots have which upgrades, but overall excellent game.

The web build didn't work, and the download version didn't show my mouse pointer, making it very difficult to figure out how to click the play button.

This was pretty fun. I wish I could have actually defeated the wasps, they took those rocks like a champ. The bouncy game title was great as well.

I would not have been able to figure out X was the interact key if I hadn't looked at the game page. Also you could use some barriers at the left edge of the woods, it is possible to fall off of the level there.

This was pretty fun to play. Would have been cool to get some upgrades, like additional knives to throw.

I chuckled a little when I first Ecco-the-dolphin flipped out of the water after getting some speed increases, and full on laughed when after a few more speed increases I could just fly around outside/underneath the map to really explore. What was the third upgrade, "Pickups power" supposed to do? I never managed to find any pickups to power.

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There is a surprising amount of content here, the build into dependence is very slow, and at first feels beneficial, interesting design.

I do think your audio effect for dialog needs to be changed or toned down, I had to turn the volume off after a couple of screens.

Art all looks handmade, which is nice as well, makes for a relaxed atmosphere. ;)

Thanks for playing, glad you enjoyed the game.

The retirement plan doesn't actually require any grinding, once you have max air and the net guns you can look down and see the three mega treasures at the bottom that the net guns will be able to reach. Collecting the mega treasure allows you to afford your retirement. :D

Interesting story here. I thought I found the killer, but it didn't seem like it at the end, so I was a little confused. I also never quite understood what the different colored hearts meant after certain dialog choices. I saw mostly red and blue, but one was yellow. Does that relate to the different endings somehow?

I think this game could use some more direction for the player. I spent a while swimming around different areas, killed a few sharks (once I figured out how to equip the harpoon anyway. 

Adding mouse wheel to the controls at the beginning would be a good idea), and gathered some trash, but it seems the crafting system is not implemented yet. 

Ultimately I could never quite figure out what I was meant to be searching for, so I repeatedly swam around and murdered sharks until I ran out of oxygen.

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You have a really nice atmosphere, the creepy forest has a good look and the shadow guys were pretty creepy, especially early on, when you just see glimpses of them through the trees. There did seem to be a pretty narrow range of where the light would affect the enemies, when I was too far or even too close, I had to adjust my distance to defeat them. 

I didn't quite see the purpose of the matches, I was hoping to be able to light up the fireplaces I found along the way, but if it is possible I could not figure out how to do it. The fireplaces might have made for good checkpoints as well, as shortly after crossing the bridge I defeated the enemies nearby then died anyway for some reason, and a close restart point would have been welcome. 

The movement and collision mechanics could use some work as well. There seems to be a lot of momentum on even the smallest movement, which combined with some odd collisions, made navigating through the small cabin area very difficult. The awkward movement and mechanic also made it impossible to get up the steps into the cave, I had to find a ramp to the side, as trying to jump up the stairs was very frustrating and always ended in failure. Also, for any first person game, I like to see options to adjust camera sensitivity and invert the Y axis.

Overall this is a very cool base and horror setting, and the environment is well-designed and intuitive to navigate, your game is only held back from being a truly great experience by the controls.

I got to the artifact and reached the ending in a very frantic rush on low difficulty (and low graphics, anything higher was too system-intensive). The game page and screenshots show a crossbow, but I must have missed out on finding it, I just used the knife all the way to the end.

Graphic style is pretty cool, would like to see more weapons.

Obviously it would be best if no one ever got stuck at all, but as a general failsafe and QOL addition, maybe something like being able to return to the last beacon you hit as a checkpoint would help.

This really could benefit from more explanation. On the first area I just kind of randomly stumbled into one of the computers, and it took a few minutes to understand the movement and puzzle from there. It was odd that sometimes I was holding up to move down.

I liked the shrinking room, good way to play with scale and create a dreamy feel.

There's a whole lot to this, which is pretty cool. Lots of things to see under the sea, and a cool random upgrade system. I appreciate the depth meter on the side, and the effects when going too deep were a very obvious sign to turn back.

I didn't see any upgrades for the scanner itself, which would have been welcome, but its possible that I didn't play far enough to see them come up randomly if they are in there.

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I like grappling games, you have a good feel to the hook and reel in, but the swinging feels very awkward. I would have preferred just being able to tap W/D or the arrows to swing back and forth. I also generally prefer games where the grappling hook can latch onto different surfaces, rather than set grab points.

The first section after getting the dash seems way too difficult, I tried about 20 times and was unable to pass it. I appreciated having frequent checkpoints, but that particular spot could have used one right before the dash puzzle, to limit how long it takes to try it over again.

The game could use some explanation, I had to come to the comments to learn that the green tiles are also meant to be bad and not the objective. Even after seeing that I couldn't figure out how to avoid the obstacles for more than a couple of seconds, so I might not have the reflexes this game requires.

Cool feel and good voice acting. The enemies look real cool as well, the spike shot has a nice glow in the darkness. The darkness is a little overwhelming, and neither of the light abilities showed a cooldown timer, which would have helped with planning their use. I also found it very difficult to tell when and why I was taking damage. 

In the opening, the character steps on one of the little slugs, so I thought that was how to get rid of them, but I instead seemed to be taking damage from touching them. Other times it seemed I took damage when they touched one of the small lights I could summon. I think I may just have not understood the mechanics.

The game looks kind of relaxing, but the hit point limit can be a bit punishing with how quickly and wildly some of the fish move. 

I had an issue with the upgrade shop, at first I was only able to buy the middle upgrade. Despite having enough money for the other two, the buttons didn't seem to work until after I had bought the depth upgrade. 

The submarine should probably be flipped when moving left, currently it feels a little odd to move backwards. Some kind of option to return to the surface without piloting all the way back up each time would have been welcome as well.

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There's a lot of good here, the intro was cool and the game moves quickly. There are a few things that could be added to improve the feel for the player:

The ammo counter is bugged. Once you full screen it disappears and does not return, even if you exit fullscreen.

The enemies could use a more significant hit sound or effect, like is on the player.

The gun sprite should be flipped when aiming to the left, currently it just turns upside down from the rotation.

On death it seems like the game just freezes, with no restart button other than reloading the page.


Overall what you have is pretty fun, actually pretty incredible for a first game, and with some small tweaks it could be even better.

Cool game for 1 week of development, especially considering you made almost all the assets yourself.

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Very nice atmosphere and its always cool to see 3d graphics and voice acting in a jam game. Some of the audio levels seemed inconsistent, sometimes I had a hard time hearing the voices, other times it came through loud and clear. 

Overall very cool entry,

The weapon mechanics are excellent, makes for a ton of variety and cool combos. I did really dislike the crumpled paper background, without having a custom mouse cursor for the game it was real easy to lose track of my pointer as I changed from screen to screen.

Overall very cool and well thought out.

This is a really cool game, I like the radar mechanic and the color palette. I did unfortunately get stuck, wedged into a tiny space at -17, -47, where I was unable to move any more to continue the game. 

Awesome video, thanks for the kind words, and for pointing out some other cool games to check out.

The knife fights are very frantic, it seems that both the player and the enemies use the same hit sound, so the audio cues are not so useful to tell who is being hit.