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sdahc

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A member registered May 12, 2020 · View creator page →

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Thank you! It honestly took a big chunk of time getting the parry to feel right, from the hitstop, the displacement, seven parry sound iterations, it had to FEEL good, super stoked that it worked out. Glad you enjoyed!

Thank you! Glad you stuck it out to the end :D

Thank you! We're really chuffed we pulled it off :D

We really do love numbers going up (or down in this case). I'm a little concerned about scaling like that, because of the effect it would have on those that struggle and get to the higher levels of stats, if they pull off two parries for instance, even at the lower exponential level, it would have a HUGE impact when their base stats are that high already. It's an amazing idea, I'll definitely explore how the balance of such a mechanic would work, thanks for you feedback!

(I've added a bunch of statistics at the end anyway)

THANK YOU FOR THE ULTRAWIDE SUPPORT!

Pretty neat, I do wish there was better ultrawide support, it was quite hard to see inside the minimized browser window, but I do recognize being an outlier o7

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Thank you! We're glad you enjoyed :D

Spoken as someone who's not very into TD games, this was a solid experience, had a lot of fun :)

Love the concept, really executed well! The sounds and the popping noises were very cathartic to listen to while playing

Quite challenging to play in browser with the mouse not locked into the window.. 

I'm glad you enjoyed! I've just uploaded a new version to address the healthbar situation, thanks for your feedback :D

Thank you! Glad you enjoyed! That was actually exploited very heavily during development for testing purposed, but I couldn't really find a way to keep it balanced for the lesser capable. For instance we have player A, he's a GAMER, and we have player B who's really good at something other than games - Adding a restriction like that would exclusively punish player B who's by default having a worse time, where player A doesn't even know about it. I hope you see the reasoning, and thank you for your feedback!

Thank you! That's a huge compliment, to address your points, I see where you're coming from about the contact damage, it does suck, but it is quite necessary in games like these, otherwise it introduces too much cheese, and the way the boss movement is designed, he will never touch you on purpose, you need to walk into him. I do think I could've improved the logic to make him ebb and flow towards and away from you to make it less likely to walk straight into him. That was actually how it worked during development, but it made it feel very robotic, especially with high movement. I do agree with you on the attack response though, it's currently bugged where you can animation cancel your attacks into the next one, which is what I think you were experiencing, thanks for that, fix is on the way. And yes, definitely an oversight on the health thing. Thank you for your feedback, glad you enjoyed!

Great idea but I suck at 2048...

Very visually pleasing, I could see this as one of those desktop taskbar incremental/management games 100%. Great job

Top tier sound, the animations of the little guy you control are awesome.

Amazing presentation, good mix of 3d and 2d billboards, colors were popping and drifting felt great.

Very well presented, and looks quite polished, runs surprisingly well in browser too. If there was a gripe besides movement speed, I do think a tiny bit more visual and audio feedback in fights/attacks would really make it feel great. Good going :)

Loved the artstyle and presentation! I do wish we could've consumed the whole screen as the cherry on top, but good execution!

Thank you! Glad you enjoyed!

Thank you! I am planning on working on this a lot more, I love the concept. Would really work well in a longer, more exploratory format. (One hit gongs will be balanced in the future ;) )

Thank you! Very unfortunate that that bug got past me in testing..

I appreciate the feedback, I'm busy adjusting the way one time gongs work, the visuals will be much clearer and there will be a reset mechanic. For example, you are traversing a platform and gain vision of a one hit gong, you will be required to go back to some certain point of the area, where you can then reset the gongs. I think my puzzle design in this prototype was just bad as well, and I've found much more interesting ways to structure the levels. I hope you try it at a further stage of development!

Very much appreciate the honest feedback, definitely needs some polish. Thank you!

Really liked this one, aesthetics, very smooth game feel, good job team. Teeny note - In the blue/grey place, I noticed myself clipping on some invisible square-ish collider, I thought it was maybe a plank from the wild west world, but didnt see anything in the same location in either other worlds. Intended?

Agreed, the challenge should be in memorizing the routes, not having to guess where to look when you hit a gong. Thanks for your feedback!

Thank you! I do see where you're coming from. Ideally though I would like different mechanics for the gongs, in your opinion do you think once off gongs should be removed completely, or would them having a much higher range and duration balance out the one time use?

Hahaha absolutely not, that bug slipped past me during testing before submission sadly. Thank you!

Thanks for the feedback! To be honest after watching some playthroughs I totally agree, I think If I were to make any changes like that, I'd also like to increase the range of them as well.

Appreciated <3, It would've been a lot cooler, but web support was really hurting the shader and depthmap idea for the sound waves...

Very good execution, we shared a similar idea ;). I like that there are enemies, its a lot harder to just spam the spacebar when theres an enemy on your back, good balance. Very reminiscent of Caves of Qud!

Great work on the theme, rage inducing indeed. Sometimes dying did feel like less of a skill issue and more of just unfairness, can't quite put my finger on it, perhaps the sword not detecting some traps, or arrow hitboxes? Other than that though, great!

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Thank you! Yeah it is very unfortunate, I tried to push out a fix for that this morning but no updates during voting period :sadge:

Thank you! It was a lot of fun to make!

After a painful morning of stressing after deleting the uploaded files in the intention of updating, Eye's Lies is back up!
Go play it right now.

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Hey everyone, I've just pushed my first game out here on itch, it's very short and sweet, made for the Tiny Game Jam 2025, with the theme "Don't trust your eyes". I'd love for any feedback or insights anyone has for how I can improve for the next one.

Eye's Lies is a short puzzle, walking simulator game in Godot with visuals heavily inspired by Superhot and Mirror's Edge, and the general feel inspired by The Witness. The concept is simple. Do not trust your eyes. Let your ears do the seeing, by hitting gongs and generating noise, you're able to see the truth.

https://sdahc.itch.io/eyes-lies