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Sharain

8
Posts
A member registered 22 days ago

Creator of

Recent community posts

The aesthetics / mood / atmosphere (combination of graphics and sound) is great, very fitting for Hell. Controls were responsive, no random skidding over the edge after you thought you stopped or anything like that. And demons definitely be very annoying. The game keeps what it promises. And the concept is interesting, although the connection to the theme evades me. A very solid game for a 10 day jam, especially considering it was just one dev and no ready-made assets.

It just wasn't my cup of tea, after half a dozen times getting pushed off, with twice making it to the second maze, I was simply bored. Different strokes for different folks.

Thank you for the feedback! Oh, clamping is actually a very nice idea to keep the player in bounds, so thanks for that too! The game runs 95% on physics interactions (it was quick to implement), so the logic is a huge mess of colliders turning on and off independently. Probably too many turned off at once to go through the wall.

Thank you for the feedback! Very glad to hear that it was fun to play. 

All the pearls are the same under the hood, color is just dressing, so sounds like an issue with the data structure that holds the necklace. I'll look into it. Thanks again for letting me know!

Thank you so much for getting a new version up so quickly! It was very clear to see with those ringing symbol lines. And oh my gods, that story, that was so wonderful, I'm amazed you could create this great a game in just 10 days.

Love the mood created by the graphics and the soundscape. The concept sounds great and it fits the theme very well too. I really love these kind of stories where the whole story unravels by pieces that at first seem disconnected. 

Unfortunately I don't think I can play this. I could barely see a light around the socket for the first call, and not at all after that. It's not the game, it's my hue blindness (most shades of primary colors are indistinguishable from each other). But I would love to play this just based on the vibe from the first few minutes, so if you decide to further develop it, could you please add an accessibility mode that makes the cue for socket ring even more obvious? :)

Yes, I use git, everything had been working in the editor, but the moment that built it into WebGL (my first WebGL build), stuff broke. Well it is what it is, I'll get back to it later. I'm still happy with this little game, that managed to actually complete it in 6 hours. :) And with some tuning - more bounciness! competitive local co-op who completes their necklace first! - it might have promise to be published on Steam one day.

Thank you very much for your comment! Unfortunately my original idea was a narrative fiction type of game, and the bug had made all the dialogue disappear, so it was very gamebreaking and unknown how long it would take to fix it. I'll keep your offer in mind though if I manage to fix it soon, thanks!

Sorry for the sidetrack, but I think this is relevant to your post even if not to your topic name. Just checking since I think we're using words differently, that are you looking for png images for rendering (what I understand a noise texture to be), or 2D grids of pseudorandom numerical values (what I understand a noise map to be)? For the former, search in OpenGameArt.org gives several hundred free textures (https://opengameart.org/art-search?keys=noise+textures the first two hits are huge packs)