Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sharain

14
Posts
A member registered 43 days ago · View creator page →

Creator of

Recent community posts

Hi! One of the devs behind this game here, unfortunately Fercrish didn't get a chance to add the rest of the team as contributors. Thank you for your comment, I'm glad you liked the concept! Unfortunately we ran out of time,  so there are a lot of bugs. :(

Hi! One of the devs behind this game here. Unfortunately Fercrish didn't get a chance to add the rest of the team as contributors. Thanks a lot for your comment, and I'm so glad you'd like to play a stable version! Yes, unfortunately the game is horribly buggy - we simply ran out of time -, there was ambient noise, such as sound of typewriters and rustling paper and people milling around in the newsroom, and graphics we poured our heart and soul to. But looks like none of it is working.  Well, happens with jams. Two days is a very short time.

Attaching a scene from development to show how it would have looked, sized to full screen to really show all the detail. :) On the right, Violet, and not going to spoil the rest. (The background is based on a royalty-free photo from Pexels.com, heavily edited to create just the right ambiance for the game.) Screenshot from A Cosmic Horror Awakens (development)

Overall, this game had a unique concept/mechanic and a smooth implementation, and I'm sure it would be fun if I could differentiate color better. I failed within the first 10 bubbles since couldn't really tell which was A and which was S. This seems super specific to my particular (very rare) brand of color vision deficiency tho, I checked the colors of the game against the most common forms and the colors were distinct under all of them. If you picked the colors like that on purpose, thank you for considering accessibility. :)

I'm very impressed if you created this without knowing Godot beforehand, as the game's page sounds like.

That was a fun little game with an interesting little story. Would love to see an extended version, what happens between beginning and end, What does this little plug feel? What answers is it seeking? if you're planning to continue working on this after the jam that is. (Not to spoil anything for others reading this, but I really thought I was supposed to plug in to the socket where shot the first plug.)

The blocky graphics somehow felt spot-on for the game's vibe, as did the music. Don't ask me to explain that, it's just how I felt, like it was right.

The controls with a gamepad felt a little janky, the camera was clipping into walls a lot, and it was a little hard to aim no matter how much I tried to adjust the sensitivity. But I realize those require a lot of finetuning and limiting the scope is the key for jams.

Overall, great job!

Thank you for playing and for your feedback! Glad you liked the concept. Yes, a lot of people have reported that there's a bug that causes the whole game to crash, Unfortunately I haven't had time to investigate and squash it

It is a solid prototype, and the concept of fighting drones with flipflops is hilarious! The cable collisions still need work, as the cables seem to clip through other objects and get stuck in a way that made it impossible to connect. Especially if you're on a roof and need to let go in the middle of moving one to deal with drone, the cable would often end up inaccessible by clipping into the building.

Despite this main mechanic bugginess, I ended up playing a little over an hour, which says something about how engaging and fun it is.

The game is also visually pleasing and the audio cues are good, I could estimate the time I have before I need to deal with a drone by the sound. Could have used a bit of background music in my opinion, in addition to the ambient sounds.

Overall, a great job for one person jam entry!

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)