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shay_was_here

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A member registered Aug 12, 2019 · View creator page →

Creator of

Recent community posts

Thank you!

Looks really cool, but for the life of me I can’t figure out what the “accept”/“enter” button is. I tried every button I could think of (Enter, Spacebar, E, F, spamming every key on my keyboard lol) but none of them would get me past the main menu.

Truly the dark souls of main menus.

5 stars across the board. Super well done!!

Went to go play the game, but it seems it won’t let me see the whole thing on my ultra wide monitor. I’ll still give it a try though! image.png

Very nicely done! Love the atmosphere and the fishing mechanics are great! Only real negative (and it didn’t take away from the experience too much) was that the interact hitbox was wonky. But since there’s only one thing to press e on in the game (I think), it really didn’t matter too much haha.

Well done!

Oh wow, didn’t realize that. I made two videos today, better check the same thing didn’t happen on the other one haha

For some (very annoying) reason the end credit won't play in the browser version. You can play all the way up to the final catch on day 5 in the browser and then it crashes, but if you want to see the ending scene you'll have to download and play the windows version (sorry Mac players, I didn't make an export for you... but can if asked haha)

Oh I completely forgot I could change the bait! Oops, didn't realize that until I saw the page's instructions and remembered. In my play through I hit an error when encountering the boss. I know it was the boss because it gave the following error:

Error

fishingsystem.lua:890: attempt to perform arithmetic on global 'horrorLevel' (a nil value)

Traceback

[love "callbacks.lua"]:228: in function 'handler'

fishingsystem.lua:890: in function 'triggerFishmanBossEncounter'

fishingsystem.lua:845: in function 'completeCatch'

fishingsystem.lua:349: in function 'update'

main.lua:172: in function 'update'

[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>

[C]: in function 'xpcall'
----------------------------------------------------------------------------------------------------------------

Here's a link to the recording I made of the play through: 

Cool prototype! I didn't read the description before I started the recording lol.

I just added instructions to the page, but I think the ending might be broken cause a bug I put in at the end. Should have a patched version out soon that fixes that and some other things (like being able to go through the world border)

Thank you! Sorry I just got back on after basically getting the game finished and submitted at the last minute haha, so I haven't put the tutorial on the page yet. Basically: Spacebar to fish lol

Absolutely loved it! 

I probably should've tried with a controller. Love the idea of going from fixed camera to aim down sight though!

Great aesthetics and tank controls!

Loved this one! Summary of video: unlimited ammo makes game less scary. But was absolutely enjoyable! 

Part 2: 

Part 1! I'll upload part 2 once it processes in youtube. Sorry I didn't edit this at all, and I was likely a bit over critical at times. Cool atmosphere!

My first recording attempt, so hopefully it's not too unbearable to watch:

Absolutely loved the game!!

Was fun! I think there's a small window where the creature animates but the audio plays after, and if you click before the audio it fails to register. So it's almost more consistent to just play with your eyes closed xD. 

Thanks for playing! And you are absolutely right haha. Enemies with good pathing and some semblance of AI (rather than just "point at player and run towards them lol") is on my list of to do for the game I'm working on for another jam!

Loved the sound design, and the purgatory theme was great.

Ended up getting too bored in by the sheer size of the map for the columns (felt the same about Chapter 1 but got lucky finding the two things). More variety of things or some feeling of threat wouldve kept me in to see what else was in store.

But good job! 

Absolutely love your profile icon! Lighting was definitely something this game desperately needed (that and I think the memory counter is bugged so you can't actually collect all the memories to beat the game, OOF). I've actually got a godot project up right now where I'm learning all the things I wish I had known during the heat of this jam haha

Thank you for playing! The difficulty curve is unfortunately not intended, having a monster that goes through walls and no warning that it'll do that is definitely bad game design haha. But hopefully next time I'll submit a challenging but fun experience!

This was my first short horror game too! I'm assuming you've learned a lot from this as well, it's crazy how much work goes into putting something like this together.  

I like that you anticipated I'll jump over the fence and added a cool statue to find haha. If I could suggest two things: the light teleporting left and right based on if the A or D key was pressed was definitely a distraction (and felt more like a glitch in the programming than anything, maybe you meant to tween the motion or something but ran out of time) and also highly recommend using some form of LOD to lower the amount of resources rendered on scene. My framerate took a big hit, and I'm assuming it's because everything was rendering on scene all at once.

The faster walking speed made the experience a ton better!! Also the monster showed up to help guide me to the room (which I already knew where it was, but definitely added to the effect). I got past where it was breaking before, but got stuck again after the second room with writing. I can see the yellow light down the end of the hall, but after multiple attempts of running around, re-entering the second baby room (which triggered some baby audio each time I entered that didn't play the first time I went in, but didn't seem to effect the yellow-lit door (and on second thought maybe I needed to go back to the first baby room?)). That said, amazing jump scare. Of what I've played so far, this is by far the scariest. Well done.

If you're able to patch it again, please let me know!

Thank you for playing! I threw a bunch of changes in to the game the last few minutes of the jam, one of which being that once you've collected all the memories a new one appears (spoilers: its at the start in the hall that didn't have anything in it, and also that's where the monster spawns xD). I likely won't be coming back to this project, as I've got a bunch of stuff I want to try in a new one, like lighting! Hopefully I'll have a much more terrifying experience prepared for the next jam :D

I hit the same dead dead end as WinstonLabs. The game had a very PT feel to it, and was very atmospheric to start. But the dream-like pace of the character is brutally slow, and the charm of it being dream-like wears off after the first slow walk through the hallway. The audio cut out after waking up from going to bed, so that also added to the slow feeling of walking down the halls. But the horror was definitely there!

That was adorable! Enjoyed playing it

Game is freezing right after the intro. I tried redownloading the zip just to make sure it wasn't  corruption during download. Let me know if it's fixed (assuming it happens for others), the game looks super interesting!

Absolutely right about the lighting haha. I just watched Brackey's video on lighting yesterday, and it's now a focus of my learning right meow so hopefully next game jam  submission will be much better lit haha. I'll try to find you on discord and send you a dm!

Downloaded the windows version and played it, absolutely love the style and concept! The mechanics for actually keeping the fish on the line feels too "floaty" (as in I couldn't even tell at some points if my input was actually registering) to feel like the fish catches past the early ones are earned, let alone the hard ones actually being catchable (at least to me lol). But absolutely cool concept!

Haven't played yet, but I'd argue that flipping a bool of enabled vs disabled on a monster mechanic that was flipped off on accident before release would be considered a "critical bug fix, and I think you were well within the 48 hours we were given to fix those.

Wow, I was not anticipating how fleshed out this one was mechanically! I love the aesthetic. The UFO event flying across the sky in the distance was a great foreshadowing event as well. 

I think it suffers slightly from not having a controls tutorial, because at the start I didn't realize I actually needed to start the engine to do anything and spent probably about 30 seconds wondering if the game actually did anything haha. But after getting the engine started and driving for a bit, I wondered if it was just three events on repeat (foot stomp, wolf, waving dude) until the whispering event happened. I didn't realize the radio could be interacted with (I should've guessed, it glowed like the other two buttons), and  so I died. Curious on if the event could be stopped, I tried again. And the very first event: whispering again! But after trying "everything" (at least everything I knew I could interact with) I died again. Almost out of frustration more than anything, I tried again. This time I heard the radio act up first, and then realized I could turn it off. 

I think this already feels like a full-fledged game that maybe just needs a small story intro and a bit of polish (probably in the form of a few more audio events to vary from the wolf cries and footstep thuds), but I think the main thing the game could benefit from is a script that puts probability weights to the events to reduce the chances of the same event occurring over and over again. 

Overall: Amazing. This was super well made. 

Love the art! Looks like item interaction and inventory were implemented but not much else rather than a level design. Monster at the front is a cool design!  As I'm typing this I see the description "missing core game play elements" haha. Definitely has a framework for a cool game!

Was just now trying to see if I could get the web export working, but... that feature might have to wait till next game haha. 

Textures were a nightmare to get through. But after years of on and off again interest in Blender I can finally say I understand how to make and apply a texture to a model (and UV unwrapping!). A great tutorial I followed was this one: 

Thanks for playing! That last memory actually spawns in after they're all collected. Added it right before deadline, so didn't playtest to see how hard it was to get to lol

Thanks for playing it! Wow, I hope for you the game wasn't as dark as in the recording haha. I added the monster very late into the jam, and unfortunately didn't have time to figure out how NavMeshes work before the deadline, so.... the monster's "AI" is just look at player and go to player position haha. I literally got the little maze section built in the last hour or so before the deadline, and it wasn't till playing through it that I realized you can't even see it coming. I ended up slowing it down, but yeah, certainly a learning point for me xD

Think this was before I expanded out the map a bit right before the deadline for the jam. But the new version is still super short haha. I spent a ton of time getting bogged down in re-learning the basics of Godot and Blender again (I wish I had recorded a dev log or something, some of the "ah ha" moments for the bugs was probably comedic xD). 

Love the almost SCP-style take on Exit 8. 

A cool loop, pretty good shooting mechanics and a nice setting!

Cool concept! I got up to the monster showing up and it got me. But the two things holding me back from trying again are the walking sound and the text speed of the calls. The speed of the dialogue coming through is just slow enough to be noticeable, and too realistic to phone calls with real life relatives xD