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Sheelix

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A member registered 31 days ago · View creator page →

Creator of

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I really love how this game feels with animations and sfx, but my brain is fried hahahaha. Very well executed, and the dialogue is awesome. 10/10

I’m unable to get it working, sorry can’t give you a fair rating. For a jam it would be cool to have a video to showcase the multiplayer though in case people are playing through solo and can’t find a way to test it multiplayer.

My favorite part of the game was the music, gives me intense geogessr vibes. I like the achievement aspect of things too. I got caught off guard that I was able to just win around by leaving through the backyard door tho haha.

The camera was a little sensitive to me, and it did seem to go crazy near some walls. Other than that, game played fine.

This is a really cool game, but the inverted camera got me on the first few attempts. I ended up defaulting to just orienting to where I like it, then not touching the camera at all. It does play a bit laggy despite there not being a lot of visible mesh in the game, or maybe Im imagining it. I did end up getting caught every time haha, is there a trick to avoiding cops while also being fast, or do you have to just be very very slow and methodical?

Wow Collider, this game is actually so fun. Sorry it took so long for me to fix my issues on my end and finally give it a try. I love how I can jump right in without thinking about controls, it just makes sense. One thing I didn’t know is that I could move the camera with my mouse, which is fine, I figured it out afterward and it made things a lot smoother. There are some very funny things like I’m able to stack a bunch of cop cars on top of me after crashing headfirst into them hahaha very cool given that it’s not physics based.

I do think I’m a little too powerful as a player though and I VERY easily outrun anybody, but that’s all cool since this is a 7 day jam.

This is a cool concept, and I like how fluid it is. I think that the camera system is definitely very confusing and I just dont know what camera I am jumping to at any given point. It would be cool if WASD or something similar could be used for contextual camera switching and it can switch to the nearest one based on what I pressed so I know what camera I’m switching too, since that makes it easier for me to find the suspect! But I really like this idea.

thank you so much Collider, a lot of your feedback early shaped this project so I’m really grateful. The compass is a popular request, and I’ve added a PUBG/Fortnite inspired take on the compass in my latest patch in queue, but unfortunately submissions are locked until after the jam. Feel free to check that out afterward and let me know what you think!

thank you! per popular request I have added a compass feature :) but it will show up after the jam, stay tuned and let me know if you like it!

(1 edit)

Thank you for the kind words!

You are absolutely right, and it’s a problem of visual clarity. I have hopefully completely solved it in the new patch that is in queue - see the comment I posted above! Unfortunately though, submissions are locked for the rest of the jam, but if you’re willing to check it out after, let me know what you think.

I’m learning game design concepts and constantly looking to improve. I dont mind if I cant get it through in time for the jam, as long as I can pick something up along the way!

Thank you so much and yes I did put in quite a bit of a grind into this one. I’m not a designer by nature, I’m a programmer so I chose to use this jam as a way to work on some of my designer skills where I found myself lacking and its great to be noticed for that.

Per popular request, I have added a compass feature which will make this a lot nicer to play and a lot of visual clarity in the environment as well. Unfortunately, submissions are locked, so this will happen after the jam is over. I dont mind and I love building cool systems, and one day I want this to be an actual game if possible.

Hello everyone, thank you so much for playing The Seekers: Old Harbor district. I really love the feedback from all of you and I’ve already put a build in the queue once the jam is over if you want to give it a whirl since submissions are currently locked.

Old Harbor patch — navigation and the nest

Per popular request! You can find your way now. A proper compass ribbon across the top, graduated like a battle-royale compass: ticks every 15°, degrees every 30°, and all eight cardinal points. A gold pip marks your current objective, so “north-east” finally means something. It scales with the accessibility Text Scale slider.

Objectives tell you where to go. Every prompt now names a live bearing and distance (“Get the explosives - north-east, 104m”), measured from where you’re actually standing. Nothing is hardcoded, so the directions can’t lie.

Interactables read at a glance. Props now outline themselves in a colour that says what they are: cyan to hide in, gold to pick up, green to use (doors, the buggy, the detonator). The floating marker is gone.

Fixed: several hiding spots you simply couldn’t enter. Fixed: the detonator had no marker at all, and was still called “the west ridge” long after it moved.

The concept is really simple but I really like it and the game feels really polished. Nicely done and fits well with the theme! I really like the attention to the detail with the sounds in the airport and how you handled the “you save them!”

gracias

Thank you so much! Yes I very much agree, there are lots of issues, and the scope I started with was quite high and I didn’t quite dumb it down like I should have and this is what I ended up with.

I really do want to make this an actual game at some point, more polished and fluid, and of course.. not on the browser.

I really love your level design and theming and can see this has a lot of potential. That being said, I think this is being hampered by a lot of browser specific annoyances (I found myself automatically jumping too many times non stop without stopping because of browser losing focus). Like others mentioned the jumping is a bit strange as well. I did find the scene transitions very cool but generally speaking in the browser very laggy so it doesn’t do the game justice. Great job though on level design and animations!

Cool game, I did end up having to changing the default settings quite a bit. I would recommend some kind of audio normalization to start out with, with an emphasis on SFX since the laugh/cough noises are important, just for accessibility. I had to immediately turn down the music to 0 to play the game tbh. Also it did seem kinda hard to me, maybe that was the intention? The prop didn’t seem completely out of place or “sus”

Oh wow, you read my mind. Initially, I was thinking of a compass too and felt that may make things too trivial so I went with a riddle and objective system.

Thank you! I had to unfortunately cut some weird corners with the camera due to it being a browser game and I still somewhat wanted a third person perspective. So I went with a RMB camera since browser games constantly go out of focus

Thanks! The lighthouse needs to be opened with a crowbar you can find in a warehouse

https://itch.io/jam/syntys-12th-birthday-game-jam/rate/4756143