Skip to main content

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

Sherlock Walker

20
Posts
1
Followers
1
Following
A member registered Sep 02, 2024 · View creator page →

Creator of

Recent community posts

(1 edit)

Fun things:

  • Quite alright to play! I like the “sky is falling” games a little bit.

Things I find annoying:

  • Mouse sensitivity can’t be tweaked, it’s way too high and I am unable to play past the 2nd level
  • Key hitbox too small, I keep missing the thing even though I’m like, standing right next to it

Would have been nice to have:

  • Main menu, enter/exit screen, level selection

Pretty much fine for a game of this scale. Hope to see you in another one of these game jams!

Fun things:

  • Very simple in concept, and likely to be addictive.

Things I find annoying:

  • You show achievements, but there’s no achievement board for that… Is this an oversight? Also, “lifetime stats” really didn’t do much when it actually didn’t save all of the games I’ve played, because I refreshed the site and it disappeared. Where are you storing the data for this and why is it not persistent?
  • What does the dashboard button really DO? Like it didn’t redirect me anywhere.
  • “Space Mode (accessibility): the space bar resolves any target, so the whole game is playable one-handed from the keyboard.” on your How To Play, but the Space button did nothing but start the game. Thus, I don’t see any accessibility features done.

Things that could be nice to have:

  • Global leaderboard
  • Full typing / Full click level settings

I’m no good at FPS games so I kind of don’t like it, but this looks quite alright to play. However, the aesthetic LOOKS like it’s been made using AI. Additionally, when I did “Inspect” on your game website and looked through, it has lots of elements in there that is incredibly common in vibecoded projects. This has personally really thrown me off, and I’d like to know if you can justify this.

Fun things:

  • Cool strategy game! I haven’t played one of those in a while haha
  • Did you do the stickmen grunting sound effects yourself? They sound very funny

Things I find mildly annoying:

  • Third level was WAY too difficult (This is definitely a skill issue, but nonetheless it’s myself that found it annoying), I lost interest after like 10 minutes of playing and trying to get it right. Can you demonstrate a way that it’s possible to do so?

Things that could be nice to have:

  • Undo button / Game restart button
  • Explain that movement and attack range for the hunters (spear guys) are two different things entirely. Actually, there’s a general severe lack of information on how movement, controls and picking up tools work here

It was pretty cool overall. Hopefully I find you in a different jam later on!

Fun things:

  • The lore and pun is absolutely marvelous. Thank you for once again contributing towards the running countdown jokes that I have seen in this year’s GMTK, it just is that funny to see that the count will count you down
  • The heroes that I’m given do get skills that allow me to hit the count better, and this felt really fun because I feel that the count can “weaken” with time
  • I get to see how many of my comrades died? And also those that defeated the count too???????
  • Music choice was nice

Things I find mildly annoying:

  • If a skill is called “Focus - Heal yourself” then shouldn’t you forgo the entire “character selection” thing and heal yourself? Why am I able to select heal other people but still heal myself?

Things that could be nice to have:

  • Make it possible to see how much damage you deal or heal on skill

Overall, pretty fun short game to play, I loved how you executed it. Looking forward to see you in a future jam!

Thank you so much for playing the game! This is arguably not the kind of work that should be done in 4 days, and I think that it made whatever written feel more close to what I feel. I am glad that you enjoyed the resulting narrative, and that it had affected you in such a way.

Again, thank you, and I look forward to encountering you in future game jams!

[Really] fun things:

  • Objects blink if not destroyed which is very helpful
  • One doesn’t have to break EVERYTHING to finish a stage, so I find joy in the speedrunning bit. Like, oh man, I don’t have to search through random rubble particles to find the one missing object in order to proceed to the next level? And I can optimise new routes because of that???????? That’s so sick gimme more
  • The pitchfork was a craaaazy thing lmao, I really liked the sheer destruction this thing can create in its wake.
  • Art is immaculate xd, I love how the devil wears cute patterned clothes
  • Level design is reasonably done

Annoying things:

  • If I switch to a different window mid-play, the music will continually loop on some 0.25s bit; I’m not sure if that’s intentional or a bug, but I turned off the music because of that
  • Main menu button at the end of the game didn’t work for some reason xd, I did try restarting the game… Probably works on your machine or is broken I suppose

Things I personally would have found nice to have (but probably due to time y’all didn’t think of getting it implemented anyways)

  • [This may be because I’m running on a worse machine, but] the second I break something, it lags severely. For a jam, optimisation of that kind is probably not that much of a priority, so that’s fine for now, but I guess keep that in mind for future projects
  • Reset button for levels (?) and speedrun timer

Overall, pretty cool rage game. I hppe to see y’all doing stuff in the next jams!

Thank you for playing! I’m glad that you are happy with the narrative.

Thank you so much for playing! I’m really glad for the feedback, and I’m really happy that you enjoyed how it is. Really looking forward to doing stuff like this in the future, hope I see you again in another jam!

(1 edit)

Oh no, that seems to be a mistake on my part haha. The Bittersweet ending is supposed to be the 5/5, but I think during testing and stuff I missed that one (it was wrongly written as 2/5, but it DOES exist as a separate ending!)

Thank you so much for playing!

I enjoy going for runs where I have to use the least amounts of bullets possible.

sub 2:40

image.png

Almost hitting that sub 2.40… dangit

image.png

16 from closing eyes and listening to the sounds. It’s a nice touch for colourblind support :)

There’s a walkthrough! https://nivrad00.itch.io/purrgatory/devlog/277657/stuck-hints-solutions

Brilliant game. I dare ask: what happened to the agent (us) afterwards - would Techne T attempt to “discard” them?

Hello! I really enjoyed this game!

However, recently it started to cause the error “This webpage was reloaded because it was using significant memory” after just 1 round. I’ve retried several times and it’s still like this.

Hint: What can you use to substitute flour in the original recipe?

Thanks for the answer — I was expecting to be cooked anyways (hee hee). I’ll stick to the offline version then.

There was once when Newgrounds (NG) would save all of my data in Friday Night Funkin (high score/% on songs and story mode, unlocking Pico, the vim-like controls (HJKL) that I had put in instead of ASWD).

[ISSUE] For the past 3 days or so I lost all of my progress even if I have logged into Newgrounds via itch dot io. Are there any workarounds? I don’t wanna have to spend 10 minutes coping pre-game (having to unlock Pico every single time I come back) and it looks like there isn’t a way to export save data into a file. I may be cooked.

(4 edits)

Played this almost everyday - did some scores change? (Arrow placements on Philly Nice and Ugh - Hard mode didn’t match muscle memory haha.)

EDIT: I have 0.5.3 downloaded and I don’t know if this is A Thing™ that only I’m seeing on the online version.

Also, if I download the new version (0.6.x), how do I transfer progress from the old offline version to the new one? I’m almost 100% on Hard Mode and I kinda don’t wanna lose that xd