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SIDDqlo

61
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A member registered Jul 16, 2024 · View creator page →

Creator of

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I just had one more horse pic to use but not enough comments.
I hope you dunn mind the reply notice

Sry, I got cringe for a while and forgot to horse reply. Well done with your project! hiiiiiiiiiiiiiiiiiiiiiiiiii

Ty, the trojan horse page rly put off many XD
I hope you enoyed it, on the door pressing [esc] will let you progress.

Thank you so much for playing live Stallion Chaser, it was great for me to see your reactions in real time!
PacMain uses a waka waka sound-a-like as footstep, running the audios overlap and they get messy sounding closer to the original than intended.

I rly enjoyed this one

Choiche allow for the cancel option, thus I completed the game by pressing [ESC] on each fork

let's keep it between us, don't tell anyone

Stucked at the body part screen. Also main map has some walkable tiles that shouldn't be allowing me to go off bounds

Main char got stucked in the stand after getting the apple. Is it just me?

Ooh, real time battle system, which plugin did you use?

Very nice drawings! I even went to check Churro portfolio, he's rly good!

Nice project, perfect for a jam. I keep losing :(

the menu causes soft lock, don't open it. Enemy encounters are way too frequent imo

v1.0 includes:
- Complete game
- Final boss fight made easier

What's next?
- Testing
- Polish
- More contents

v0.9 includes:
- Unpolished, unfixed, complete game
- No gameover (I need test for proper balancing)
- Final boss might not work 

Around 4 hours per night in jam time, how about you?

Good luck, it'll be a real challenge

v 0.6 longplay

v 0.6 longplay

I can't wait for ToastyJam2 to start, have a blast all of you participating!

DISCORD
https://discord.gg/9yPXEMJdef

Thank you for your detailed feedback. 
I will add some tutorial lines to explain the game progresses by closing the save screen (esc button). 
The story is... tough indeed. I hope the disclaimer helps people to stay away from it if they ain't ready or in the right mood.

I played this game 3 times, first 2 I got a quick game over and then on my third round I got the hang of it. Moving left and right in a spot until the black hole position changes is a safe way to have an infinite round and avoid game over. I played this on solo and in browser version. 
The flaws I found include the fact that the game looks a bit laggy so I'd improve the fluidity of it. It also felt weird once I got to the borders of the universe . A leaderboard would also push players into getting high scores but I couldn't find any (maybe it was just me missing it).

REPLAY ISSUE
In ver 0.5 many errors might occur when replaying the demo. Issues will be solved in v0.6 release. Closing and reopening the .exe will fix these issues in v0.5 .

Thank you for your deep and detailed feedback, I really appreciated it and it's goin to help me immensely improving this demo.
I'm already at work to fix those issues you addressed, they will be solved in the next release.

The game works fine, it's kinda complex despite its simple look. I couldn't find a way to change my equip, I hit an high score of 2800 with my first round.

Don't Hold ME v0.4 just released!

Don't Hold ME v0.3 will be released in a few days.
It will include a few more Chapter 1 scenes and some graphical improvements over all. Development didn't stop, but RL stuffs forced me to slow down the pacing.
The last part of Chapter 1 will be, instead, released in v0.4 in January.

there was no notable bug so I guess they work fine.

I'm not a big fan of FNAF and that kinda influenced my ratings. The intro create a better immersion with some soundtrack and dialogue pacing (some appears way too quick, I couldn't read 'em all). The game works with no bug, a tutorial might have helped me understanding better the mechanics (I say some writings on the walls that gave me a few hint tho). 
Def a game for FNAF fans!

Thank you for playing it! 
I'm not very good at drawing, but I'm trying very hard.

Thank you for such a positive feedback, I will update the disclaimer trying to find a compromise that avoids “unpleasant surprises” for viewers but at the same time does not spoil the events. 

Sir, I think we got a winner!
The art is nice and the concept perfectly fits the theme of the jam.
The sound might be a lil too low so some hints can be easily missed, also everything happens so fast that sometimes it feels extremely punishing (but I guess that's ok for horror games).
It reminded me a bit of White Night.
The feedback on the gameover screen is a HUGE PRO and the reason I replayed it a lot (altough I never completed it).
I hope you'll polish a bit and release it for munny, this could be a commercial success on Halloween!

I partially enjoyed the time spent with it, sadly I couldn't get past 1am on normal difficulty and that surely affected my opinion on the game (I'm not a good gamer). 
The concept is solid and perfectly fits the theme of the jam, the graphics are a bit too minimal imo and it kinda lacks a true scarejump. 
With some more efforts on the artistic side, this game could truly be an halloween master.

It's creative and the writing is peak. 
Some solutions are counterintuitive, but thanks to the multiple positive and negative endings and its replayability, it wasn't a big deal. The minimalism of the gameplay fits perfectly with a game presented at a game jam.  
I'm a big fan of retro and Game Boy, so I appreciated the graphics.

Well done!

I do hope that nobody vibes with the childhood trauma. 
Most of the game will focus on resilience, but you can't have resilience without trauma.
Thank you for your feedback, I really appreciate your opinion. Many people have had the same impression, and I too have decided to take a break to make sure the project is heading in the right direction.