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Silent Symphony

17
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3
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A member registered Nov 24, 2019 · View creator page →

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 MAJOR BUG!!!
Chapter 2 spawns you in under the map on a fake ground in the dark, this is where I stopped. Tried restarting to no avail.
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Hey Loud Rabbits, Team
You guys have really got something cool here. I'm loving the world and setting, both visually and tidbits of lore wise.  
It's nice to see an African sci fi world. The level layouts so far are great and encourage a nice amount of exploration, and the announcement voice overs add a nice sense of realism off the bat. 

The arrows everywhere do ruin the immersion, especially in the village, they're everywhere. it felt more natural for stuff like the pump room, valve room and control room puzzle. Personally, I don't think the arrows were needed there either, the coloured lines work nicely as is. 

Gameplay wise, limiting the wrist gun to 1 shot doesn't feel great. I almost missed the first shot, and it took a while to reset.  Wasn't usable anywhere nearby for the duration of my play which felt a little disappointing. the initial description had me hoping on a wrist blaster as a pistol alternative which I though was a nice story tie in for a pistoleqsue weapon not intended for fighting but that was usable for it. 

The movement needs some work, but part of that may be attributed to performance.  I'm running a i9 ,4080 pc but movement and performance was noticeably stuttering.   It may be a little adhd, but it felt like the game needed more interaction, whether you're letting me frantically spam an attack button or scroll between different items.  I felt limited to a walking sim with bethesda item grabbing, but the overall design doesn't fit that.  

The stealth system also needs some work. Detection felt brutal initially but once i realised everything was slow enough for me to just run in a zigzag that was easier than sneaking. The opening area of the village is one specific place i feel needs a redesign. My first attempt all the guards were there, and it seemed almost impossible because of how much they reacted and how fast they slide across the ground.  I saw multiple paths but I couldn't really see how it was plausible to take them without requiring me to wait ages to examine all routes and guard paths. 

Lastly. The game is packaged nicely with a cool menu and settings options. I'd recommend adding multiple clicks or a hold before skipping dialogue though. 

Final thoughts:

The world is intriguing, well designed and different, but the gameplay lacked the pacing to keep me satisfied.  I desperately wanted more, faster and it felt like the game was holding me back.  Minor bugs are here and there but as a dev they gave me a little chuckle, and I know they'll be ironed out soon enough.

This has a ton of potential. 
I really hope to see this developed further. The team seems to have got something here. 

Sign me up for any future playtests. 

Comment on any bugs or issues you find in game. 

Give us feedback, suggest what you think is wrong and what would improve it. Be constructive because we just want to make the game better for you guys.

Hey guys! Check out Rampage of the Decoy droids! It's an fps platformer and the result of a 2 day game jam to which the game was award Best Technical Game.  As a result of our win we've gained a place in another competition by Project Springbok and will be presenting the game at ComicCon Africa 2022!

We're a small team of 3.  We have a Lead Designer and Programmer(myself), a 3D Asset Designer, and a UI and UX Designer.  We're all still studying a degree in Digital arts so we're constantly trying to improve and learn from feedback.  Check out the game and thanks for the help. We hope you enjoy!

Rampage of The Decoy Droids by Silent Symphony, Garlic0Bread (itch.io)

I'd love any feedback on the game as we're currently pushing to update the game before ComicCon on 22-25th September.

We'd specifically like feedback on :

Enemies: How do you find the spawn rate of enemies? How do you feel about the damage being dealt by enemies?

Movement: The goal was to provide fast paced action combat, do you feel this was achieved? provide any tips you wish.

Abilities: How does the recharge time feel on abilities?  

UI: does the UI clearly communicate abilities and cooldowns clearly? Does the pause menu clarify controls?

weapons: How do reload times feel? Does the fire rate feel good on each weapon? suggestions?

Narrative: Does the ingame text provide a clear enough story? Is the text noticeable? 

Hey guys! Check out Rampage of the Decoy droids! It's an fps platformer and the result of a 2 day game jam (Topic: Decoy)to which the game was awarded  Best Technical Game.  As a result of our win we've gained a place in another competition by Project Springbok and will be presenting the game at ComicCon Africa 2022!

I'd love any feedback on the game as we're currently pushing to update and refine the game before ComicCon on 22-25th September.

We're a small team of 3.  We have a Lead Designer and Programmer(myself), a 3D Asset Designer, and a UI and UX Designer.  We're all still studying a degree in Digital arts so we're constantly trying to improve and learn from feedback.  Check out the game and thanks for the help. We hope you enjoy!

Rampage of The Decoy Droids by Silent Symphony, Garlic0Bread (itch.io)

UPDATE: Download the Beta build to test out the latest features! The team is currently in the process of refining gameplay, creating more levels, and Adding Sound.  Updates will come over the next few weeks with the final version premiering at ComicconAfrica 2022 at Hall 7 stand PS5

Stay tuned, as we prepare for our game to appear at COMICCON AFRICA!!!! Vote for our game during September 22-25 and help use claim the title of Project Springbok 3.0! Thanks for all the love and support!

We are aware of some game bugs including:

-No touch damage from enemies

-Running through walls

-Button reset issue

But we have good news! Our game is getting a massive upgrade.  We'll be releasing an update in early September with a new level , updated story, new weapons, and tons of bug fixes. Sadly you wont be able to run through walls, but that's a small price to pay XD

Voted for community favourite - Kushal Sithlu- The alchemists

Thanks so much for the feedback! we really thought long about the trail. We added it back when we wanted the gameaplay to be more rooted with that time travel aspects, and found that the render painted paths of where you had been quite nicely.

It's honestly one of those unfinished features where we just decided " Eh, let em have fun messing around with it".

The game looks beautiful, and the animations are so smooth. The audio really sets the tone for the narrative and it helps with immersion.

the problem here was that the game is clearly unfinished. Seemingly only the art and narrative were completed for this because it just felt like a walking simulator once i realised there were no enemies to use my decoys or attack on,  and i was just walking through dialogue. 

The game looks beautiful and the plot works, I hope this project is finished and I can get a chance to play!

Very trippy and cool  game. 

Simple and fun. I think there needed to be some more variations of platforms, and the items all stacking up then disappearing  looks really janky.

bugs i noticed: 

When you get hit by malware there's no mouse visible to hit menu, or keys that interact from what I tried. Initially I wasn't sure if it was part of the game or simply an error. 

sometimes things were just despawning randomly when I got near. 

The game looks good and cute.  The animations and transitions between menus and at the start of the game are really well done.

From a technical point, the game manages to a ton with physics, it's just that none of it feels balanced for the player experience. It feels like all the pieces are there but not in the right order. 

I got bored of the game around the water part. It felt as if the game was getting too technical too fast, and that also felt as if it clashed with the cute and playful theme and tone. I'm not really sure where the idea "decoy" came into play here either.

It feels almost like I'm playing fall guys from a more technical point of view, but it still feels too unpolished . Brilliant work on the physics!

The tone and art of this piece are amazing. It tells such a deep story of body dysmorphia.

The audio sets the tone perfectly for the dialogue on screen, and it really draws you in at parts. Some of the earlier segments feel a bit drawn out, I think some interactive elements are needed here to keep it from being a walking simulator.

Especially near the end, the atmosphere really drew me in, and honestly it feels as if you're playing through an arts film. Loved it!

The art style is brilliant! The game looks visually phenomenal and the audio fits perfectly as well. The atmosphere feels like it's all there but the gameplay and UI feels lacking,

The controls do little in explaining how things actually function. On my first playthrough I felt as if nothing did what I wanted it to, and yet objectives were checking themselves off on their own. 

The click range for the lighthouse is far too low and makes adjusting the light feel very irritating.  Eventually I figured out how things work, at least I think, but it still felt as if the game wasn't doing what I wanted it to.  

I didn't enjoy the gameplay, but I do think it is an interesting concept and just needs refinement. The art and audio are phenomenal!

Thanks for the feedback! 

The audio was left for last honestly, and while we did intend to add UI elements for the time rewind and shotgun recharge, we didn't have the time to get around to it.

Thanks for the bug info XD, honestly I think I encountered it and just never realised it was this XD. At least I know now.

There's  so much atmosphere in here! 

The game is clearly unfinished but the artwork, audio and effects are all top notch and it is genuinely enjoyable to take in this  game. The idea of the games glitching is awesome, I just wish that it lead  to something more, and there were more games to play around in.

The chunks of game I got from this were awesome! I really hope to see a finished version of this someday!

I enjoyed the old school bit art style of this one. The player controller works smoothly  and is easy to pickup.  It's fun to just drive around.

The game initially felt a bit confusing, some of that was due to the art making some things clear initially. The gameplay doesn't feel that challenging. It's fun to just drive around but the map is big and there's no indicator of where poachers could come from so sometimes it feels like you're losing for no reason other than that the game is big.

It's a really cool and simple concept that draws attention to rhino poaching. With some UI additions  it could be something really amazing.

it's such a simple game yet I found myself playing it for quite a while.  played with a mouse but cant help imagine how addictive this would be on mobile . Simple aesthetic works and it is really all you need. Personally though I find the blue background to be a bit too bright, and the contrast is a bit jarring.