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Lux Aeterna Audio

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A member registered Oct 26, 2018 · View creator page →

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Damn it, I came SO close to winning! I'd taken out all the major enemies apart from the Golem and the Reaper, identified what was on every square and had 12 hit points. 

In retrospect, I think you should probably give the player the ability to toggle difficulty levels in the full version. That isn't to say making the game very tough to beat is wrong if that's your vision. There are of course quite a few excellent games like that. But I think players who aren't so adept at strategy would likely appreciate a game mode where the ratio of enemies to loot is a bit more forgiving. 

Beyond that, I still think it's an excellent game for a demo. I appreciated the secret re. the wizard and the master skeleton. 

Good work, this was a lot of fun! I found it quite hard at first as I didn’t know that you were supposed to click on the staircase when the game starts (so I kept getting murdered by various traps and creatures when I clicked on random squares). Once I realized I was making such an obvious error, it got a lot more easy and enjoyable. (Though you might want to tell the player to click on the staircase  first in case any more oblivious idiots like myself play it.) 

I think this has the potential to do well on Steam for lots of reasons. The most important one is probably that I felt hooked in from the beginning. I played it for two hours straight (got to about Level 9 and uncovered maybe a third of the map). I loved the sense of exploration. Having the character be instantly healed when they level up is an excellent reward for using the right strategies. I think you achieved a good balance of randomly generated elements to maintain a sense of anticipation/danger while giving enough information to the player so it wasn't too hard.

I really liked the extra effort you seemed to put in to make the game more engaging and polished - like how you see attack animations not only for the monsters, but a separate attack screen for the player as they move through the dungeon too. The character dialogue vocals helped kept the tone of the game lighthearted and comical (especially when the protagonist dies). It’s good that you have a lot of different sound effects for fighting monsters and multiple background music tracks as you play - it’s just so much more interesting that way. There are many different types of enemies as opposed to just a few. There's a good variety of potions and items. You could have gotten away with doing a lot less work on this and it’s good you didn’t.  Also - THANK YOU FOR NOT USING AI! That's always encouraging to see in a world where plagiarism is so rampant and artistic effort is devalued so much of the time. 

I am very pleased that I was able to contribute something small to such a fun experience, and wish you the best of luck with it and your other indie game projects!

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I would have liked to play it, but the mac version didn't seem to work with my macbook. (Then again, it's a 2015 model so the problem may be on my end.)

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This is much of an early morning lethargy simulator as  it is playing with cereal, and I mean that in good way. The music and the pacing really nailed the "Why on Earth did I get out of bed?!" vibe . Your composer did a pretty damn good job. The cereal and milk physics was solid. I appreciated how there was more one could do with it than I originally assumed. (I initially thought that there was no way to drag a loop away from the edge of the bowl if you'd pushed it there.) I really appreciated the original art assets too, seems like that's a vanishingly rare thing in modern game dev. The biggest flaw was that I didn't really feel  sufficiently rewarded for clearing the stages, so I wasn't super motivated to finish the game. (I did finish two levels, for what it's worth).  That said, I still enjoyed how creative your vision was and felt that the execution was strong. 

All in all, this is a solid submission. 

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I enjoyed it quite a lot! Was hooked from the start and played it from the beginning to the end. For me, the main draw was how much there was to explore and see. I liked that were items that improved mobility and situational awareness as well buffing combat stats. I felt that the audio was decent, but could have been  more engaging and polished. 

All in all, a solid Gamejam entry that you and your team should be proud of. 

Absolutely solid style and concept! I was hooked in immediately. I love the art style - the amorphous black tail of the monster, how much the colours scheme of the monster clashes with the other background and other entities, the font animation resembling a twitching parasite. The wild mess of audio samples used in the sound design was strong too. My one complaint would be that I felt that the camera was too zoomed in to the monster - a lot of the time the consumable entities whipped way too quick to react when the protagonist approached them. But that's a minor issue in what I consider to be a brilliant game. 

Dang, that awesome! I was hooked in immediately by the graphics, sound design and general concept. I couldn't stop playing until I beat it. The difficulty level and game length was just perfect! Short, sweet and fair. I loved the extra love and care that went into it (such as the statue of the huge skeleton holding  a massive gun, the ending screen, glowing aura around the diamonds, etc). I have no idea how all of you created all these audio and graphical assets in such a short time, that's fucking insane. 

As an audio guy, just wanna say how much I loved how the first gun plays notes from an E blues and E dorian scale. What a cool touch.


Great art style and music!

Nice work (given that you only allowed yourself half the duration of the jam to develop it!) I felt like the difficulty level was well-balanced and the art and audio worked. Didn't run into any glitches. Concept was fun and inventive (though I might be a biased as I possibly provided music and sound for a similar game). 

It's intuitive, fun and a visually stunning game! I look forward to the full release.

Nice job! Liked the simplicity of it and how there were multiple solutions. Thanks for using and crediting my work!