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Sinshai

25
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4
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A member registered Oct 14, 2022 · View creator page →

Creator of

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Loved the boss at the end! It was kinda easy to kill with the gun but how the camera zooms out for the spectacle was really on theme for this jam. Your movement was super tight too. Just balance-wise, I was able to collect all the orbs I needed for both abilities very quickly. It would have been cool to have fewer orbs to really make that first ability you decide on matter more (and open/lock out different routes).

Such a cool concept to move the rooms around and to enter from different sides. I love your art too!

Wow thanks for the video feedback! That was super insightful. It's so helpful to see you actually play and react. Really great points though. I learned 2D lighting on this project and I think you're spot on about making sure the feet are lit too. I'll have to take a look at that minimap concept!

I love the dark and moody environment and artwork! You all did a great job with all of the computer text for world building and tutorials too. The abilities seem interesting and fun to use, I just wish they weren't locked to a slow filling energy meter. 

I like the pixel graphics. I wish there was more of course but that's a good thing! It seems like it would be a fun environment to explore.

Thanks! I'm happy you enjoyed it! Definitely a few bugs for me to squash and I appreciate the highlights. 

What an awesome game! You nailed the exploration and the movement is so good! I love how you incorporated the save data with elements of a roguelike. It really adds to the theme of a defective generation slowly improving as you play.

A ton of fun to play! Loved the game loop and the 2x speed button. There seems to be quite a lot of depth to the construction strategy as the difficulty progresses.

Definitely addictive! It feels good to catch fish with the mouse and drag them to the bucket. The only thing I'd say is that it could be helpful to see like a little +1 or -1 type graphic when dumping the fish just to know if it's a good or bad one. And to visually tell how much more some fish are worth than others.

I'm super impressed by the art and how everything is animated in just a weekend! I think that black and white enhance the creepy nature of that demon character too. I agree with other commenters on the repetitive nature and I wasn't sure if an end goal existed. But I also have to compliment you on building a crafting system in such a short amount of time.

Thanks! Metroidvania's are my favorite genre and have become my programming specialty so I knew that's what I wanted. I appreciate the progression comment cause I spent a lot of time on the level design (the first half of the game is pretty non-linear). But you're right, the end boss probably needed like a locked door behind you or something to signify that killing it is the only way.

I'm glad you had fun! Valid criticism for sure. I kind of just ran out of time for wall textures. I tried one that didn't look good and eventually decided to just polish other areas. But that's like the first thing I'd go back and fix. That and the OOB.

I love your reload mechanic! It took me a second try just cause I wasted my first ghost but I like how you incorporated the theme and limitation together so well.

Besides the dash criticism others have suggested, I think I'd personally like it if the reloading didn't require you to stand still. Like how you can move and vacuum simultaneously in Luigi's Mansion. I just think that would make movement flow more smoothly.

Overall I think this is a unique and fun submission!

Hey I appreciate all the feedback! All good points you make. I'm definitely disappointed that my shotgun jumping has given people so much trouble.  I think I needed to spend just a tad more time on it to standardize the knockback distance. I think I need to find a good resource on Unity collision too cause I can never get it to work quite right for me. But I'm glad you were able to enjoy and finish it as a whole!

Thanks! I'm glad you enjoyed it! I put in the way back to help with the last collectibles missed. Thinking about how Spyro levels wrap around for collectible hunting. I probably should have explained the ghost mode more. I was going for a 'teach the player with the environment' approach but I guess I didn't set up the level quite good enough for that.

Thanks! Yeah I think I should have made the shotgun blast a fixed distance for more consistency.

I like the feel good story and how nice the gun feels to shoot. The click to move was awkward for me. The art is really good too though!

I really enjoyed the combat in this game. Hitboxes and hit-stun both felt good. It was a short and sweet dungeon and I found myself wanting more! I think it could have been cool if the shotgun relic piece rooms were more maze like. Just to require the player to use some navigational skills without the need for scripting puzzles or anything.

Him.

What a great use of a shotgun! I love how it feels like you are spraying bullets everywhere. I found angled shots worked best. This game has a wonderful arcade feel with simple controls. I think it's a really unique spin on the theme and limitation so far from what I've played. 

I really liked exploring in this game. I got big metroidvania vibes which I like a lot. I have to agree with Hazarth that the shotgun jump feels better than just pointing down. Having that function on it's own key made the controls feel tighter. I had to play on Easy before I realized how to reload. I would have loved to be able to reload with R or have it be automatic when hitting 0 shots left.

Having extra shells as a collectible is a fantastic and simple idea that gives the player more exploration options without having to add different mechanics or power ups.

This game is so fun and addicting! I lost track of time playing it for a bit before I realized I should probably try out some other games too. I like how the upgrades feel like I'm getting exponentially more powerful.

I thought your concept of a ghost catching fire and having to run to the water was really funny and unique! The boss was a tad easy but overall I had fun.

I think it would have been fun if you were on fire during the boss fight to give it an extra lose condition to add some pressure to it.

Thanks! Sorry the shotgun is a bit tricky. It actually has a hidden mechanic where knockback is based on mouse distance from the character. I probably should have communicated that better or just made it a fixed distance.

I like how you can strategically plan to use your ghost around certain obstacles. I felt really smart activating it before jumping into a pit that I couldn't see the bottom of. When I realized it was a spike pit I felt like I was being rewarded for using that mechanic intelligently. I did however struggle with the controls quite a bit. While they are tight and responsive, they felt a little awkward for me. Having to press both forward and down while simultaneously clicking was a lot for me to write to my muscle memory and I had to consciously think about the controls every time I made a jump. But overall, some really good level design! Great use of checkpoints too. I'm impressed to see how much polish your game has for a game jam game.