Skip to main content

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

Skels

188
Posts
5
Topics
45
Followers
79
Following
A member registered Aug 21, 2019 · View creator page →

Creator of

Recent community posts

Sent you a lil bit of money towards the keyboard - if you put up a downloadable Windows version of this game I'll donate again ~_^

Thank you so so much for the detailed feedback! <3 Yes, there is a lot of heart and soul in this project, from all of us :)

The voice was ever so slightly pitch shifted in an attempt to deal with it sounding older, but only by half an octave if that - otherwise it starts to sound very uncanny, haha. American McGee's Alice was one of the primary inspirations for this project, but it is going to be going off in its own direction - we're deliberately trying to keep the themes and story different from that game. It's actually quite interesting, because the other game designer on this project only really knows Alice Madness Returns, whereas I only know the original Alice, so we've got one foot more in the past and the other foot more in the modern era of gameplay mechanics etc (though I guess you can't really call Alice Madness Returns "modern" anymore, haha...)

Yes, the world will be made clearer through readable notes and clues, along with a brief intro cutscene of some kind, even if it's just 2D sketches with basic animation and a voiceover (along, of course, with environmental storytelling).  In regards to giving the players more of a glimpse regarding the gameplay they can come to expect - at this stage, we're still not entirely sure ourselves! My knowledge of the 3d platforming genre is limited at best, but I played a lot of third person shooters when I was younger, so it'll be some kind of mashup between those two genres. I need to play some more 3d platformers to get a better sense of how it could function & maybe some more ideas.

What I can say is that there will be a puzzle element that comes down to learning and drawing sigils with your mouse or control stick to get past those puzzles and proceed, in order to break up the primary and secondary gameplay loops of platforming, attacking and item collecting. That mechanic is actually already entirely functional, it just never got integrated into the main game in time for the deadline...!

Mmm yes, I see what you mean about Amelia coming to a dead stop when she uses her melee attack while moving - in theory, as long as I can get an acceptable animation of her stepping forwards while attacking, I could integrate that into the game fairly easily - it might even make sense to make it a higher damage attack, given that the player has more momentum when they execute it, and also because it'd take more skill (i.e. timing) to do it correctly. That's a good idea and I'll definitely have a crack at it - thanks! As for the skeletons, you'll have to wait and see. ;)

AFAIK, Win 11 flags a lot of things as PUPs - that doesn't worry me too much. But the fullscreen mode not working on launch - yeah, that's something that I'd already picked up on and sorted out. The lag from hitting things with the wrench though... that's a new one. Do you mean when hitting boxes, hitting hay bales, hitting enemies or hitting the environment? (Or all four?) - I ask because each one of those uses different particles so it might help me isolate the issue ^^

Great fun! Could of used some music of some kind, or some ambience. But otherwise fantastic! Couldn't get past the greenhouse, probably shouldn't be playing this last thing before bed - need some more time to try it out, haha. But the visuals are very cute and simple yet cohesive, the idea is sound and it was all round a good time ^_^

Uhm. Sorry to be the one to tell you this, but the demo's broken :( Whenever you look around, it seems like the scene culling doesn't follow the cameras view direction properly - so you can see things disappearing and reappearing constantly. Might only be on my machine, but I figured you could use a heads up!

Very grim. I dig it. Good storytelling, the premise is the kind of thing that you'd see in a short indie horror movie. Kept me engaged even though it's very minimal/basic.

(1 edit)

Great little project, fantastic atmosphere. Will be buying the full version on Steam very soon. :D


EDIT: Okay, so the full game.... I liked it, but I'm gonna be honest with y'all, the demo on this page is over half the full game. This really needed to be longer. The thing is, you didn't really have to change much to make this a better length - you didn't really need more assets, just a few more day/night cycles to build up the tension and a few interesting conversations with  the existing characters, maybe some tense distant sounds. As it is, it's kind of over before it gets going. I paid about $10 on Steam for it, but it's really worth like $5 at most in its current state, despite how much I enjoyed it. It's just SO short. :/

Ahhhh this was SO COOL! I LOVE the character designs and their voices, and the spritework too, it was so interesting to see how you'd populated this little world! A really weird world it was, too. I liked how the camera auto-turned corners, but otherwise you were just moving left/right/forwards/backwards. It was almost like a comedy/horror walking simulator - I would love to see more stuff with the main character in though, SplitBrain (idk their name?). I had great fun with this one :D

Not a bad little game! Felt like it needed more ambient sound effects tied to things like the windmill, the ocean, the dock, etc  to help the mood - and the "monster" could definitely of been scarier, haha. But I liked the mechanic of tagging things floating in the water, and the design of the island! :) 

Thank you so so much for the feedback!! :D The skellies are temporary only and are to be replaced by a different model soon, hopefully.

I'm so so glad you enjoyed the game, and the ending too! We'll look at the camera positioning when jumping etc and see if we can get it fixed up ^_^ yes, the story is going to get darker, quite a bit actually. Thanks again for the feedback! :)

thank you! could you try out our game in response and let us know what you think of it, please? :)

Please don't be sorry! I don't take any issue with a game making me feel ill, the same can be said for An Outcry (by Quinn K) - I mean, I uninstalled it and never played it again - but it did make me feel something. It did also feel like it was trying to say something, not just shock for the sake of things. Unfriendly is definitely an apt word.


Or, at least, "friendly but also actually really unfriendly" - which is how I'd describe a lot of the doublespeak in the game. The way that the words written to Solomon are often in harsh juxtaposition with the actions. "Don't worry! It's okay, you can try again tomorrow! Your fine today will $200.00." Fucking beautiful, and very... on point. Relatable, even.


When I next get onto BSky, I'll be giving you a follow for sure :) In the meantime, please give our game a try and let us know what you think? We'd all really appreciate it.

We would really love it if you could check out & comment on our game in return! ^_^

Hi! Just a heads up - I released a new game! :) https://skellysoft.itch.io/likeclockwork

Neat little game! I don't know if I understood everything correctly, I'm not really big into tactics or turn based games, but this was fun. Weirdly calming, too? Maybe it was just the combination of music and graphics, haha. Good job!

Please, try our game & let us know what you think! :)

The character art is really nice, love the 2D cut out look! And a grid based system for movement with diagonal movement permitted as well as just forwards/backwards/left/right is really unusual. I couldn't work out how to do much, but the overall tone and cheeriness made it enjoyable to mess around with for a few minutes :)

(1 edit)

Oh my god, this was amazing! The mixture of dungeon crawling controls with typing in black and white makes me think a little of Cryptmaster (Given that I liked this, maybe I should go give that a try...)

Firstly, the fact that you did this in just two weeks is incredible.

I loved the visual style, the mixture of halftone photobashed (or what appeared to be photobashed) enemies and entities, along with the color-inverted illustrations, and the simple, blocky, digital layout. A couple of times I thought "yknow, it'd be good if this game had-" and then the game would come along and do something similar right after I'd thought it (health crates, multi-word or number combinations that you needed to get right, etc). The sound design is excellent as well! Very textural and crunchy. The only issue I had with it is that, to exit typing mode, you have to press the Escape key - and as I was playing it fullscreen in browser, it kept kicking me out of full screen mode! >.< 

But aside from that small gripe - this is fantastic. Well done!

Played your game now, bulboka :) and wow... that sure was an experience!! I left a more detailed comment on the game's jam page. I'd appreciate it if you played our  game in return and let us know what you think! ^_^

Rather than quantity? I'd personally spend time trying to add more complexity. Have the items actually do something rather than just being for the sake of collecting, leave clues as to how to progress in the characters responses, etc. Make it have some kind of progression, where you have to hunt for the way forward ^_^ (at least, that's my two cents!!)

This might be the most confusing game I've ever played.... nauseating, disquieting, anxiety inducing, made me ill at ease, but somehow I couldn't stop playing?! It's almost like a non-sequitur horror experience. I got as far as the world with the blue 2D room  and the orange clock hands before I had to stop, because I'm genuinely starting to feel a little bit ill - and I don't mean that as a complaint, I think it's just my brain can't handle 2D and 3D gameplay at the same time, overlaid like that? I wonder if this is what living as the G-Man is like.... or having delusional psychosis while also having chronic fatigue syndrome (since Solomon can't seem to stop falling asleep). Maybe just a metaphor for trying to live in 2026? :')


The art is all fantastic, such a range of sources of visual inspiration - from photography, ancient-codec-encrusted video clips, Lovecraftian PS1-esque horrors, plasticine models (or at least what looks like plasticine models), 3D pbr textures... and the menus, the sounds that the menu options make, I can't make out what they're saying for the life of me, but it's all so.... odd.


Definitely worth a play, but.... wow. I had no idea what I was expecting, but it sure as shit wasn't *this*. REALLY glad I played it though. Well done.

Me too! I've been going through and playing a lot of entries and giving them all quite detailed comments; I hope other devs will do the same for our game too. So happy to be in this jam :)

Ahh, good ol' pre-rendered 3D. I have a big soft spot for this art style <3

This looked and played great! A simple game, but made more engaging with the addition of a little shop to let you upgrade your gear. Very simple, and very fun! Glad to see you included mobile controls, as a game this straight forward really is made for mobile over anything else, haha. 

Maybe in a future version, you could include things you have to avoid smashing? Delicate objects on the table/floor for example? Just an idea. :) Great work!

Wahey, a classic Wolfenstein looking boomer shooter!! Love these things. 


I had a good time playing this - the pixel art enemies and player weapons looked great too! My only big complaint is that the blood particles were huge, which meant that I often couldn't see what was happening nearby the enemies I was shooting because they were blocking my vision, haha. Good job!

Played and commented! Would be appreciative if you would do the same with our game too :)

Oh my god, this was amazing! The mixture of dungeon crawling controls with typing in black and white makes me think a little of Cryptmaster (Given that I liked this, maybe I should go give that a try...)

Firstly, the fact that you did this in just two weeks is incredible. It took myself and my team (of maybe 3 - 4 others) four whole months to do our project! (Though, there were a few times we were held up for a few weeks due to 3d art asset issues, but still.)

I loved the visual style, the mixture of halftone photobashed (or what appeared to be photobashed) enemies and entities, along with the color-inverted illustrations, and the simple, blocky, digital layout. A couple of times I thought "yknow, it'd be good if this game had-" and then the game would come along and do something similar right after I'd thought it (health crates, multi-word or number combinations that you needed to get right, etc). The sound design is excellent as well! Very textural and crunchy.

The only issue I had with it is that, to exit typing mode, you have to press the Escape key - and as I was playing it fullscreen in browser, it kept kicking me out of full screen mode! >.< 

But aside from that small gripe - this is fantastic. Best thing I've played so far in this jam!!

Fun little game! My top score was 40. Very dark though, I couldn't see what it was exactly that kept killing me :P

This was.... very interesting to say the least! I don't know if something wasn't working on my end, but I didn't see any mixed media in the game aside from the cover image (which is fantastic, by the way!) - everything else seemed to be made of spinning bisexual gradients or little icons that looked like they were drawn digitally, or text.


I really enjoyed speaking to all the entities... "another" made me laugh often, and I think I collected all the objects in my voidpocket? but after I'd been everywhere and talked to everyone, I couldn't find any other place to go. I was half-expecting a message to pop up in the log on the bottom right, so I could type it in somewhere and reveal another layer of realities to explore. (Kind of like "Welcome to the Game", if you've ever seen or played that.) I couldn't actually do anything with any of the items I collected either - so I might of just been missing something. Either way, I had fun - and you definitely have a knack for writing short, funny dialogue. Thumbs up!

"THEN YOU GET EMPLOYEE DISCOUNT! 100% OFF REALITY. CONGRATULATIONS. YOU'RE FIRED." utterly brilliant.

Okay, I don't think I can wait for all the points to add up, not trying to brag but I scored WAY too many points, hah.

That was interesting! It didn't feel as much like a full game, as it did a single mechanic for another game - but, it's a pretty darn interesting one! Would be great for a horror game, or perhaps something stealthy, where you've gotta time releasing the mouse button with the sound of doors closing or thunderclaps.... mmm. there's a lot of potential in this mechanic! I highly encourage you to work this into a full game in the future! :D Good job!!

(Also - in the future - if you need stock photos but don't want to have to put up with watermarks, try some free stock photo sites, like Pexels.com, or Pixabay.com. Pixabay is probably my favourite - don't know what I'd do without it! Still, *any* stock photo is better than an AI image, even if it has a watermark... hah.)

Hooray, all submitted! I'm going to delete those older replies now :)

Thanks for the feedback! Positive or negative, it's all appreciated!

Yes, combat is meant to be a bit "hit and run", so to speak - Amelia isn't meant to be a powerhouse (not yet, at least). But a version 1.1 will definitely include a few tweaks and improvements, including the game starting you back at the beginning of the current area, not the entire game/level. We just run out of time to implement it before the deadline, haha... Thanks again for the feedback! <3

Here it is! :D Thank you so much!!

 https://skellysoft.itch.io/likeclockwork

!!! <3 Thank you! I just really would be upset if I wasn't able to get the chance to get some feedback from folks after all mine and my teams hard work, honestly we've been burning the candle at both ends trying to get this thing done haha

I come to you today begging for mercy upon a very idiotic game developer. >_<

I don't know if this would be okay with Ikoms or Sugar_pill, but... I really messed up. I misread the deadline date as the 1st of July (tomorrow), therefore missing the actual submission date. :( It wouldn't be so bad, except I have a team of at least 3 other people behind this project who were all looking forward to some feedback (along with myself).

Would it be okay if I were to upload our game  project to itch.io tomorrow, and list it here as an unofficial, late entry?  Just to get peoples opinions on it? We've all worked really hard on it for a long time. (It's very nearly in a playable state.)

Mods - please, let me know!


Skels <3

Hi! Might be entering something into this game jam, depending on the answer I get to this question:

Does it matter if the submission was worked on before the jam start date, as long as it has not published/uploaded anywhere before? About 90% of our team members are all LGBTQIA+ in some way (mostly trans gamedevs and artists).

- Skels

The room model/environment is great! There's not really enough in terms of feedback about what you're supposed to do, though - the checklist isn't too clear, though I did suss it out after a while. The games you've been making definitely have potential!

This was a great little tower defence prototype!! Kaykits assets really shine here, he does such good work. The flythrough of the route that the enemies take was really cool, and the idea of switching between three different cameras to view the level in action was awesome. It could of done with a way to perhaps spend your crystals on restoring some health between rounds, maybe a brief in-game explainer on how to play what each unit type does etc, but that latter part comes down to (I imagine) a lack of dev time as it looks like this was a game jam project. This is great, though! Well done :D

Hooray! That'll give us much more time to get our project into a decent state, thanks a bunch! :D

Hehey, this was great! Only nitpick with it that there was no way to reload without shooting a bunch extra, as every enemy needed 3 shots to make them surrender. A little reload button you have to hover over on the HUD would of made the whole "don't shoot more than you need to" thing feel more viable, but otherwise this was a great lil time :)

its like the backrooms if they were good

Strangely beautiful, but... obtuse. I love the presentation and visual style, it makes me think of Ice Pick Lodges work (The Void, Pathologic, Knock Knock!, etc). But I tried to get past the first stage twice, and couldn't get anywhere. I saw a comment on the Steam page mentioning about needing to touch a particular object to proceed, but I tried that (after pressing several of the white circles on the woman and then hearing the strong wind blowing, which I assume is a trigger/"flag" of some kind being set?) - alas, I still could not progress. Which is really a shame, because I wanted to play through all of this very badly.


If anybody can tell me how I'm meant to proceed, I'd happily hear it, because I really want to finish this!