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ski11az

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A member registered Nov 06, 2022 · View creator page →

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The door mechanic worked really well with a rogue-like game. Going from room to room slashing down skeletons was quite satisfying. Main feedback would be to have some indication of what effect you have active. I couldn't really tell whether I had more damage or was healing. Other than that the game felt really solid. Some minor bugs but that's to be expected with game jams. Music was catchy, movement was responsive and I was really surprised to see you even had a boss encounter at the end. Well done!

Thanks for the really generous feedback!

Definitely a lot of details we would have loved to implement if given more time, especially when it comes to polish and more visual indicators.

We agree the game's performance is a huge flaw and I tried to frenetically fix it in the final hours of the jam. Unfortunately couldn't get a solution working in time.

When it comes to the music our composer actually made multiple layers to it that would get added as played. You made me realize I accidentally left that disabled in the build. Gonna upload a quick fix for that.

Again, thanks for the in-depth review. If you want to see more you can check out my page here on itch. Some of the games there are made with other collaborators but "Turtle Tumble" (while quite different in theme) was made by mostly the same people who made this game.

Hmm... no idea what the sound issue is, it is working on my browser so I would have to look into that.

The spinny blue guys are what you should collect and bring back to the start. They shouldn't put you back at the start as you touch them though. Maybe you accidentally got caught by an enemy who you didn't see.

We definitely tried to go for a spooky, eerie vibe so really glad you think we got it right!

Something that stuck out to me was the dynamic of pushing the visitors toward the monsters to scare them while at the same time keeping them safe. The cliche thing to do would have been to just make the objective to kill the visitors. This was a very fun twist on "you are the monster" where you are actually trying to protect them from another monster. Very well done in every regard. Would love to see this developed further.

Absolutely love almost everything about this game. The aesthetics, sound effects and music all come together and really sell the "Lo-fi" part of the title. The only thing I find a little unfortunate is that there isn't more to encourage you to keep switching hosts, almost the opposite is happening with the combo counter resetting any time you switch. This means you are in a way rewarded for staying with one host and playing this like any other game instead of playing to the uniqueness of the "you are the sword" theme. Other than that this game is very well executed with every action feeling incredibly satisfying.

Thanks for the feedback! We did implement some systems that would encourage Stuart to stay somewhat close to the middle but sometimes that isn't enough. A little tip though: you can intentionally use the rocket explosions to launch him where you want but it is a little tricky. Also possible to use the edge of the platform to nudge him but it is much less reliable. In general though, yes, he could do with some tweaking to make him less likely to wander off. We might do a little more polish once the rating period is over but unfortunately I don't think we'll do much more with it. Was a fun project to work on though.

Thanks for the feedback! The game was really only designed for PC so I'm surprised it even works on mobile without any input from us. That's pretty cool