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SnakeWinter

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A member registered Aug 29, 2021 · View creator page →

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Thank you! It was fun to make this type of game and make the 3D models for it.

Hey thanks! I played some of your games and watched some of your youtube videos. I'm on Discord as SnakeWinter.

I had a few ideas for additional installments, but haven't done any yet. One idea was going to be like a welcome CD for a 90s PC kind of thing. Or an 80's ASCII RPG.

That's really cool you made a fangame based on a movie you remember! I've wanted to do that before for obscure movies I like, but haven't yet. The moviemakers should be honored you took the time to make this revival of their obscure media. Even movie that get a low rating take a lot of effort from a lot of people, so that's really cool to celebrate it. You did a good job incorporating the clips and making them blend into the horror/grainy-footage of it.

I never thought I'd play a game where I'm being chased around by Meat Loaf.

...bloop

I really liked the music and the animation on the cutscenes was well-done, very professional and matched with the music. Knifespinning for swagger was really funny.

The names of the characters above the dialogue kind of blended in with Sarah's arm. Maybe add a box behind their names so they don't blend in.

This was fun to play. I'm glad you continued it. I think the boss might have hurt himself, but I'm not sure. I liked the sense of humor to it, especially in the break room. There are a lot of good suggestions here already. Maybe you could add secret areas/breakable walls or collectibles.

Good choice! Thank you for playing!

Thank you, I'm glad you enjoyed it!

I think a lot of my writing is unique. At least, I've heard that a lot.

I saw your post that you wanted feedback, so I'll just note what I noticed here. Mostly editorial stuff that I think could help. Some might be just my opinion.

-consecuences (spelling)

-Good luck username (I would have a comma between Good luck and the username)

-Confront the wolves.
-Flee in the opposite direction

(Some of your passage links have periods and some don't. You should choose one and be consistent.)

-I trained relentlessly from that instant, shedding tears, blood, and enduring pain, but I never stopped my training. (I would make this two sentences)

-You have Died/You have died (I wouldn't capitalize Died. And I saw two instances of this. Once it was capitalized, once it was not.)

There are two endings, but just different based on which button you pressed.

There's a couple other little things to do that aren't related to the ending, but little secrets. 

If you press e at the drinking fountain (dark green thing between the two rooms in the main room) it turns on. Also, there's a clock but it's just kind of spinning around, on the wall opposite the big windows in the main room. 

And the graffiti on the next building over, the building on the left side of your video at 1:30. If you press e right by the graffiti, it turns into a screaming (LOUD) Frankie from my other game YOURHOUSE.JAR.

Thanks for playing the game and making the video!

Thanks, it's a fun program to use.

Thanks, and good job! This was a fun game to make and I think the manifestos were the last things I added to it. They were inspired by Andrew Ryan from Bioshock.

I've been thinking sequel ideas lately. If I do one, I'd want it to be an expanded experience. I'm not sur yet if it would be a sequel with the same characters or more a sequel to the game's basic concept but with different characters.

Thank you!

Hi! Thank you for the very kind comments. It's appreciated and encouraging.

That's really interesting that Horse Girl Adventure 1992 was on the front page? I don't understand how to effectively reach algorithms or proper marketing techniques, and it's not a very recently-published game, so that's very unexpected to hear about. I see now in analytics, it did get an uptick in views/downloads recently. I wonder why, and why now? Kind of wish I'd have included my larger RPG gameplay ideas in it. Oh well! It's cool more people are seeing it, all the same.

I'm glad you liked Doll Vs Claws! Of the games I've published on here so far, that's the one I was most proud of how it turned out. There's another game I made, but didn't publish, that has a similar art style, so good to hear that artstyle being well-received. I really like how Sega Master System games look. They're bright and cartoony. There was an ALF game on Sega Master System that was cool because of its artstyle and also how open-world it was.

The writing was fun and the game genre allowed for it because those old point and click games always had tons of funny dialogue and random things to do. Maniac Mansion is hilarious. And also, the notes are like Resident Evil notes but goofy. Environmental storytelling can be fun!

I'm glad you liked Interplanetery Convenience, too! If you have trouble with that one, be sure to read the notes on the game page for it about some puzzle solutions. I always mean to fix things, but for that game in particular, I didn't want to change something and like mess up the whole thing so it wouldn't work.

Michael Crichton wrote his books from a science-based perspective, so it made a lot of his stories seem plausible, and that was his style. The weirdness of my games must be my personal style in general, since my writings are all weird, too. That's good it makes for an enjoyable experience!

I've had trouble finishing projects lately. I keep having ideas for games, sometimes writing them out, sometimes even starting work on them, but it's been almost 90 days since my last new game was published: Super Average Bunny 64. Since then, I did several early versions of a robot game that would have been very weird. Not sure I'll restart that project, but I would like to publish something new again eventually. 

Thanks for writing this comment. It has been encouraging.

Thanks!

Yeah, for whatever reason, I didn't think of the "pick  up everything" mindset.

I'd wanted to expand on the game, but I could never figure out where to take it from where it ends. I couldn't figure out what the next level would be, while keeping the same gameplay. I did some work on a 3D remake of it a while ago, but I had the same problem of not knowing like which way to expand the gameplay, or how there could be a second level. I think I could more easily do the pickup/drop, item information-related things with the 3D version. But yeah, if I did finish the 3D remake, I'd like it to either be longer or have more replayability.

Thanks! I kind of want to remake it in 3D and hopefully make it less confusing.

Thanks for the feedback, it's helpful.

So far of the games I've made, I think this is the only one I've edited/posted a new version of after a jam. I'm not sure I'll edit it again, but I've done work on a 3D remake of it, so I will keep your feedback in mind for that. There's not much to the 3D remake in its current state, but there wouldn't be arrows, just regular FPS controls. Graphics-wise, it was pretty much this, but in 3D. Same colors, same style but in 3D, so that part might still be jarring, not sure if I'd change it or by how much. In the released 2D game, I was going for a Sega Master System kind of palette, like the Alf game but simpler. Maybe dynamic lighting FX could offset jarriness.

I think putting down items would be easier in the 3D version. I didn't do it yet, but thinking about it in my head, I think I could do it. Item management in general could probably be better done. I'd probably have mouseover item information. And a pickup button. And probably inventory icons on a HUD. The project is kind of stalled because I'd want the 3D version to be more expansive, but I couldn't figure out how exactly, if it needed more levels or more difficulty, another villain, more story, or what.

Thanks again.

Thanks, it was a fun game jam.

Thanks for the kind comments.

Thanks so much, glad you liked it! I like finding cool old music in the public domain. There's a lot of really cool stuff in the public domain that could become popular I think. I had fun making the sound FX. I really liked how the gold letter pickup sound ended up.

I should have done a different jumping system for this for sure.

Thanks for playing and making the video!

Thank you, glad you enjoyed it!

Thanks! Yeah, I think I'll try new jump methods next time.

Thanks!

I'm always adjusting the jumps on my games. I'm not sure if it's a problem with the program I use or if it's just hard to get jumps right. It seems kind of backwards, but for this game, it helps to jump first, then press forward. Also, there is a flying mode option.

Thanks. Yeah, that's fair. I kind of took the sweet to sour as the sour being kind of depressed and also the neverending nature of the plot is also kind of sweet, but sour.

Thanks, Kaizo!

This is really inventive. I see a lot of ways you could expand it or offer alternative modes. Like in Resident Evil games when they have an extra Arcade mode, I could see a full version of this game having an arcade mode with it. Find interesting secrets or survive more dangerous places, get more viewers. Get more viewers/more money, buy better equipment. And maybe the streaming comments could be used too, like maybe before going into a specific haunted house, you could pay an expert, and occasionally, their hints would appear in the comments above.

Thanks for playing!

Thank you!

Thanks!

Thank you for playing it! Yeah, I like the gameboy palette too, I keep trying more ideas with it.

Thanks for reviewing the game! Yeah, the hand in the game looks kind of weird. It was AI-generated, then I had to edit it a lot, it had an extra finger before. In watching your review and others, I'm thinking I should have edited it even more and also not had it be so big.

Thank you for reviewing the game! I should have had a message of some sort saying the game was over, other then the alarm clock going off. I think if I'd have made it now, I would have had a giant more-clearly-an-alarm-clock object after the spikes, playing the sound, then the game would have closed.

Thank you for making the video! Yeah, this game was kind of stranger than my others for a few reasons. The jam theme was "Dreadful nightmare" so I really wanted it to be scary or at least creepy. And all the art in it was made with craiyon then edited. I don't know how craiyon is now, but when I used it to make the art for this game, a lot of the stuff on there can turn out really odd and kind of nightmarish. The glowstick hand, I had to edit it especially because it had an extra thumb or something. I liked the textures it made for the rooms. 

When I first found out about craiyon, I had a lot of fun generating screenshots for video game versions of movies I like. It might be better at that stuff by now, I don't know. I see a lot of AI-generated stuff on youtube now. I don't know if anyone's made any videos like that.

The red thing in the second room was meant to be like a bathtub drain stopper.

The TV room things on the wall I wanted to look like hummingbirds, but mechanical and evil.

You mentioned discord in another comment. I have to admit after looking around at my discord options, I'm not sure how to send messages to people.

Another good video, FredBob! Your voices are great and it was funny hearing when you were smashing down the spacebar to jump on the leaf rug!

The things on the wall are pouches and they each have 5 people sleeping in them. It looked better as I originally had it in 3D, but then the game size/resource use was going to be way too high for just being a background piece, so I made them all 2D. I should have redrawn them to look better. Overall I wish I'd have differentiated the colors of the game more. Some of it kind of blends in. Also, I kind of regret having the ending be so text-based, wish I'd have at least made some 2D cinematics for it.

I made this for a gamejam that I found out about really last-minute. If I'd have found out about it a little bit earlier, I had some bigger ideas for it I would have included.  It would have had missions--not really complicated ones, just like take an item to someone else kind of things--and there was going to be a whole big end scene where you'd go up above to where the real leaders of Applemore were. Depending on who was helped, they'd either vouch for the player or vote for the player to be the sacrifice. And then, if the player wasn't the sacrifice, then the player would get to pick. And then the ceremony would have happened and the chosen character would have been lowered from inside a cage down into the acid below. I wasted so much time making that cage! And also, a jail that had been under the stairs. But once I got rid of the plot points, that stuff didn't make sense to keep around, so it's gone.

There's a few remnants of these vague ideas still in the game. Above the Princess, there is a slanted area made of transparent material, like glass. I was going to put the real leaders of Applemore in there, but it's empty, so kind of hard to tell it's transparent. Also, there's a character who mentions the sacrifice. And it's very, very hard to see, but there are three rotten apple-people floating in the stomach acid. I probably should have made them more rotted/easier to see, and had a character reference them.

The scope of this game changed a lot as I was working on it so quickly. Originally when I had the idea, it was going to be more like a medieval/RPG village inside it with like a shopkeeper and an alchemist. And it was going to start with a 2D pixel-art cinematic of a Link-like character getting eaten by a giant apple during battle, then it would cut to the 3D world inside the apple and the player was going to fall in through the mouth onto the initial platform.

Thanks for playing the game! I was really trying to make a weird game with this one.

Thanks! Thank you for making the video. It was fun seeing it acted out and I'm glad your Short is getting so many views, that's cool!

Thanks! I'd wanted to do a game with this kind of setting for a while, but making a full city was a big task, so the Geopipe model was an easy way to make a whole city area quickly. I was kind of surprised when I plugged in my old texture from an abandoned project that it looked so good right away. I did have more ideas for this project, but didn't get to them. I had ideas for some buildings to be marked that would have interiors and interior missions that would be different. I'm not sure yet if I'll continue this one, or take what I've learned here and put it into a more expansive project. I've wanted to do something like "Immercenary" for a while and this was a first step towards that.

That's cool! It's a very capable and useful program!

(I played the without-post version)

Good job! It's really cool you were able to make this with coppercube, and a pretty big map! It reminds me of like Crazy Taxi. My only suggestion is I think some of the text could have used a background color because the black text was hard to read sometimes for mission descriptions.