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SnakeWinter

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

Creator of

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Thanks! I'm glad you liked it. You might be the first person to find Frank, he was from my earlier game "Yourhouse.JAR." I'm working on a bigger open world game now.

Thanks! I'm glad you liked it. Game boy had a distinctive style for sure.

Thanks for playing my game to an audience, all the same.

Thanks for playing/streaming it. I'm glad you liked it!

I'm sorry about some of these issues. I guess sometimes you just play-test your own game so much that things become second-nature. This game has a lot to it in terms of complexity compared to my previous games. It had a lot of problems near the end, so I had to kind of push it out as it was. I would have considered more player reactions to the different mechanics if I hadn't had those problems. I was glad that I was able to get it in working, playable order. I'll try to address some feedback specifics. 

I don't know how I forgot to mention click to shoot. I added some additional instructions on controls to the game's page.

The ESC ends games thing is a trope of mine. I'm starting to think other people don't like that, but I personally prefer a single button to immediately end a game. If this was a bigger game with saves, loading, etc, sure, I'd have more with menus/esc menu, etc. I updated the game page on ESC.

Drops in the game work randomly, by killing an enemy you either get bullets, health, or money, it shows a little popup above the status bar for which one you received. Bullets are also in the environment in red boxes. There's one on the table. There are others that are hidden in secret areas. And also, in the dance hall, there is a machine that converts health to bullets. There should be enough bullets in the game, even not using the secrets. This game can be played with different playstyles and it can be rushed through. You don't get penalized for not killing the majority of the enemies, so you can save on bullets that way, like in a Resident Evil game. The only enemies that need to be killed are the ones that appear in the dance hall in a sort of rush/boss fight.

This game was a test for me making this type of game. I'm not sure I'll continue this specific project. But, I'll try to take forward the advice of consistent controls and being sure to mention all controls on the game page in future projects.

Thank you for your feedback. I'd like to see your video when it's posted, thank you.

Interesting idea!  Possibly a glitch, I beat a chainsaw-armed guy, but then picked up his arm, and it was only a hook. It was hard to pick up limps. I saw someone mention mouse for aiming. Maybe there could be a left or right click on a limb to swap to that limb.

When I saw the screenshots, I knew I had to play it because I love games with water--Subnautica, Bioshock. You had great visual FX and the music was very calming, it was like a juxtaposition when my boss told me I had to go out spearing water-creatures! I felt so bad when I speared an eel! Then the turtle! Oh! It was funny how the things all stayed on the spear the whole time like a shish kabob or like those Katamari games.

I figured it out, sorry. I misinterpreted what a "Level" was in the context of the game. I was thinking each screen was a level, so I thought after seeing two screens, I should have been up to Level 3. But now I played through to the next levels. It's a very fun, unique game with very good puzzles.

Great graphics! I beat level 2, but then it went to level select screen and I couldn't get further. I must have did something wrong. Also, there was a glitch where the day would keep going after it was done, like I could keep controlling my character and I'd hear them run into the thorns and die during the cinematic. Cool, original concept overall, good job!

Very original concept and I liked the peppy music.

Thanks! It was fun making it and I put a lot of thought into it. I wasn't sure if players would trade health for bullets, but I saw a playthrough video and someone did!  I would have put more things to buy, but the demo didn't end up being long, so I didn't.  There's some random things in it though that I put in. Like if you die, the enemies nearest to you will grunt, even the movie alien and the scientist have post player-death grunts.

Yeah, I wish the AI were smarter, too! I'm not too experienced with that. I did a thing in this where each iteration of an alien is slightly different in terms of behavior because the plot if about the alien clones differentiating from each other too much. Like, all the ones in the purple coat will act a certain way--but each a little different to each other.  And the shotgunner is a powerful bruiser, but his two iterations act differently. The first one waits stealthily, then hunts. The other one stands still, but is stronger. 

I think if I continued this game, I might change all the graphics of it. I'd love to make or have made actual like toy/clay/polymer kind of models like I think they did with Doom and Blood games, but that'd probably be hard expensive or both.

I had ideas for how to expand it, too! Before I decided on a dance hall, I was going to have a big 1930's/1940s gym. And I thought each floor would have another one crazy big room to it. Like one would be a baseball field, which I think would have been funny to see. Also, each floor would show like a continuance of the duck artist character having just made his way through the floor. He'd be a floor ahead each time and sometimes communicate with the player, but you'd never see him face to face. You'd just end up helping each other directly or indirectly. And each floor would have had more gunfights, more enemies, some more aggressive runner-types, but also more nice helpful aliens too.

If I continued it, I'd really like it to be VR and have great water/swimming creature FX outside, which neither of those I have no experience in at all. At that point, it'd probably be getting to team-level work!

Thank you!

Thanks, I'm glad you liked it! I like old fps games like the Build engine games and some odd ones I played here and there like Future Shock and Chasm and stuff like that.

If you're in the first area, you have two ways of proceeding. The main way is to shoot the spinning wheel thing, opposite of the main menu image. Or, the speedrun-y way is to jump on the bed, jump up to the top of the wall and you can get anywhere else you need to go--or anywhere else really, including the end section. I thought it was a funny thing to leave in.

The theme of decay is the ending (decay of humanity), the shotgun itself (decaying the environment by shooting through things), and the visual/downsampled audio. One time I tried to play an old FPS game and the textures didn't load at all, so what I saw was similar to this where everything was a single color. It was inspired by that partially, where a game I tried to play was decayed.

Fun, I tried it a bunch of times, best I could do was 15 a couple times. I liked the graphics and music, too. I think you could expand/continue this with new enemies, shops, a rechargable barrier. Good job!

I've never played candy crush, so I don't know how similar this is to that, if at all. But I had fun playing it, a nice puzzle game similar to tetris. The graphics were cute. The lips made me think of the character from "Ahhhh! Real Monsters!"

I just got a PSVR2 and at first, I thought "Wow, why's this guy running around with an unplugged headset?" But that's on me. I liked the graphics and the jumping was really smooth.

Thanks! Yeah, I like how the green palette looks, I did it before in ( https://snakewinter.itch.io/lost-in-a-place-that-doesnt-exist ) and the only problem I have with limited palettes is stuff blending together/running out of shades to differentiate. I think using gradients helped in this one, but another problem I noticed was it looked easy differentiable on one monitor, but then on another, stuff blended in more making it harder to make out.

I'm not sure about shaders. About the gameplay, I kind of regret not having more enemies in it, but the one in it was the last new thing I added to the game.

There's only one tiny secret area in the game. After you get through the second keycard door, you can turn around and there's a tiny dark wall to shoot down,  then a sign at the end of that hallway. And this isn't a secret area, but I also had some fun jumping from the bed to the top of the walls, then walking atop the whole level and jumping down to the final section from there.

I'm glad you found it!

Thanks! It was fun working on it.

Thanks! I'm glad you liked it! Sometimes I like making these green 3D-style games, it's like gameboy in 3D. But yeah, I can see checking on another monitor now I should include more green variations at least to differentiate.

Thanks! It was a fun world to make! I was going for kind of a comedic Bioshock-like underwater city.

Thanks for playing it! I'm glad you liked the environment and that the secrets made sense.

Thank you for playing and for making the video! I appreciate the honor.

Thanks for playing it, I'm glad you liked it! Good call on the dialogue, I'll keep that in mind on future projects.

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.