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SoBad

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A member registered Aug 04, 2019 · View creator page →

Creator of

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Yeah to keep it as small as possible I cut some corners like that one and not being able to choose different demo write/read directories. Sorry! Is there a reason your iwads need to be separate from your pwads? You could always keep your iwads in their own directory for safe keeping and also copy/paste them into your wads folder for the launcher to see!

You can download the IWads for Ultimate Doom and Doom II from Steam or another games retailer of your choice. I can't freely redistribute content I don't own the rights to, sorry.

I should have a fix uploaded within the next 2 days!

Currently any ability you have to use a controller is by coincidence haha. It wasn't actually designed for in game yet. Just an artifact of Unity's input system.

I do have "Actual Legitimate Controller Support For Real" on my list of features to add though!

This is definitely a bug and should be easy to fix. Thank you for letting me know!

Thank you very much!

Oh good thinking! I'll definitely do that! Thank you  <3

Thank you! And don't worry, I haven't beaten it yet either lol

Guess you're a clever bean!

Astounding.

It's original. It's polished. It's stable. It's fun

This is a perfect jam game. There's nothing else to say.

When we were pitching ideas for the jam Friday night, someone suggested using the microphone as the controller for something.

The idea was rejected immediately because "there's no way we can do that in 48 hours". Turns out you're more ambitious than we are!

Very impressive stuff. And the presentation is excellent. Love the silly idea too!

Quite the talented team you have there.

Ask your doctor if Pizza is right for you.

This was a super fresh idea! 

I just wish the mechanics had have been put to use more. I was able to beat every single level by throwing the N key either to jump on or kill an enemy. 

The player has no reason to ever sacrifice a movement direction or the ability to jump. 

We actually did have to cut some deeper puzzle mechanics and additional levels. We originally wanted some side effects to "conflict" with each other and not present if they were combined in the same subject, making things significantly trickier.

100% agree with it having been better to be able to guess the answers in any order you want. We tried, but there just wasn't enough time to implement that, even though it would only be slightly more sophisticated than what we have. We went right down to the wire on this one.

Thanks so much for the thoughtful comment!

Uhm, this is hilarious. I left one of the Karens unattended for too long and she became some sort of Giga Karen.

I did find it a bit difficult to target and mercilessly beat them to death with how fast they were moving around though. 

If the items were to activate immediately when used, I think Karen-proofing the store would be more manageable. And I am a manager, after all. 

This game reminds me of the software we use at work. Just constant unexplained errors that don't seem to actually mean anything, so we just ignore them.

That and I'm a snail shooter by trade. 

Smooth ramp in difficulty, clear goal, good stuff!

I was starting to think that level 4 was impossible before I finally figured it out. Very tricky! 5 and 6 actually seemed easier in comparison.

I think some background music or ambient noise would help the experience a lot.

I like the concept here a lot.

I was sometimes having some trouble getting the guards to notice me even when I was very near them though. I'm not sure if I was doing something wrong.

I think this idea could be expanded into a very fun and rewarding puzzle game.

Really polished presentation. Wow! 

I had a touch of trouble understanding what was happening early on. Wasn't sure if every slot counted or if I needed matches to actually receive the benefits.

Very inspired idea.

I wasn't able to find the peace sign in level 2. Does the player have to do something before it spawns or am I just blind?

The sound design is the strongest aspect here, I think. Really enjoyed that. Especially the distant creaking. 

Oh, hey, I guess I should've gotten around to this 8 months ago. That's 100% my bad.

The lovely Hey_ItsMatt dropped in and reminded me that there was still no Mac build, so I went ahead and made one.

Sorry for the delay. I have no good excuses, I just completely forgot.

I can't guarantee that it'll function in any way, but, if it does, hooray!

If it doesn't, just drop another comment on this page and I'll do whatever I can to get it working as soon as possible.

Okay, chum, here's the deal:

1. I've made a Mac build and added it to the downloadable files for this game.

2. I have no idea if it works and no way of testing it.

If anything weird happens, feel free to let me know, and I'll look into fixing it right away!

My fingers are so crossed right now you don't even know.

That's very kind, thank you! It was all one giant accident from start to finish.

Curious, did someone recommend the game to you, or did you just stumble across it?

Thank you!

Gonna have to respectfully and lovingly disagree with you on the application of the theme, there. Hope we can still be buds.

We actually thought of the "replay" idea super early on, but there just wasn't nearly enough time to implement it. We all agree that it would be a super fun idea though! Especially since we were originally going to have the player film close-ups and shaky cam.  :P

Excellent work. And all in TypeScript? Look at you!

Love the implementation of the theme, love the new twist on an old classic, love the bloopy tunes.

I felt the paddle just a touch slippery to control, and an option to replay after a win without refreshing the page would be a welcome extra lick of polish.

That's me digging pretty hard to try to find constructive criticism though.

Very, very, very well done! My favourite entry so far.

I'm a tippy-tapper, all the way.

This is a great entry! Both the goal and the process for accomplishing it are clear.

I do wish that I had a little more torch life to work with, but I always struggle with memory-oriented games like this.  :P

I nominate this guy for the judges panel.

I'll echo what others are saying in that I had some trouble understanding why I was dying sometimes. Kudos for going fully 3D though! Very spooky visuals too.

I'll definitely pass this on to the guys. Thanks so much!

That's that classic buddy-cop formula at work! Few can resist.

Thank you for the kind words!

You just need to stop recording between shots, otherwise you'll waste film travelling from shot to shot and anger the director!

Haha yeah, sorry. It's the kind of game that's basically impossible to balance as the developer—especially in such short time—since we know exactly where all of the prompts are going to be. 

Just don't forget to stop filming while you move the camera to a new subject and you'll be fine!

Yeah, I figured at least someone would feel this way.  :P

"Light and Shadow" got me thinking of "good and bad", which made me think "good cop, bad cop", and then I finally arrived at the idea of doing an '80s buddy cop movie. 

"One guy's by the book, and the other guy never read it. But, like it or not, they're going to have to work together."

That sort of thing!

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I voiced Shadow, the gruff and tough sounding guy, but it is absolutely not my real voice.  :P 

HoolAgain voiced everyone else!

The tutorial was the last thing we tried to squeeze in before time was up. We definitely would've preferred a more interactive one, but that's game jams for ya! 

We appreciate the feedback, though, and definitely agree.  :P

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This is gorgeous! Absolutely love the art style and animations. The weird/cute music fits really well too.

I had a lot of trouble figuring out how to get passed the level with the two spiked platforms on top of one another, and the solution I found felt... weird? Maybe I just didn't see the obvious solution. 

Great stuff regardless!

EDIT: Sorry for the triple post. Thought I couldn't get my comment to save.