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Spielsieb

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A member registered Jul 11, 2020 · View creator page →

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Very charming. So polite of the "thing" to just not come in if I leave the door completly open.

Great game! And as you said in the description it really helps to look at the puzzles in the same way you'd solve an escape room or exit-game. I really liked the one for the password. The story resolution is somewhat cheesy but in a good and fitting way for those kinda horror games :)

I think for a first game you can be really proud of yourself because it looks and feels really polished. Great job!

Very charming game. Love the soundtrack and the visuals and it's a fun concept. The only thing missing is more depth: currently there isn't really a lot of strategy to it: 

1. Put matching stuff together

2. If there's no match put in new tray

3. If there is no empty tray put in tray with least food items and pray for bomb

And then randomness slaps you

If you could find a way to add some actual decision-making it would go a long way to make this into a great little game :)

Hey, I think it's an interesting idea to take the zombie survival/crafting archetype and see how you it could work in a text-only setting. For me personally I don't like to read too much text in a game - so this isn't the game for me. I still gave it a shot though. I think going out to gather ressources works great in this kind of game. You only filter out the relevant information and adding more areas and events to those areas is a simple way to add more content. 

What didn't really work for me is the crafting. Finding and remembering the right commands made it something of a choir to navigate through the menus. I think it would help to either use an engine that allows for a kind of crafting UI or at least just checking boxes/clicking on words/buttons or alternativly to really simplify the process.

I wish you good luck with your project!

Hey, thanks for your comment - I gave it a shot and will post some feedback under your game :)

Thanks for playing. Yeah I guess I should have looked into it a bit more. I kind of gave up when I was at 2 hours and it wasn't fun playing... :(

Really cool - I want more of that. A physics based tower defense is an awesome idea and the twist makes it even more interesting since it means you have to plan ahead. Really great job!

Great game - really a well polished experience although I wish I could control the rock rotation a little bit better :( . It really shows how much you can get done with a team with 3 hours each. Very nice. A bit sad that you went over 3 hours, else this would have very good chances to get 1st place I guess.

Thanks for your feedback. I am glad that - while the gameplay couldn't quite get the pass this time - at least the experience of "working in a tornado"  kind of worked. :)

Thanks - I agree. It was kinda difficult to get the physics interactions working at all and then it was time-over...

Another way to control the pacing for arena-games like this is the spawner positions. If enemies only come from one side it's obviously easier while the game is hardest when you're completly surrounded - opening up spawn places or areas one at a time can also be used to pace the game :)

Love the twist and the execution. Hurling the doors at enemies is so much fun. Pacing could be faster a and I'd kinda like a bigger arena but that's just nitpicking...

I really like it - it gets a bit laggy though. Might have something to do with the screenshake. Not sure

That was fun and a decent twist :) I'd kinda like to see the twist implemented in the gameplay as well. Right now it's just the basic dodge falling objects game with the theme-fitting sprite. Overall pretty nice though!

I like the basic idea that is I like chess variants and pico-8-chess is cute. Right now most openings lead to ties so maybe the idea requires some more work.

Excited to play a more complete version :)

Glad I am not the only one who went with the twister :) The houses look cool. I am not quite sure what the goal here is. Is it to have as many houses in the twister, maximum amount of distance thrown by the twister? Dunno - throwing houses is fun though!

Hey, thanks for your feedback. I personally didn't like the gameplay and couldn't get it to feel any kind of fun so I was lazy with everything else and just set the timer so that it won't be stealing anyones time. Would have been sad to not submit it though after the attempt :)

Yeah I can see that... I wouldn't even know where to begin with 3D-procedural generation on that short timeframe - especially when it's not just a 2D maze build up but has stuff to jump over etc...

Tell me about it... My game had a spelling error in one of the levels where it said "obious" instead of obvious... so I opened it up, corrected it, build, zipped and exported again and when I checked the next day... it said "obivous" - because checking things is hard and reuploads are so much fun.

You could add the hint to the game-page-description. That doesn't count to the 3 hours in this jam and  rocknightstudios usually reads that on stream.

Thanks for your feedback. Yeah I think that is one of the first things to do for the post-jam-version. There is an annoying sound that plays when an object gets turned into a ghost but that sound is so annoying that I turned the volume way down and since a rising ghost isn't a threat till way later and you can't usually see it rise it's not really useful anyway. I thought about making the level way darker and putting a smoke fountain with light pointing up at the position where the ghost is going ro rise since I did something like that in a previous game but that was 2D and I didn't think I could do that in 3D within the time I had left :)


Thanks again - glad you liked my game :)

Thanks - I certainly  have some ideas I wanna explore and some stuff to fix left  :)

Thanks - glad you liked it :)

Thank you - was lots of funto create too :)

I guess there is little reason to finish reading that note since the relevant information is at the start. Well, we live and learn :)

This is really cool - I just love the sound- and art-design of this game. Simple but very expressive. The game design is great and theme.fitting as well. Only part I didn't like was the balancing - the arena is so small that I constantly got hit by something right after I scanned without revealing anything because the enemies get to you so fast. I need an easy mode with a bigger arena -  maybe I am just bad at this game...


Great job anyway!

(1 edit)

Interesting idea - kinda reminds me off the Reigns-games where everything you gain is always just a trade-off. Fits the theme in an existential way I guess. Sometimes I couldn't quite read the numbers on the right correctly - or create some sort of visual warning if one number is almost at game-over-level. 


Great job!


Edit: it didn't really matter in this game since you don't really push x and z but in general z and y shouldn't be used as controls since they're switched on quite a lot of keyboards :)

That was really nice. Took me quite some time to get through too but wasn't frustrating at all. The floating mechanic fits the theme very well. I kinda wish there was a clever way to apply the shrinking - maybe  enemies shooting at you through a narrow hallway or some puzzles related to weight? Difficult.
 

I really like the artwork for the doors and statues as well.

Overall a well polished game for the 3 hours of dev time :)

Thanks for your feedback. I was kinda worriedat first the idea would quickly get boring.

I am glad that wasn't the case and that you enjoyed it !

It isn't locked. That's just Unity WebGL being buggy I think. You have to left-click in the window then it "unlocks".

Thanks a lot for your feedback. Using Unitys First Person Core as a base really helped speed things up since it meant I had a decent Player Controller, Push Script and Enviroment already set up so that I could focus on other stuff and get so much more done.

Glad you enjoyed it !

Thanks - yeah without the ghosts it would have been rather boring I guess. They took almost as much time to get to do what they were supposed to do then creating levels and soundtrack together. Glad you liked it :)

I kinda like that bug where you can keep driving when the fuel is empty but the camera stops moving. The fortune cookie says: "Even if you lose sight of your goals you might find new motivation (fuel) if you keep moving on"

I really like the aesthetics and the slow pace. I think just adding enemies would have made it kind of generic - maybe you can find another way to make it more engaging then just "stuff that smashes your face in".

Good job!

I really like the overall mood of the game. Kinda depressing, kinda fun in a dark humor kinda way. I clicked my way through most of the paths I think.

I am trying to remember the name of these "godgames" on mobile where you have to create the world by combining different elements - this game could be that but in reverse. Could be funny...

Although that would kinda ruin the dark theme.

Good job anyway!

I liked it. Gameplay, visuals and music together form a pretty relaxing experience. The island has a good size for finding the food. At first I was running around which drained my health quickly - then I noticed I can take my time looking around since health drains slower while standing - that's fitting.

Overall pretty nice and well polished :)

Thanks for the feedback. I kinda wanted to surprise the player with the ghosts and tried to hint at them in the first level which contained boxes. Nobody who playtested actually followed the instructions and watched the boxes fall which would have lead to them finding the ghosts though. I guess that hint didn't work. Maybe I'll add another hint in the level after that or something.

I like the concept too - it's like flipping a clicker game on it's head. Instead of clicking frantically you lazily stroll over your keyboard. I'd read a visual story told with that mechanic.  Maybe you could push it even further by having a kind of wait time between key presses or a visual help if the key isn't found after some time.  It's very pretty too :)

Thanks - I am pretty proud that I got it done.

I was kinda afraid that after not having created a game for almost a year I would get stuck and throw it again but I am glad I pulled through. 

Thanks, I am glad you liked it.  I really like the hurling myself part too  - so statisfying after the more difficult levels to finally jump down to victory :)