Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Stagelily Studios

66
Posts
30
Topics
15
Followers
135
Following
A member registered Mar 10, 2018 · View creator page →

Creator of

Recent community posts

Yeees that seems like a common issue. Thanks for playing and yes it is always fun to beat stuff up in vr!

Yeeees the non-existent sound issues seem to be a big problem lol.

Thanks for playing and the feedback!

Thank you so much! And yes 3D sound cues would've definitely helped. Thanks for the feedback!

(1 edit)

Yes sound would've made it a lot clearer when something was closing in and from which side. Also there isn't a link between the enemies and song, but they do have a pattern. The way it fits in with the theme was how typically you play the good guy in games but in this you play as the bad guy and you are killing the good guys to stay alive. I probably could've made it fit the theme better by making it so the yellow bats you use one hand and then your other hand for the purple bats, or something like that.

Thanks for playing and the feedback!

Same here on the original Quest.

The game is only tested with an original Oculus Quest in standalone and with Link. It should still work on Quest 2, Rift/Rift S and WMR but it might not and if it doesn't I don't have the hardware to test it, sorry for any inconveniences!

Changed comment with this in mind :D

(1 edit)

It's great! The theme is implemented very well. The controls were great. A small QOL would be changing "trigger" to "grip" because I sat there for a bit wondering why the triggers weren't starting the game until I realized that it meant the grip buttons. That's just a little nitpick though, otherwise everything is done splendidly!

oooga booga I'll do it the Valve way and rate my own game 10/10.

Thanks! I definitely could work on the fairness to players of the levels.

The satisfaction of submitting a game you made

Just so you know... this is the Mini Jam...

Ludum Dare 48: https://ldjam.com/

Thanks! No, I didn't have time to make more bosses or anything really, so it just lets you keep going through the dungeon until you die, quit or regenerate the dungeon.

Thank you so much for playing it on stream! The feedback was great and I'm working on some improvements right now.

Cool!

Thanks! Yeah, that bug was something I was going to look into, but instead decided to do more polish, and then forgot about. I'll be fixing it in the post-jam release, plus I'm thinking about fully fledging it out into a commercial game...who knows? Also, sorry about the music thing, I forgot to add in a key for that.

Maybe I should look into using Trello more :D ! (Basically a free website that you can plan out your game and other stuff on)

The story of climbing a wall of doubt was interesting, but you really shouldn't be lying on your page about how you scripted the player movement and stuff, instead you should be giving credit to the guy who actually made it: https://assetstore.unity.com/packages/templates/systems/2d-flexible-platformer-c... (Yan).

All bosses are completely able to be dodged, btw. 

It was a fun game with a great use of the limitation, great art and sound/music! The only real issue was not being able to hold down the space bar/LMB to shoot, and that there wasn't much diversity in the shooting really.

Overall, a very well put together game! Just needs some sort of automatic shooting.

Thanks for the ideas! I think what I'll do is scrap the sword and instead add a pointer that rotates around the player to hit enemies with. An automated spin move would also probably work very nice as well. I'll have to update the game post-jam with some new mechanics and stuff. I might also try it with a controller and see how well that works.

Thanks! The sword was really fun messing around with during development. Any ideas on ways I could improve the sword (Obviously the pointing issue)?

Thanks! Yeah I made the sword angled in Photoshop, so it never actually points exactly to the mouse, which kinda' sucks.

A dangerous, neon-soaked, randomly-generating labyrinth-planet called Labrinthia. https://itch.io/jam/mini-jam-77-courage/rate/983761 

For anyone wondering, I used Blackthornprod's random dungeon generation in my roguelite action-adventure game Whonghorn (https://itch.io/jam/mini-jam-77-courage/rate/983761) I made for the jam. Reminder that this only works with Unity and C#!

https://www.youtube.com/playlist?list=PLBIb_auVtBwA-qr2-WnWX0LjZXkqKu5A (Youtube Playlist)

For anyone wondering, I used Blackthornprod's random dungeon generation. Reminder that this only works with Unity and C#!

https://www.youtube.com/playlist?list=PLBIb_auVtBwA-qr2-WnWX0LjZXkqKu5A (playlist)

Thanks! Walking sound effects and dust could've been added in, and probably would've made it more immersive and polished.

Thanks! Yeah, the entrances were hard to get right because I forgot I could literally just open photoshop and rip out the doorway parts so that they were different sprites, then I'd be able to add/remove them at will.

(1 edit)

Thanks! I definitely could have made the gameplay more diverse though (More room types, enemies and different weapons). 

Thank you so much! Your game was fun too!

Btw, I rated yours and would love the extra feedback on mine!

The game had a cool concept for a plot, but the enemies were quite annoying with their sound effects.

I rated and gave feedback to your game, it'd be great if you could rate mine (: !

The music was great, sounds were satisfying, and the art was fantastic! I absolutely loved the concept, the only issue being that the AI was really, really hard to get moving.

Overall, a unique game idea combined with great art and audio, but really needed some improvements to the AI.

Thanks! It definitely wasn't an easy undertaking, but something that really helped was the random generation. It was so easy to implement, and took out the need for making multiple different maps from scratch.

Nor' can I

This was amazingly entertaining! There was so much polish: The sounds were great, the art was solid, animations were fluid... Wow! The only thing missing was screen shake and some music.

Please look into expanding this! I'd totally buy it if you released a full game based off of this.

This was amazingly entertaining! There was so much polish: The sounds were great, the art was solid, animations were fluid... Wow! The only thing missing was screen shake and some music.

Please look into expanding this! I'd totally buy it if you released a full game based off of this.

The AI was great, by the way!

I liked the concept, and you used the limitation quite well! The issue was that it just wasn't executed very well, mainly because the music got kind of annoying (very repetitive) and game wasn't super engaging, as it was just a simple stealth shooter.

Overall, I loved your concept, but the music could be less repetitive and it could have a more unique mechanic built in.