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Stasis Booth Games

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A member registered Apr 29, 2023 · View creator page →

Recent community posts

This is a game that is *very* hard to rate given how early it is in development. Awesome to see someone release something so early in development to get feedback on their core mechanics though! So please don't take the lower star ratings as "bad" - it's just the categories don't really exist in your game just yet! 

The controls are super responsive, which is a great. Even though there is no tutorialising, I was able to figure out the mechanics of picking up the objects and taking them to their correct places to get bonuses - as well as the switching to change my skill levels of various things around.

I love the switching mechanic and could see it becoming very intense later in the game as you're trying to manage things while avoiding being swarmed by enemies.

Following you and the project on itch, really want to see how this progresses!

For those of you that played during the last Feedback Quest submission, We Are Not Alone has gone through a significant graphical enhancement for the demo.

If you'd like to keep up to date with how the game is progressing, you can check out the Twitter account: We Are Not Alone Twitter

Or if you'd like to check out the Indiegogo campaign, the link is here: We Are Not Alone - Indiegogo Campaign

Thanks and I hope you enjoy the demo!

Thank you so much!

So glad that the game has continued to meet and exceed your expectations. Especially with you there was a bit of pressure after how much you enjoyed 7th Chance!

I might have to put that quote somewhere ;) 

Keep those fingers crossed. Should have a yes/no any day soon!

Thank you so much for playing and the review :) 

UI - I'm planning to bring a UI artist on board, assuming I get some good news I've been waiting on for the past 6 weeks. Definitely agree it needs work.

Controls - I think the issue here comes from the character have deceleration on the controller, which doesn't make them stop when you stop pressing an input. This has been removed, but not released as an update yet. 

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Jumped into this for a few minutes because the idea piqued my curiosity... and half an hour later I'm still going. I'll hopefully jump back into this again soon - I really love it.

Only recommendations I could make it finding a way to make the enemies "pop" more in certain areas as they seemed to blend in to the rooms a little bit. There are also a few issues with keyboard controls in the pause menu where it's not obvious to press the right key to move over, but that's something minor. 

Oh! Also the save system doesn't seem to work? I tried to continue and it put me in some room I hadn't seen before and I think the character spawned in a wall :)

Keep it up, can't wait to play more of this!

Honestly I love the art style of this, it reminds me of games I grew up with.

I did find the puzzles and inventory system a bit confusing, not being able to put items down made me have to restart because I was doing the classic adventure game "pick up everything I can" and quickly had a full inventory with no idea what to do. Playing more intentionally made the game make a bit more sense. 

I'd love to see this expanded upon.

Thanks for putting this here - I saw your tweet thread and definitely agree with what you're talking about.

I'll go through the form now.

It stems from my idea of the point of view of the game is actually from the camera, not so much the character :) 

This will play a big part of the game in the full release!

Thanks for playing and for the nice compliments :) 

There are a few changes to the camera in the main game. The idea is that placing the camera down gives you a curated view of what you need to be looking at - but I can see if I can make it more intuitive!

As for controls, there should be tutorials that pop up at certain times (starting the game, picking up the camera for the first time, hovering over an item for the first time and opening inventory) - they are also available in the options menu. Potentially though you had a bugged build that didn't show these tutorials - woops!

Thanks for the feedback! Glad you liked the mechanics!

Pick Up Camera bug - I've tried to replicate it. This was an older bug that I thought was completely fixed. I'll do some more digging just to be sure!

Animation - I'll add this to my list, see if I can speed it up a little. It's kind of there because it has to load another character so was an attempt to try hide that a little ;)

Sector 2 - There's been something funky with that door for awhile... that I managed to find a fix for and it will be live shortly!

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I just watched the VOD - thank you so much for playing. Your reaction when the ending card showed up, amazing! 

Thanks also for your comments regarding the scares. I'm attempting to go against the "in your face" jump scares and instead wanted to create a build up of tension. In the full game... it should definitely become a lot scarier and further show off why you don't want to put your camera down ;)

In terms of the "naggy" bits - in the demo I didn't want players to get lost, and also had a shorter time with which to explain the mechanics and get them into the game and playing along. There's a fine line between saying too much and the player giving up due to not knowing what to do. Again this is something that should be alleviated when the full game is out and the player has more time :)

Edit: forgot to address the character models! A combination of lighting fixes and lowering mesh quality on the characters has improved this in a later build, but more detail will be added to certain models to make things a little more cohesive too.

Thank you for the comments! I'm currently testing a few different ways to improve the interaction/inventory system further :)

That's completely fine. I know my game won't be for everyone :)

Just played a bit of this. Love the feeling of the platforming. 

Few issues for me: 

Keyboard controls - I know it said better with controller and I *did* adjust to the keyboard controls, but it would be great to do these more in line with other platformers.

Foreground distractions - It was really hard to differentiate between some platforms and there being a hole there. Caught me off a few times.

Blended obstacles - It's also hard sometimes to know if you can jump on something, whether there is a door in the way (without walking into it and seeing it's a door). 


All in all I can see this going well. Love the art style, the music is great and the sound effects (especially the spikey bomb weapon... I could listen to that sound for hours). 

I cannot rate this highly enough. I decided to try a bunch of the jam games when I had some free time. 

This just absorbed the past hour and I want more. Will definitely be coming back to it tonight. 

Love the style of everything, the overworld exploration mechanics and because I went into it blind... finding that it's a tetris based battle system just blew my mind. 

Only bits of feedback I really noted was there are some sounds that play too often and get a little grating (I think it's the wind sound effect in the tutorial?) and a few little typos here and there. Nothing game breaking.

Excellent job on this!

Thank you for the nice comments! Sorry I caused you to have trouble sleeping that night though! 

Good idea with the characters. In the full game they will be moving around the environment a lot more and not as static. That was the reason Geoff moved his position on day two... just so it doesn't look like he's been standing in place for 24hours, but definitely more movement will be introduced! 

Thank you so much for the comments. Glad you enjoyed the game and the mechanics!

Voice acting is planned to be there for the full game :)

Just watched the VOD - thank you so much for playing! Great to hear your reactions to certain events :)