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Static Leap Studios

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A member registered May 01, 2024 · View creator page →

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Okay it must be something with my PC then, Changing hardware acceleration made no difference, but then I just fired it up in Firefox on my Macbook Air (much lower spec than my main PC) and it worked just fine.  I wish I knew the answer for why that happened, sorry!

Thank you, I'm glad you had fun! I left the weapon rotation a bit wonky so it would feel like a QTE lining it up, but I'll tune it to be a bit more reliable in the next update for sure

Oh it changes how much ammo is reloaded, that's an interesting twist! It kind of reminded me of gears of war, where you can let the qte run through to reload normal speed, hit the qte exactly for extra damage bullets, be a little off for a faster reload, or miss for an extra long reload/jam.

Thank you, I'm glad you enjoyed it!

Oh yeah that mount and blade style directional melee combat is a system I tried to emulate top-down in my first game, "Raid in Abyss." I've had a multiplayer update for that on the backburner for a while now...

Oh yeah, or a pit in the middle like in the movie "300!"

Good idea on the arena size, I could probably have it select from a few arena setups based on the enemies you face.  

Woah the physics in that game look awesome! When developing this more, I definitely want to have a dungeon, but also some outdoor environments so it's not too oppressively gloomy.

Thank you for the kind words!

Thanks for the feedback! 

The crosshair jitters when you don't have an offhand item equipped because it always fires the kick in your movement direction.  I'll figure out a better indicator for that. 

Sparing an enemy is left click when they are downed (white flag) and you are near them, it should pop up as a QTE.

I'll work on the floor graphics to make it cleaner, I'm glad you had fun!

Found their youtube, some really cool beats there!

Some of the more ambient tracks aren't my jam, but remind me a little of Aphex Twin.

Ahah, thank you!  The resolution looks good now too!

It's a cool ability system, but I was not able to get past the spinning blade no matter which ability I was using (I'm really not great at skill-intensive platformers, though).

My recommendation is to have jump bound to a separate key from the ability activation key, and maybe to slow or freeze time while trying to activate the QTE.

Good work!

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Thanks for the detailed answer!

I was trying to say you don't need a controller, but when I just tested it and rebind to keyboard controls, it didn't work lol (forgot I made an autodetect input method feature).

Anyway, if you're stuck because the weapon is on the opposite side of an obstacle, left click resets the weapon position.

I got the secret ending!

I liked shooting arrows, the humor and the easter eggs, and being able to sprint.

The QTE felt a bit undercooked to me.

It feels like with more development this could be pretty fun, keep up the good work!

Really great art/sfx/music!

The tutorial was no help for me, but I was able to figure it out clicking on buttons until something happened and eventually win.

It gave me "How it's made" type vibes, pretty cool!

Really nice and cohesive design!

I recommend giving some control over how far the cast goes (or a preview), but I guess part of it is platforming until you are at the perfect spot to land it in the circle.

Everything felt tight and well implemented, with the one exception of fish clipping through the platforms when reeling them in.  Good work!

Really cute aesthetic!

I'm afraid I wasn't able to get to the platform that required going right, up, then left.

Really strong level design, I'm looking forward to what kind of game this ends up being!

I did notice reloading in red or green seemed to make no difference.

The bullet hit effect was pretty cool, too!

Cool to see the evolution from round 1, this is looking like a promising project!

The tightrope sequence felt a bit long, and starting over with one miss on the spinning QTE felt a little harsh.

The controls feel tight, the art style is distinctive, and the dialogue is pretty funny, nice work!

This is a really cool implementation of the grading criteria!

I recommend a way to preview how the gear affects the spells you can receive (if it is already there, sorry I missed it).

I loved the concept of using QTEs to cast spells while maneuvering with the other hand, it was very engaging!

Great job! 

I have a destructible terrain concept I've been hoping to start on soon, are you using Geometry2D functions for this? 

The performance is very smooth and you implemented the QTEs and multifunctional level design in your gameplay very nicely!

Oof -6215B dollars!

The graphics make such a nostalgic impression, like Windows 3.1 days.

I liked the top down perspective and combat, it reminded me a bit of Cataclysm: Dark Days Ahead (CDDA) except in real-time.

There is definitely potential here, with a bit of work on the animation and effects this could be super addicting!

I like the concept, it reminded me a bit of Papers Please, where you want to get the relevant info to make a choice as quickly as possible!

It appears that your itch.io game page settings' resolution is smaller than your game's, cutting off some of the content:

I think you can still fix this even with uploads locked.

The door opening and reloading QTEs were pretty satisfying, but no enemies spawned for me and it stayed on Loop 0 the whole time (Firefox browser) even after opening every door in the level.

I liked the art and sound, the whole aesthetic is pretty cool!

I couldn't figure out how to get past this screen in Firefox or Chrome:

Also, I recommend setting the resolution in your game's itch page settings to match the resolution you made the game in - the current settings make a huge gray block around your game window.

Fighting through the maze you build is really cool!

It seems you're already aware of all the unimplemented features, so I don't have any suggestions.

I just really liked gunning down the aliens in the tetris corridors.

Nice cohesive aesthetic and good pacing!

I did notice (on Firefox) that unfinished elderly helping events' icons would stay between rounds, but weren't interactible.

I really liked the humor and the controls, well done!

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I won't be able to rate this one unfortunately, I ran into some performance issues:

On Firefox, the game never made it past the loading screen.

On Chrome, the game loaded after about 10 minutes but crashed when I clicked "save."

I wonder if it is the engine, optimization, or something with my setup (Windows 11).

Let me know if there is something I can try to get it working!

Edit: Okay I at least got through to 1 of the shows, with a few unresponsive minutes between each screen.  It's pretty charming that the performance score is tied to QTE performance, I think it fits the game nicely!

This was very fun with the power-ups you included! I loved that 2x could stack into a continuous laser beam.

I noticed that some customizations like combat vs aggressive AI module seemed like a straight-up improvement rather than trade-off.

I recommend a hint on whether abandoning a mission is better than being destroyed.

Good work!

Really polished entry, it felt like a complete game!

I must say I preferred the open level layout/original upgrade system, but I understand the choices because of the grading criteria.

I recommend a dodge/shield QTE to escape damage from an attack every few seconds.

Good work!

My unbeatable strat: get 3 baby yoda

Okay it worked turning off free roam after getting the letter puzzle (by the way it instantly depletes O2 when unchecking that), I'm proud to say I survived!

Thanks for the trick to get to the 2nd part, I got to go get the Intense Walk ending! The top-down portion is definitely my favorite part

Thank you for the feedback!  If you want to play with just WASD and not swinging the weapon with the mouse, you could try selecting the Controller input option and rebinding all the controller buttons to your keyboard.

Is there something specific that you can think of that would have made the mouse-only controls work for you?

Nice cozy platformer!

I got stuck on level 6, but the audio and visuals worked together for a nice vibe while jumping on the beds.

Well done!

Nice throwback game!

The audio assets were my favorite part, it made the boxing more intense feeling!

I recommend giving some control over the move the player is doing in combat, I think it would be more engaging.

Good work!

Nice little platformer with a cool twist!

It felt like 2 games to me, since the combat was only in the intro.

I'd recommend having another combat encounter in the level somewhere.

Nailed the retro aesthetic, good work!

I finally did it! But then it crashed on the go-to-pilot room step.  

Maybe since the phone still rings in free roam it interfered?

Nice job, you don't see voice lines in too many jam entries!

Good inclusion of extensive settings, leaderboards, and achievement flavor for replayability.

The level of polish on display here is very high, and it made some interaction surprisingly satisfying!

I kept going until I was pretty sure the level types I was getting were only repeats.

I recommend spicing up the visuals for the map and characters a bit - it may be an intentional retro design choice but squares look like placeholders to me.

Good work!

Nice entry, I liked the perspective and movement!

I got stuck after opening all the blue keycard doors.  It looked like there was a password thing but turning all the zeroes into 1's didn't work for me.

I recommend a bit more context hints, like highlighting interactible or collectible entities, or telling the player to click when the arrow is in the red zone for the QTE.

Also, I was stuck on character creation for a couple retries, since I didn't realize I needed to press enter to proceed to the next customization.

I heard some voice audio but couldn't make it out.  If there was music or anything it was too quiet for me even after adjusting the settings sliders.

I think this could be a fun mystery game with a little UI polish, good work!