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Stealthness

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A member registered Aug 07, 2021 · View creator page →

Creator of

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Hi all, thanks for the replies.  I have had a busy weekend, and the coming week is my last week of work during the spring term, so I will contact you next weekend to discuss ideas and collaboration (still plenty of time as jam starts in two weeks).

It was a brilliant game. I enjoyed this game; it had the right amount of challenge.

As others have noted, the controls are a bit buggy. When you moved against a wall going up, the camera position relative to the player moved to a point where you could lose the game screen off the edge. 

The game concept was good.

I like the art style.

With more levels, this could be a great game, but an excellent submission for Trijam.

There is a lot of potential here, and good use of assets to create a spy theme game.

Hi all,

This game jam sounds like a great idea, so I seek a group of like minded wanna be game devs.

I build my game jams using Unity, with Rider as my coding IDE. I tend to draw pixel art using Aseprite and Photoshop for art and animations. So it would be nice to work with artists as collabs. Sound and music I usually use Pixabay, so it would be nice to be on a team with someone experienced in creating music and sounds.

I have usually entered Trijams, so this will be a fascinating delve into something longer.

If you want to form a team or have me join an existing one, send a message.

Thanks for the feedback. The bug is fixed, and Bob now burns to death!

Thank you, everyone, for the feedback, version 1.1 has now been added.

Thank you for the feedback. It's a tricky balance: generate too few enemies, and the game feels boring; generate too many, and it becomes too hard. You are correct that it falls on the too-hard at the moment.

Thank you for your feedback. I like to explore the "art style is a bit inconsistent."?

So, as I see, there are three parts to art style use;

  • The main game characters, which are all an extension of the 16x16 dungeon set, with animation made by myself, would like to have more animation, but these take more time than I had to develop.
  • The backgrounds, which, tbh were minimalistic because I ran out of time, so the windows added were to fill the space, and while I did consider adding some images, I felt that would not be in pixel art style and would be jarring.
  • The menu art, again, was a quick asset grab because I wanted something other than the standard button box

Or was it something else? I would like to get more in-depth feedback 

Ok, see, that was my first thinking, but they were slightly too abstract for me to connect shapes to the monsters, a bit too alienesque, but now I see the concept you were going for, and it makes sense, thanks for the reply.

Great Concept, well executed.

I think the light beams could be brighter.

With more time, I think you could expand the concept and add mirrors to add complexity to the game.

If the vampire has limited movement, you might have to adjust your strategy as the light beam moves.

Great submission. I found the controls a bit tricky. 

I must learn how to do simple cutscenes, as it adds so much to the game.

Nice submission. The jump motion could be improved

Nice submission.

I think a mechanic to indicate sunrise is coming would be nice. Zooming out a bit could help (or have the camera on follow) and add a risk reward for more victims further away.

Well done for such a creative idea. I could not work out what the drill tool did.

I like the concept, and the current gameplay is solid, but I was disappointed that I have not seen any of the monsters you mentioned on the game page, and even your gameplay video has none. There is a great game, but I'm just missing it; maybe I did not play far enough, or you ran out of time to develop them. I hope they might be there in an update.

Good attempt; The movement was smooth. Some feedback

  • Add a way to restart the game, even if it is a simple press R to reload it.
  • The check floor was distracting to see the player and NPCs. Try to avoid strong contrasting patterns for background elements.

I did not understand what was happening; I think you need to communicate the game mechanics, either in the game or on the webpage. There is potential, like the catch the little guy part, but I had no idea what those cash notes were about.

Awesome game. I like the art, concept, and gameplay. I liked the way bats moved around. 

I will probably reuse this concept in a future game jam!

Great Submission I really like the art. and ejoyed playing even if it was too hard for me.

Some feedback:

  • I found that the game got too hard to quickly.
  • "Time to sunset", did you mean sunrise? Since I did not get to the timer becuase of the above point there might be a reason for this.
  • The cross bow was inconstistantly in front and behind the main player characture.

Good effort. For the next jam, look into how Godot scales to screen size; on my 4k screen, it was only using 1/8 of the screen in the top left corner. Sounds would improve the game so much. Use a site like Pixaby or similar to grab public-domain sound effects quickly.

Anything that goes offscreen gets destroyed, but what I did not put in was check that if a player tries to either block movement or kill the player—another bug to fix after the jam. Thank you for the feedback

Thank you all for the voting and feedback. An update has been uploaded

Your spawning bee algorithm needs to have some bounds. I was playing a game, making progress, and then exploded in bees spawned.

Nice submission.

Nice submission. There are too many enemies too soon; I think the game could do with a slower build-up in difficulty.

Don't blame the cook, blame the coder for allowing Timmy to burn himself. Nice submission

Nice submission. 

The small area where I would improve the game's feel is to make the UI text font suit the game's visual style.

Great game, I really enjoyed this submission

When you kick, the movement is disabled; this was the intent, but it feels clunky at the moment. I need more frames for the kick animation and to align the cooldown with the animation for it to feel better.

Thank you for your feedback.

There is a theory of game design and storytelling that a premise, even if fantastical, should still be believable. So a fire walking left and right and raindrops falling upward were no problem, but the game was still fun to play.

Well done, good submission.

I enjoyed the game; more sound effects would have improved the game.

A nice chill game with a good style, simple and effective

Was the artwork yours or an asset?

A good use of assets that fitted the theme well. I am not a fan of visual stories, and what put me off this game was the long list of questions. Maybe think about spreading questions out as you tell the story.

Otherwise, it was a good submission

Advice for getting the most out of a game jam on Itch.io

  • People want to try and play your game, but if it is not obvious visually, please always add basic instructions to the game page. 
  • Always add an image, even if it is a screenshot, because when presented with a submission that has "no image" (thumbnail), what does it say about the person's effort?
  • Jams are a great way to learn and get feedback but do attempt to stick to jams' rules and theme. Most jams are pretty liberal in interpretation.
  • There is nothing wrong in posting two submissions to a jam (if rules allow), but posting almost identical games is not.

I assume you are new and possibly relatively young, so give this advice not to be mean but for you to improve in future jams. Making mistakes is how we learn.

It had a great ambience, but I never found more than one log because it was usually too dark.

Thank you for your feedback. 

I so wanted to have the player the kick spiders through the fire to burn them, but it would taken extra time to develop, like may other idea I wish I could add.

Upload improved version added,  a little bit early than planned