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stealthyshiroean

230
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A member registered Apr 14, 2022 · View creator page →

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Thanks! And I'm pretty sure I removed the source after I updated it since it wasn't representative of what was playable anymore. 

This is definitely a good start. I think sound design-wise, it did well enough to create a creepy atmosphere. 

I wasn't able to complete the game due to a couple bugs. First was when I was in the Parent's room. I walked to the right and fell off into the void. 

After restarting, I got further, but got to a point downstairs where the darkness engulfed me. It tried to reload me by my last checkpoint but every time it did I was immediately engulfed by the darkness again making it stuck in a loop.

As far as gameplay goes, perhaps this is from only 15 minutes or so of playing, but I felt that the battery in the flashlight goes out way too fast. I tried to use it conservatively to ward off enemies but by doing that I got killed by the darkness. Alternatively, when I was using it, I found that my battery burnt through so fast that I didn't really have it for enemies or to traverse the downstairs anyway. Although, again, take the time put into the demo into account when looking at this criticism as it may not be entirely accurate. Was just the feeling I had.

Anyway, I think this is a great start. I really like the concept. It reminds me of Among the Sleep which followed a similar concept of a child experiencing horror and how it might be rationalized in there head. I'll definitely be following the project and will check back in another update or two!

Wow, 90 more levels?? Have you considered reducing the scope at all?

Yikes, sounds like a lot of redone work. Good on you to keep at it despite the obstacles! I tried out the demo and I like the changes made.  The camera rotation is a nice touch. 

I didn't have an issue with not having a direction indicator this time around but maybe it's because I had already been exposed to the game's  directional controls in your previous demo. Great update and keep up the good work!

Of course! Looking forward to seeing more updates. :)

I just played the demo. Personally, puzzle games have never been my thing but I still thought what you made was pretty clever. A few things I wanted to point out. 

First, on the main menu, I actually had a difficult time trying to start a new game. I tried clicking on New Game and nothing happened. Eventually I figured out that spacebar did the trick but unsure if that was intended or not.

Second, I think there should be an option to rotate the camera. Specifically, on level four there was an instance a couple times when I was trying to determine my steps but I couldn't see the number pickup that was behind my block. I think the ability to rotate the camera or have some type of transparency on the character when its blocking a pickup would help with that.

Finally, I think having and indicator to show the block's facing might be a good idea. What I mean is some sort of arrow pointing where straight forward would be. On the last level specifically, I kept going the wrong way or falling off because for some reason I kept thinking backwards meant coming towards the screen when in actuality I needed to go right. I think it may have been because the angle of that level had been a bit different from the other levels and because it was a lot larger.

But good work! Seems like you have something solid here. 

This is great! Glad to see you still working on stuff! Looking forward to more updates!

Thanks for the feedback! I think that is a good idea too. I'm in the process of completely redesigning the levels for a better sense of progression and for some more story elements to be interspersed throughout. I wanted to create a few "boss levels" so I think that will be a really good idea to maybe slow down the death animation or something for the player to savor the moment of defeating the challenge.

I really liked the create-your-own-platform mechanic. I ended up getting stuck at the water part. Pretty sure I need to be moving on top of my sword, but I guess I'm not fast enough. Ended up running into a bug as I was making way back to that point. There was a jump from one of the tall ledges where when I landed I was stuck in the ground next to one of the areas where the spikes fall. Great work though! I liked what I did play even if I wasn't able to finish it. I also agree with the other commenter. The name is really clever.

Sounds great, man. Looking forward to it!

Haha, funny enough Japan is where I just moved from. I had been in Kumamoto for the last 4 years. 

Hey, GigaElk. Just tried your latest build and what an improvement from the jam! I like the ideas you have. I know you had planned to move onto a new area but maybe you could expand the intro area with a few more puzzles revolving around the pipes and water mechanics. They're cool ideas and definitely should be expanded upon.

I really like what you did turning down the opacity of the main character. Such a small thing really helps with selling the theme. Great work! Can't wait to see more progress in the future!

Wow! Sounds like you've made a lot of progress. Like I said, definitely will get to your new build soon and leave some feedback. Only have just now gotten access a to a computer of my own after an international move. So, I'm pretty excited to get back to game dev myself!

Yeah, I thought about doing a puzzle platformer for the jam but ultimately decided against it because I didn't think I could make good levels. I plan to try out your latest build soon!

Thanks! I'm glad you enjoyed it. Hopefully I'll be able to put out some updates for it in the coming months.

Great work once again! Definitely will be checking in periodically to see your progress. I also decided to expand upon my game jam game and (maybe?) add my own graphics. Actually, the free course I planned to get from the jam was their pixel art course so I can devote a bit of time to that. Good luck going forward!

Thanks for playing my game. I'm glad that you enjoyed your time with it!

Excellent work here! I really loved the visuals It's a really nice game to look at. And I found this really addicting to play as well. I felt the drive to keep getting bigger although I do agree with another who said it was really rage-inducing that you could only get hit once. It hurt every time after a long run just to reset from zero. Also, I'd suggest placing the score you received on the death screen. Good game though! Definitely one of my faves from the jam.

This was a good bit of a fun! I thought your controls were really responsive. There's a bit of an issue with the screen size though. Some of it was cut off but I was able to get around it by putting Chrome in full screen. I thought their were too few room variations but I'm sure that was just because of the time constraint. Good work with this!

The art for this was amazing. I really liked the style.  The BGM track was really good and I felt it worked well with the game. It'd be interesting to see this further expanded on, but great work to everyone here who had a hand in the submission!

Thank you! I'm glad you enjoyed my game! I definitely will need to improve level one with some better player onboarding and feedback when the player hits enemies. It seems to have been really confusing for some, which the feedback has been super helpful on that front. 

Thank you for playing my game and for the kind words! I will definitely be working on it some more. I have quite a bit more ideas for it and things I want to make better from all the feedback I've been given. Player onboarding is something I really want to work on for the game as well. I think I had a certain feel in mind for the difficulty and coupled with me being the developer I started wondering if the game was too easy. So I left it, but I can definitely see now that wasn't the case.

Completely agree! Did not expect to put in as much work into the voting week as I did in making my game. And only 106? Man, you're killing it haha. I only have 84 at the moment. I want to have 100 by the end of the jam but I really don't think I'll be able to do much more than that.

Good job getting a submission out! 

It really does! I'm glad that you brought it up because I never would have thought otherwise.

Good work getting your submission out! The concept here sounds great. I think there's a good foundation here that with some extra polish could really shine.

A great little game! I really liked the aesthetic of it. And it had a cute story although I must admit I felt more like Death's maid then his friend. Great work to the both of you!

I thought this was a fun little game. I liked the different variety with the ghosts. Managed to make down to about 40 seconds...think my score was in the 80s or something. Great work though!

Good job with your submission! I've never played Vampire Survivor before so can't say I was that great at this game. 

Great concept! I found it really hard to try and trigger the traps on the computers though. Would be cool to see this with more levels! Oh, and I'm not sure if this was intended but for some reason I had to use WASD for the ghost but could only use the arrow keys for the person. Good job with your submission though!

I loved the aesthetics here especially with the water! I would love to hear some ambient noises in the background like the water or something while riding down the river. As some people already mentioned, it gets a bit wonky when running into the shore. Great start nonetheless! 

I think the concept here is a nice foundation, but I do think there is a lot of information to process in a very short amount of time. Something like a journal to keep track of key points would be incredibly helpful. Great work all the same though!

Great job with your submission! I think the core gameplay mechanic is interesting and definitely can offer up a lot of cool things later if it's expanded on. I do think there needs to be a bit more balancing with the spawns, cast times, movement speed and probably some other things, but that's all understandable. Good work here and keep it up!

Thank you for trying the game! I'm glad you liked the art and music. I was a bit surprised with how well it came together since I had to Frankenstein so many assets from different artists. And yeah!! Haha, you're the first person to have mentioned the LOTR reference. I was going to go with Rohan backwards but I didn't like the way Nahor rolled off the tongue so I swapped out the O with an E. 

Thank you for playing my game! I'm glad you enjoyed it! And as far as selecting goes, the selection would only turn white if the player selected it not if they had enough money. Although, that would be a great QoL feature to add for players to let them know if they have enough to purchase defenses. Thanks for the idea!

Yeah, it definitely seems that a WebGL build is the way to go if that's at all possible. 

Yeah, it was really one of the comments on your page that tipped me off that I was doing (or in this case NOT doing) something wrong. I almost didn't get to see the "end" because of that I think. But again, great work! I think it's cool that you went ahead and tried something completely new too.

Haha, it's no problem. Like I said, I really do want to create difficulty options for better accessibility. I think I had a target difficulty in mind for the jam and given the small scope of the project there just wasn't any time for me to figure out how to do that.

This was a very powerful piece. Thank you for making us think on ourselves dealing with loss or about others dealing with it. 

Thank you for trying out my game! The intention was to be firing and moving with one hand and still being able to place defenses with the other; however, I definitely do think that some difficulty options would be nice for a future update. Thanks for the feedback!