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stoic.fey

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A member registered May 01, 2023 · View creator page →

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Thanks! I can't take too much credit for the visuals because I used asset packs for all the 3D stuff, but I'm pretty proud of the stuff I did make, especially the map.

I checked out your game, really impressive work! I'm gonna go back to it and play later because I really want to get past the platform puzzle where I got stuck lol

This is such a unique take on the theme and yet it fits perfectly! Really great work, and clever puzzle design. 

Genuinely got my heart rate up, which is always a great sign for a horror game! I also love the contrast in tone between the spooky gameplay and the goofy meta-commentary from Tom and Chet. I legitimately laughed out loud at "What else have we got for em?" "Not much, this was made for a game jam..."

I also really like the overall concept of a horror roguelite, though I do suspect that the repetition inherent in the roguelite format would make it less scary over time. If you decide to keep working on this after the jam I would recommend adding achievements, a leaderboard, or some kind of speedrun mechanic to keep players engaged after the thrill of the horror starts to decline. Either way it was a really solid entry, especially since you only had half of the jam time to actually work on it!

Thanks! You read my mind, the plan for the portals around the circle was for skeletons to spawn and walk through to teleport to the client. I just ran out of time so I was forced to cut that and a bunch of other ideas. But hearing that feedback is still super helpful, because it tells me that I'm on the right track for how to keep expanding the game!

Thanks again for playing, I'm glad you had fun!

Thank you! As with every game jam I've done, I bit off more than I could handle within the time limit and had to start trimming it down from the version that was my head.

I played your submission, and I was blown away. If you ever have an idea for a story that you think needs to be told in a 3D format, or with game mechanics that go beyond what you have the time/interest to develop, my knowledge of Unreal Engine is at your disposal. While I love writing, it still feels like one of my weaker points on the spectrum of creative skills. So I would love to collaborate with you to bring a great story to life, especially outside of the time limitations of a game jam.

I've played a lot of great games from this jam, but yours is my favorite by far. Your writing is exceptional, and the emotional weight of the game's inspiration comes through in every word. I won't go into detail here to avoid spoilers, but I wanted to say that I'm deeply sorry for what you went through. I used to visit my biological dad when he lived in the same area years ago, and I have fond memories of hiking amidst the beautiful natural scenery and getting to know the warm, kind-hearted people. The events that inspired this game broke my heart, even though I haven't been there in years.

I know you made this as part of your healing process, but I still want to thank you for having the courage to pour your heart out into something that's available to the public. It was a really meaningful experience. I went back to get every ending because I couldn't get enough of your storytelling. Truly powerful work.

Thanks! I checked your game out and left a rating, really great work!

Wow, there were so many feelings packed into such a short experience! I really loved the ambience, from the music to the rain sounds and visual effects at the funeral. An the emotion in the voice acting! Really impressive storytelling for such a short jam game. I subscribe to the idea that any media that makes you feel something is art, and this definitely fits that definition. Great work to all involved, I hope you work together on a longer project soon!

A great take on the theme, some awesome art and interesting characters! I liked that the characters were all written as morally ambiguous, with all of them having good and bad aspects about them. That being said, it felt like this contrasted with the mechanics since they seemed to be categorized as "good" and "bad" souls that players had to classify "correctly." I would have liked to see more of the ambiguity translate into the mechanics, with branching consequences or something, though I imagine that would have been too complicated to develop within the short time limit.
Either way I thought this was a great entry for the jam, and I enjoyed my time with it. Nice work!

I love a good old-fashioned Faustian bargain, so the story really grabbed me from the beginning. Making a puzzle mechanic out of interpreting a demonic contract is great, and the maze mechanic worked great for simulating the process of cutting the organs out. Like Booboo said there are a few bugs where buttons fail to register inputs, but overall I thought it was a really cool game! Great job!

Absolutely stunning! It's insanely polished for a 5 day jam game, with a cool art style, satisfying animations, and even freakin voice acting! The combat isn't particularly challenging but it's really satisfying, and overall I thoroughly enjoyed playing through this game. The story is thoughtful and well-written, and I'd love to play a longer, more fleshed-out roguelite based on this. Great work! 

Super unique interpretation of the theme! It tickled the same part of my brain as Power Wash Simulator, in a really pleasant way. The headstone engravings were also really cute. My only complaint is that I wanted more, but obviously that's understandable given the time constraints of the game jam. Great work!

I've tried to learn to use behavior trees before, but it never really clicked for me until I finally used one for this jam. I feel like I've levelled up as a dev now, they're so insanely powerful. Can't wait to see what the game looks like with NPCs all roaming around the town!

The size and detail of the town's design was super impressive given the time limit! The sound design was really solid too, with satisfying gunfire and monster sounds. In my experience the NPC pathfinding was pretty buggy, they tended to twitch around a lot after I rescued them like they were repeatedly trying and failing to find a clear path to the extraction zone. It might be worth checking your navmesh to see if any objects are obstructing it. And for low objects like the fallen parking meter in front of the convenience store, make sure the "Character Can Step Up" box is checked in the blueprint. But overall the game was really well put together and a strong submission! Great work on the voice acting, the gruff soldier voice reminded me of Call of Duty 3 lol

Uh-oh! Thanks for bringing that to my attention! I haven't had that issue when I've tested the game, but I'll look into it now that I know it can happen.

Yeah one of the first things I'm changing is locking the camera to the gun's sights while aiming. I thought the wobble would make it feel more like firing a gun in real life, but it ends up making shooting less fun. I also might take away the "Bandage Your Wounds" option between waves and make health automatically recover instead, so you can get more ammo without sacrificing healing. The ammo on a timer is a good idea too, so I'll test that out as well. The AI was the hardest part of this project for me because I've never used Unreal Engine's behavior trees before, but I'll definitely work more on making enemies smarter and making combat feel fair.

Thanks for giving my game a try! And thank you for the feedback, it'll help me make more improvements now that I don't have a time limit to worry about :D

This was really fun! It felt like I was able to keep up with the number of enemies as the game progressed, but they were still regularly getting close to my castle and just barely dying in time. The different towers all felt useful in their own ways, so I felt incentivized to use them all. The wave that was made up of a bunch of skeleton kings felt like a huge difficulty spike and ended up being too much for me, but overall I enjoyed my time with the game. Great work, especially considering the time limit! Difficulty balancing takes a lot of small tweaks and testing, so the fact that it's balanced so well up to a certain point is really impressive. 

Looks like we had the same general idea, but implemented it in totally different ways! I had a lot of fun with this. Short and simple, but polished and fun to replay. The bouncing kittens on the end screen made me laugh, great work overall!

That music is awesome. I wish there was more to the game, but I think we all know how little time 10 days is. What's here is really polished though, so nice work!

You guess right, the wooden planks can be knocked down from the pipes in the sewer to make the dog fall in the hole. Since I had to make my own AI for the animals, and I'm a noob, their movement is updating every tick which makes their speed super inconsistent. The fish rat was supposed to be a tricky test of timing a jump off the pipe, but I may have made it too difficult. Sometimes it moves super slow and it's way too easy, so it can be hard to judge. I'll probably revisit this project after I learn more and make an updated version that isn't held together with duct tape and chewing gum lol

It got stuck in the left corner, right? I encountered that bug during testing but didn't have time to go back and fix it. I had to slap together my own janky homemade AI because Unreal's AI tools weren't working in 2D. I'm sorry that you weren't able to finish it, but thanks for playing!

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Hi there! I'm planning to use this set for a game jam. For attribution, is a link to this page sufficient? Something like:

Food & Kitchenware: Piiixl - https://piiixl.itch.io/food

Edit: This will be shown on the Credits screen, accessible from the main menu. The in-game link will open in the player's default browser.