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SVAFnemesis

20
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A member registered 7 days ago · View creator page →

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awesome little game, feels very chill out and stardew valley-ish. Very polished as well. A perfect example of what a classic pixel game should feel like. Great job.

The game is very fun and intense, if it wasn't because i couldn't find the GJ them from it, I'd give 5/5. Good job.

only mac version is available?

i couldn't run you exe on my pc.

It just means I can tell you're not an academically trained artist that's all. That's nothing to worry about. There are some styles (and themes) you can choose from that are much less demending but works greatly. Learn from a few of them and incorporate your own style and you're good to go.

such a briliant idea!

I dig the humor, haha.

I'm unable to do anything at the first scene.

I managed to get the most fun out of this tiny little game. Art is great a well.  Well done.

The game works as intended, that's a plus. But locomotions are just too janky to make it enjoyable. My suggestion: implement coyote jump, make visual and audio cue pre jump ( that's means your jump will also have a mili second delay as well). use parabola trajectory because human eye are trained to predict perfect parabola.

I wasn't sure what I was doing the entire time. It'd be better if you have a tutorial implemented.

I'm unable to click on anything. I think you need to check for bug, did you have a raycast layer blocking the interactables?

Such a simple yet effective concept! I love it!

A very unique concept, perhaps the first ever to simulate what blind people actually feel. I can see how this could become an immersive  game that conveys an incredibly heart-felt  message. However the down side is also quite obvious: lack of tutorial and a beginning guide. I also believe certain gamification is needed to make "walking blind" a more playable experience. Anyway I'll see you at Post Mortem tomorrow *winked*.

If development time becomes heavily restricted, I would recommand focus all time and resource in getting out the basic game mechanics. It's like what people do in 48H game jam. If 2 days are possible, 3 days are, too. You just need the right focus. Better luck next time, don't give up.

The game is reasonably fun, the locomotion is surprisingly smooth. Ignoring the artistic style I'd say this is quite a rare gem the could've been something. Good work.

I'm unable to go anywhere or do anything after reaching the bathroom. I have a feeling I didn't even reach the actual game play? 

it's quite interesting to play. it'd be more intuitive if player could visualize what all enemy pieces do during the combat, otherwise I'm just assuming they only do one thing and that is to walk up close to my units.

it's easier to play alone. Perhaps a mechanics can be put in place to make sure the two players have to do different things to complete a goal, like one ball attracts orbs and the other repells them, and the one can grab and throw orbs, other catches

haha thank you! It was designed to mean because originally the player has to redeemed his action before he was made accessible to a key item, kind of a character arc thing. Unfortunately  we cut like 70% of the content just to be able to ship this on time.