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ThatGuyGilby

50
Posts
10
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12
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A member registered May 17, 2018 · View creator page →

Creator of

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Really nice little game, getting to the safe house felt like it took just the right amount of time and wasn't frustrating at all which is impressive. Good job :)

Thank you :) I'm quite happy with how it turned out and it was heavily inspired by Morrowind.

I love the channeling mechanic, simple but very effective. Good choice of music and a really enjoyable submission, great job!

5/5 for art. I really love the style and it fits the theme beautifully.

Nice little game, gives me doodle jump vibes? The only advice I'd give is to make the platform's generate within the max jump distance. A few of them seemed impossible to get to but that may just be my inexperience with the game. Good job overall!

Thankyou! Yeah speeding the animations up a little really made the game feel more fun and less sluggish.

Thankyou! Yeah for sure more stuff in the world would really help, I had some other things planned but unfortunately ran out of time :(

Thankyou! The goal is to kill the 4 Avatars and restore winter but I rushed the ending alot so there isnt really any indication in game 😅

I’ll get on that asap, sorry!

Big fan of the whole aesthetic, I can see myself dumping a lot of hours into this which is impressive for something so small. Great job!

Yeah for sure, if I'd had more time I'd have loved to polish the visual and auditory feedback for a lot of aspects of the game. I'm glad you liked the movement, it actually ended up being tricky because it was my first time working with Unity's own pixel perfect camera but I'll definitely use it in the future after seeing the results. Thanks for playing and your input!

I think you've messed up the upload. You've forgotten to include some required files.

Hey, once you figure out the dodge mechanic can be used to bridge gaps the game becomes quite addictive for such a simple concept. Would like to see possible WASD or arrow key input added, aside from that really good submission!

I assume it would mean you have to render the pixels yourself instead of using a sprite, so you'd have to write the rendering code yourself. Or you could make a console based game because that uses characters not sprites.

Great :D I worked on a new enemy system to hopefully make it steadily ramp up in difficulty and variety :D

Have you seen the new changes? I've taken the game in a more classic Zelda direction and stripped alot of the pure Isaac features. I'd love to see how you view it now :D

Hmm that's weird, what version and system?

Great to hear! I hope you enjoy the full game :D

Thankyou! I hope the full release lives up to expectations :D

Hey, it's a shame that some features annoyed you! There's a toggle being implimented currently for various visual effects so I'll be sure to add that to the list. The personality of the game is intended to be shown via the art style and music, is there anything you think I could do better to put that across?

Hey thankyou for the interest! I've subscribed, liked and I'll watch it soon! If you want to, feel free to post it in the Steam video section for a little more exposure :D https://steamcommunity.com/app/880770/videos/

Thankyou!! There's many more monsters and variations on the way :D

Controller support isn't currently in the game, sorry!

Hey, thankyou for playing my demo! I'm glad you liked it and it really means alot having people make videos about it! I enjoyed watching and I've liked subscribed etc. :D

Sorry if I sounded dickish, my bad. It was a great effort

I definitely would have liked to make the item system more polished,  thankyou for your feedback!

Thankyou for the feedback! I really enjoyed working on this jam :D

It was still enjoyable to play, I'd recommend using free use music etc. if you're short on time.

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Nice visual effects, would have been nice to have some music. My only criticizm would be that there was no music, that could really have added to the enjoability :D By far one of the best entries!

EDIT: The enemies also phased into the background almost entirely, not sure if that was a concious choice but it was a tad annoying :/

Yeah for sure, the lack of variations was because I needed sleep and I'd been leaving that until the end. My bad. Thankyou for the feedback!

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I was definitely running at 60 fps, are you sure there isn't any deceleration time etc.? It felt like it seemed like the player didn't instantly stop/start movement.

I wasn't criticising the difficulty, I was saying the bug with the camera makes it nearly impossibles due to resetting every few seconds.

Overall really fun game! The parelax scrolling was a nice touch and the sound effects made the game feel alive! I loved the boss design aswell :)

The movement was way too jerky, the camera view made everything hard to see and honestly it didn't feel engaging or fun to play :(

I really liked the way you used the tile set, very creative. The upgrade menu was nice but I would have liked to see information on what the various things do (besides the basic e.g. armour).

The gameplay was what let the game down in my opinion, I couldn’t go 10 seconds without being ploughed into and getting stuck spinning until I fell off the map. I think the concept works but probably needed more time to balance it all.

Overall really good effort, the game has potential and I’d love to see a post-jam version of this game!

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The game was fun, the Witches seem like they have too much health, as in killing them didn't feel engaging it was more like a grind. It would have been nice to have the fire animated aswell.

Aside from that it was a really fun little game :) Well done!

EDIT: I also loved the shadow mechanic, very unique and enjoyable to play about with!

When the player moves upwards then falls down onto what should be a platform the player dies, this made the level essentially impossible. Sometimes block collisions seem to be non-existent. Movement feels like it has a delay on it, makes navigation unnecessarily difficult. The enemies move behind the green blocks leaving the player to figure out where they are based on a pixel or two below the blocks.

The way you used the graphics was nice, the sight motion on the characters also made them feel a lot better.

Overall if the controls were tighter and more responsive the game would be much better, still a good attempt though 😊