Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TheGeebus

29
Posts
6
Followers
6
Following
A member registered May 03, 2024 · View creator page →

Creator of

Recent community posts


I did it!

Wow what a cool idea! I honestly just love this concept and see so much potential it makes my head spin. I really hope y'all are planning to continue with this project because it's exciting to me personally as a gamer to dream about  a turn-based dungeon-exploration deck builder.

So there are some bugs, I think y'all are aware, but who cares? This is so impressively creative. The gameboard is incredible and the different tiles moving and swapping are really visually pleasing. And again, the underlying mix of chance and strategy that y'all are playing with is genuinely intriguing to me as a gamer. I think you're on to something with this and I hope it keeps growing.

Nice game!

Learning my way around the tunnels and slowly building up the knowledge of how to progress safely was fun. I liked how you can only see the ghosts when they were close and otherwise you have to look for smaller signs like footsteps.

Was able to ultimately find all of the secrets and reliably get to the boss chamber unharmed, but I just couldn't beat him. Maybe there were signals that I was missing, but I couldn't get a handle on a strategy that would let me hit him reliably. I think it's possible that having to do the tunnel section first before every attempt was just enough to keep me from remembering how I had approached the fight last time, so I felt I was probably just using the same failed tactics over and over without really learning how to succeed. I think a checkpoint before the boss fight is all I needed! 

Really loved the sound and music design too. I thought you used them to set the tone magnificently, and the musical shift immediately informed me when exploration was over and it was time to fight without any other indicator necessary. Very effective!

Nice game, very fun! Between the music and monochrome color palettes, I couldn't help but be positively reminded of "Tron."

The stat breakdown at the end of a run made me feel that I was improving, which made me want to try again and again until I developed a successful strategy. So that loop obviously works really well for me and could likely hold my attention for a good while longer if new enemies were to be progressively introduced in later waves that force us to continue developing and changing that strategy.

I had the feeling that the character was quite heavy, given the clanking footstep sound effect and the limited aerial control. That made some of the platforming quite challenging, especially under duress, and almost all of my runs actually ended with me falling off the level. Certainly this is a possible skill issue on my part, but I found myself wishing I could enhance control of the character in the air, perhaps even with a temporary pickup or some form of permanent progression between waves.

I loved how the UI used a subtle layer of RGB pixels in different elements to tie it in visually to the game world no matter which color channel we're currently viewing. And I thought using the volume knob to access the settings on the main menu was a clever touch. Really great entry, y'all! Very impressive!

PLEASE READ BEFORE PLAYING!!!

Please check the full game page for instructions regarding online multiplayer through Steam. The game is intended for two players.  You will not have the intended experience when playing in single player mode.

(1 edit)

Well that's mighty unfortunate, sorry to hear it. But I've thoroughly tested the most recent build and can confirm it's all working exactly as expected. Check out the instructions on the full game page if you feel like giving it another go. You're not gonna have the full experience playing it by yourself in any case, but thanks for giving it a shot!

Thanks for streaming it! It's so much fun to watch folks enjoy the game. We'll keep pushing this one for sure

Thanks for playing, Benski! If you need a buddy to play with, let me know. Always happy to soak up a few rads

(1 edit)

Our team made a 3D action-adventure game where you pilot a microsubmarine to eradicate a genetically enhanced supervirus inside a living host:

https://thegeebus.itch.io/voyage-of-the-proteus

I just bookmarked your game and I'll give it a shot once I'm off tonight!

Hello, fellow Unreal dev! We made a game about a tiny sub going on a fantastic voyage or something

https://thegeebus.itch.io/voyage-of-the-proteus

I'll give yours a whirl when I'm off work. Just downloaded it

Thanks for attempting to play! The issue you described is unfortunately not one we've seen on any of our dev machines, including one running on a 1070 with only 8GB VRAM, which still averages between 40-60 fps even at this early stage. We are constantly making improvements and optimizations to accommodate lower end hardware, a process that will remain ongoing throughout development.

Patient X does appear to be missing organs. Perhaps they're not strictly human? The story will continue to develop as well as we add new chapters and functionality to the existing prototype for our quest system. Stay tuned!

Thank you for the additional feedback and ideas that you shared! It's great to hear that even just our gameplay footage inspired so many imaginative ideas, many of which we were already considering or had as a part of our roadmap, signifying that we're probably on a good path. We're looking forward to developing the concept further from here.

Great job! I loved it. Music, art, gameplay - all terrific. What a great game jam entry. Really impressive that you made this by yourself. Well done.

Thanks for playing! I have a build that has checkpoints which is way easier to beat and a lot closer to the full vision. I'll put it up here soon!

Cool idea! I love the sound effects. The only thing that frustrated me was that some enemies had a tendency to block the edge of a ledge so I couldn't jump over and fight them. That was particularly tough when it happened over water so I had to just throw myself into the void to kill one of the little satyr guys. But overall it's fun and I really like the wolf animations too. Nice job! 

Way to lean into the theme! I really like the aesthetic. It told a story about being some kind of demon or monster who sees things differently without you having to tell us. The main objective is extremely dark, but I take it that's what you were going for. Nice work!

I love the concept of playing as the lowly slime. The rocks were pretty hard to deal with, but not in a bad way. I though the level might be just a tad bit dark in places which sometimes prevented me from noticing adjoining areas. But I really enjoyed the core mechanic of looking for my little slime buddies so we could all finally get some respect around here! Nice work!

I see you've maxed CJ's stamina! Seriously though I thought this was a pretty delightful mashup. I couldn't help but notice that the character seems to drift a little bit the more you change lanes and that can cause collisions with obstacles in neighboring lanes. But that didn't kill the fun I had seeing the GTA death screen. Nice work! 

I'm kind of amazed at the sheer amount of content that you crammed into this in a week. One thing is that I wish I'd been warned in-game that travelling through the portals was going to advance time and change the world. I found out the hard way. I only bring that up because otherwise this feels like a very finished experience. The combat was great. The stylized look is very nice. The sound design was very pleasant, and the characters were well made. Way to go!

I loved the look! Felt like sort of a comic book vibe. I found Glharg to be less than helpful at times. Seems like if there were other enemies than Lilith, he might sometimes just stand around. Some sound effects would really take it to the next level. Nice work!

(1 edit)

Very ambitious to tackle multiplayer in a week! Way to go. Love the added touch of the settings menu and the way the UI functions in general. It's very sharp and smooth. The music sets the vibe very well. Nice work!

Here I thought I was just making a living eradicating evil machines and now our coastal cities are doomed. Ain't that always the way it goes? Seriously though the orb was hard and I had to cheese it a little by hugging the edge of the room and just walking sideways in ADS just ever so slightly faster than he could track me. But I really liked the exploding enemies and non linear level design. Nice job!

Wow what a cool experience. I don't know what was happening but I really don't care either because the driving and shooting were fun and the music was great. I think the way it begins and ends are great too. Nice work!

The opening cinematic was surprising and made me laugh. And I was so transfixed by the way the rock tumbled as you fly and when you hit the orbs that I think I kept landing in the water which may be why I never killed any dinosaurs. I guess I don't make a very good meteor. But the game was atmospheric and lovely nonetheless. Nicely done!

Love the vibe! The character is great. I noticed that the pitch seems inverted when using the mouse but it feels normal using a gamepad. Keep working on it! I'm interested to see where this goes.

I loved the way the sound design was dark and serious but the simple graphics kept it light and fun at the same time. Felt like I was a kid again playing a game with my favorite dino toy. Nice work!

Very neat idea, but I couldn't get past the third level. The fish seems to take a few too many clicks so it's like there's nothing I can do to stop him from eating 80% of my monsters every time he shows up. But I did want to keep trying because I thought the idea and the feeding and money collection mechanics were really cool and fun. Nice work!

What a neat take on a racing game. I found myself wanting to play it over and over until I finally won, but only on the mountain level. The Hero Car found it hard to navigate the town. But it took me back to when I used to play racing games with my brothers and we'd spend more time picking each other off than actually racing. A very fun and fresh idea. Nice work!

Thanks for playing! Sadly checkpoints and a mini map were among the features that got cut to make the deadline. But I'm going to keep working on this so they'll be in there soon. Thanks for hosting this, it was a blast!

(2 edits)

Thanks for trying it! I agree, it's very difficult, especially with the keyboard controls. I've won maybe twice with the gamepad. I went back and forth on whether or not to allow spin while the thrusters are active, but I wanted to encourage the player to use the side thrusters which I don't think will happen very much if you can simply spin and use the main thruster at all times. But I really appreciate the feedback! I'll keep exploring the input mechanics until it's just right. 

Unfortunately I didn't get to checkpoints, but I have it planned. AI enemies, stat keeping, and a mini map also got cut to make the deadline. So did the character who's supposed to provide the exposition, which would help clarify the connection to the theme. But I'll get them in there soon!

Thanks again for playing!!

Unreal dev here,  checking in!