try using the ship cannons to get through the defenses first
Three Raccoons
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The art went really hard in this one. got to admit though, i'm really bad at games and didn't actually get that far but I did watch the video you have and the part I couldn't get to (the rest of the game after the first enemy) looked pretty good as well
especially like the scratchy style of the lines. Feel like it's hard to get that right in low res but it worked really well here
Hey guys, if your team needs writing or any story-related stuff done I'm down to join up.
You can see the other games for jams I've worked on on my itch.io profile.
https://threeraccoonsgames.itch.io/
I always also done writing for other games of the nsfw variety, but I'm hoping those skills will not be relevant this time around
Oh, I didn't even see the option to make the build for a platform. Actually I didn't even know there was an itch.io app, thanks for letting us know.
This game definitely does seem to have ended up too difficult. But if you like, you can always use the fly function to see the rest of the game without grinding through the climbing if you haven't done so already.
Thank you for playing our game. It definitely seems like it was too hard this time around. I guess messing with the mechanics for hours every day affects your ability to tell how it difficult it is to some degree.
I hope flying over the walls did not mess with your enjoyment of the experience though
Thanks for playing our game and giving us your review. To be honest, the game was difficult for me as well and we'll probably work on putting in a more fleshed out and easier to follow tutorial in the future.
But in case you want to try it again in the future, we have a Flying Mode option in the menus which you can use to skip particularily difficult areas or to just fly into space and see what happens.
This was a fun game. The theme was used to its maximum potential, especially with the dragon scales forming the keys on a kalimba. Also the voice acting was hilarious, this was the first jam where I saw a channel dedicated to voice actors and its fun seeing how different teams used this element, either recruiting a bunch of them and having fully voice acted dialogue trees or just having some noises in there as a meme.
Falling obstacles like the rock or the icicles appear a bit suddenly though. It might be my fps but I only get 2-3 frames to react to the obstacle before the sends me back to the start with a yoda death sound
I had trouble finishing the game because of turning became glitchy. Though I don't know how much of the game I got to experience, i enjoyed what I played. The puzzles weren't that hard, and the combination of everything in the environment made it pretty ominous even when considering how simple it was.
It reminded me a lot of soda drinker pro, except with doors I guess
Thanks for playing our game. The lights are definitely something we're going to be adjusting, we're trying to find the balance between lights on being less spooky and also lights on being a gameplay buff.
Also, yes, the first survivor's death is scripted. We're figuring out how to make that clearer while still keeping the game cutscene free
I thought being able to jump on the fireballs was really clever, but was confused by what kind of things you can freeze a fireball on.
The controls weren't the most intuitive though, it would have been easier to get used to if I could also jump with up. Also the controls in the first screen was wrong, the jump and attack keys were switched
I really liked the way it looked but I think the game might have bugged for me. I could go in and out of dark mode but only walk extremely slow and couldn't get to any of the game as a result.
Also some of the text at the beginning went off the screen. I think those might need to be adjusted to show up lower and maybe a bit wider horizontally to make up for it
Man, this game was a lot of fun but it's not running that well for me, I hope it gets updated eventually.
With how colourful and lighthearted most of what's happening is, the fog seems kind of off. I mean, I guess you are trying to save the dog but it's not really horror so the way the fog looks with how grey and ominous it is doesn't really fit with the atmosphere the gameplay creates.
I wonder how this game would play if it either went all in on being colourful and fun or on being sp00ky
I really like the idea of being forced to look at something for a bit and not knowing what's happening behind you. Got to say though, in my opinion, the sound design was the best part of this game. It's not constantly setting the atmosphere so you get more relaxed than usual then you get rekt.
It was kind of hard to see what was going on though
There was this one gameboy game I played a long time ago so I don't remember the name. But I do remember it was a shooter and the way they made strafing work was if you only pressed the directions, you would turn like in this game. When you held down R, it would freeze the direction you're facing and you'd go into strafing mode essentially.
I don't know whether that's the best idea or if it would work for this game, but it's just an idea to think about right
Hey I know you couldn't finish it so I don't know how much this means but
It was pretty hard for me to see what was going on. I know the aesthetic you're going for but maybe making it slightly brighter or having some bold outlines or indicators you can see from far away would make playing the game easier
This was pretty fun but I didn't get very far. I do have a few suggestions though
The strafing is pretty difficult since you need to walk towards where you want to shoot for a bit, start shooting and then start strafing. I wonder if there's a way to separate where you're shooting from where you're walking
Also the level restarts kind of quickly when you die and I always take damage immediately upon respawning. Would be nice if there was a second or two where we get to prepare
Hey, I write games. You need a game written?
I've done a few jams here and there and used to work for a game company, taking a break from work to get my master's rn though.
I have few jam projects on this account I think
Also this is my portfolio if you want to see some stuff I've done over the years: bymichaelyi.github.io/portfolio/
If you feel like you need another writer/narrative designer on your team, respond to this post or add me on discord at @sadkur#0000
Hey, I'm Michael, I write games. You need a game written?
I've done a few jams here and there and used to work for a game company, taking a break from work to get my master's rn though.
Click on my account to see some of the games from past jams I've done.
Click on this link to see my portfolio: bymichaelyi.github.io/portfolio/
If you feel like you need another writer/narrative designer on your team, respond to this post or add me on discord at @sadkur#0000
Hey, I'm Michael, I write games. You need a game written?
I've done a few jams here and there and used to work for a game company, taking a break from work to get my master's rn though.
Click on my account to see some of the games from past jams I've done.
Click on this link to see my portfolio: bymichaelyi.github.io/portfolio/
If you feel like you need another writer/narrative designer on your team, respond to this post or add me on discord at @sadkur#0000