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TNdevour

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A member registered 76 days ago · View creator page →

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Appreciate the tip and thanks for the feedback

I've gone back and played it. Like the lighting change and all the extra work done with the guy that teleports around.

I made it to the 2nd snake game, though not sure what's supposed to happen there. The snake spawns but doesn't seem to have anything to do or pumpkins to eat in the yard

Hi there. 

Yes that's actually intentional. I was hoping to design the difficulty and challenging around simply trying to get to the switch without hitting anything

Hi, thanks for playing.

Yes, the switches are meant to remain hit. The only goal is to touch them once.

It's similar to how the checkpoints are meant to double as warp points to prevent backtracking over traps already cleared.

The plan (in a hypothetical larger version of this game), would be to use these mechanics to lean into how the difficulty and challenges are designed. Since the player does not have to worry about dying, I have more leeway to make the switches more challenging to hit.

the intro was a nice touch even though i didn't exactly get what happened to the first skeletons

Great atmosphere, lighting and sound.

The gameplay loop itself is, in my opinion, probably too simple? I think it could work well as a minigame within something larger though

The presentation is superb, the story is interesting.

The biggest improvement could be made in controls as it's unclear how to make them work and even use the inventory

I did go back and finish it. Nicely done.

I liked the additional sound queues and elements as well

The art is good but its missing most of what would make it a game.

Since your description says it's just a concept, it's clear this is intentional.

In that case, maybe a little knockback or flashing response on the characters or sound queues would make it more complete

it certainly holds the player's attention. 

The music loop is very unnerving as well.

good stuff

It's interesting to see an entry that's more story and cutscene focused.

I was surprised when it ended so quickly and thought something broke, but i can see from the other comments that this is the intended design. 

I guess it's important to remember it's a jam entry. best to have it short and functional than long and incomplete. But it was starting to get interesting, and we wanted more :D

My pumpkins stopped spawning after 12.

I like the style and the fact that falling off screen drops the player in again from the top.

Once you get the hang of it, it's pretty fun.

if it had more time, it could probably use an increment in difficulty over time to put more pressure on the player after they get used to the basics

Reminds me of fruit ninja :). 

My suggestion would be a button or key prompt at the end to allow a player to start the loop again immediately instead of waiting

I got the bad ending.

Had fun though.

Not a fan of how low the basic jump is,but was able to adjust and work with it, and the puzzles feel designed to work with it

Liked the idea and mechanic. Good stuff 

A visual arc while aiming to show the final landing point of the bucket would be beneficial

Ah... Thanks all the same. 

I'll keep an eye out just in case 

Thank you. That's exactly what I was hoping to achieve. I imagined even harder levels with more switches where the player would use the checkpoints to circle back and only had to worry about getting to the switch once

Thanks for the feedback.

Would this feeling appear while falling or perhaps jumping? I'd actually like to put more work into my 2D character controller skills, so I'm very interested in this

Alright. if they do get ironed out, would like to see what the proper vision for this looks like

Dug through the first patch of dirt but the 2nd seems not to get dug up no matter how long I did.  Am I doing it wrong?

I really like the aesthetics otherwise

The creep factor is presented well. Solid use of atmosphere

It's a brutal learning curve for sure, but more so for the pumpkin more than the skulls. 

The benefit, on the other hand, is that it feels sooo good when you manage to hit the target.

Gameplay is solid and the random subtitles are quite funny

Gameplay is solid and the random subtitles are quite funny

The memory crash notwithstanding, it's quite good. The moving camera on the menu screen is very impressive too

Love the chosen aesthetics and use of sound here.

There seemed some major lag spikes in certain areas though

it looks good, responds well and plays well.

How tuned is the spawn rate for the trick mechanic? It only spawned a single time in my entire time playing

I think this could benefit from contextual music kicking in at certain points. Otherwise, a good idea handled well

It certainly looks and sounds very good. Not a personal fan of the game play look but that's personal preference.

Did I just miss it or the TV visual theme not included deliberately?

That was tough.  Especially these guys

The switch up of the music, arms and the static amp up the tension in a nice way

I'll look into it then

Ah.. You tried it. Yes there's actually controller support though I ran out of time to have the inputs in the tutorial toggle automatically based on last detected input.

This has so much charm and personality.

I like the hand-drawn style and unique animations and projectiles for the different attack types

It seems to break after I break down if I activate the TV again after it has completed and released the player from that viewpoint.

What's meant to happen after the snakes gets the final fruit (I assume the snake is collecting fruits lol)

It's pretty solid.

Consider implementing a button to restart the game once the final score is shown; so one can just reset the level and go again

This is pretty fun

Great stuff. The atmosphere especially is so great here

There seems to be no way to exit the game once on the end screen without using alt + f4. otherwise solid