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Ian Douglass - Trashwizz

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A member registered Jun 09, 2020 · View creator page →

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Thanks! We are working on a big content patch right now, and should be able to announce it soon :)

This was a blast to play for a short session. I do think that characters had too much health though since a 1v1 match just lasted a very long time for a fighting game, and I would have liked to see controller support since its a more action heavy game. The hit feedback felt great though with the screen shake and the hilarious sound effects. With some refinement and some polish, and maybe cranking the hit feedback even further, I think this could go viral for how fun and flashy it is.

Glad you had a surreal experience with Super Dream Domain! I don't think I made it very clear, but you can always wake yourself back up by pressing and holding the "4" key (or face button east on the game pad) which teleports you back to your room. There is also an auto-save feature, so you can always reload your browser if you get stuck, and you'll still have your key and items. You weren't missing anything really with the items. Most of the item interactions haven't been fully implemented yet, so currently only the Bow, Crowbar, Syringe, Sword, and Book have much of an effect (the first 4 are weapons, the book heals you over time). Glad you had a good time with it regardless! I'm planning to release an update later today with more item interactions, and a new level layout :)

Thanks! the levels are made of hand-made "chunks" right now that are procedurally re-skinned and re-colored, but we are planning to add some map types that have more variation between them (spelunky-style procedural generation for example).
There isn't much to interact with just yet, and most of the items don't do anything beyond a little animation and a sound. The main exceptions right now are the syringe, sword, crowbar, and bow, which all work as weapons.
We'll continue updating the game to add more interactions with those items in the future :)

Thanks! Our team has wanted to work together on a yume-nikki inspired game with procedural generation elements for some time now, and this game jam was a great excuse/opportunity to actually try to make the thing. The SNES had color indexing, so some version of this concept might have been possible on the SNES.

This was fun! I liked how dying gave you a boost on the next run. It felt a little bit ghosts & ghouls if you were going for that.

Some feedback:

  • I liked the enemy variety, and the fact that they changed a bit on the final run was neat.
  • Cool to have alternate routes in the level.
  • The spikes hit-box was a bit on the punishing side. I sometimes "hit" a spike before I even got the opportunity to start a jump if the top of the spike is flush with the floor.
  • I think it would have helped to have a little bit of "coyote time", where you can still jump for a moment after leaving a platform. There were definately a number of times where I meant to jump at the edge of a platform and just fell off instead.
  • I had to cheese the last snake enemy by climbing to the top of the ladder and shooting in a way that barely clipped it, because it would just hug the edge of the platform otherwise. Seemed like slightly unfair enemy placement in that one spot.

Overall this was fun! It definitely felt like an NES or SNES game.

Really ambitious of you to try to make it an actual SNES game instead of just in the style of an SNES game. There seemed to be some pretty significant slow-down during the boss fight when playing in the browser, but that reminded me of some actual slow-down when playing on real SNES hardware. I would have liked to have seen a little more depth or mechanics, or something about the stuck-in-a-loop beyond just re-starting when you beat the boss, but this was an interesting play! Well done!

Cute game! It took me a few minutes to get my bearings, but I was able to figure out the objective and systems without any extra instruction, which is great. I also really like that you included a re-try button so that I don't have to wait for the time to expire to try again if I screw up a level.

Some feedback:

  • Movement felt a bit too slippery for a bird. I could understand the movement being slippery while "full", but when I'm not full, I'd expect to be able to slow down or stop much faster while on the ground.
  • It wasn't very clear that the platforms were "off" without the gear being engaged. I definately wasted a minute or two falling through the platforms on the first level wondering if I was just too slippery, or if it was a bug.
  • It wasn't clear at the start that the egg/nest was a button and needed to be landed-on. An arrow pointing down to it on the first level (until you press it) might have helped, or making it look more like a button, but I honestly like that it looks like an egg in a nest.

Overall you did a great job with this, and you should be proud!

Cute game! I liked the visuals, and it was ambitious to try for an RTS style game. I liked the sound effects and the character sprites quite a bit, so there is definitely some charm there.

  1. Is it possible to select more than one unit at a time? If so, I couldn't figure out how to do it, so it was difficult to get very far when my mushrooms were going in one or two at a time against groups of enemies.
  2. It would help if there was a visual indicator for which unit is selected, and where its going.
  3. I recommend adding a pause menu that lets you exit the game, since it launches full screen by default.

I had a similar issue to the others. For the menu I could see some particles, but no text so no explanation of what each of the settings were. It seemed like I was able to start the game, but it was as if I was constantly dying and re-starting without any clear view of what's killing me. Seems like a resolution/viewport issue?

Thanks! I'm glad you liked it. There is definitely more coming :)

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Glad you liked it so far! We are hoping to add quite a lot over the next couple days since the game jam isn't over yet, so there should be some new things to see on Sunday. There are some things we had to cut for time that we'd like to add after the game jam is over too, so expect to see more updates in the near future.
We definitely plan to keep things pretty mysterious, very much Yume Nikki adjacent.

I'll definitely give your game a try once we are wrapped up.

I agree, jump isn't really utilized yet as a game mechanic in v0.011. Since I haven't designed many modular parts for the procedural level generation system yet, I should have time to create some rooms that feature some platforming challenges for the next update.

Thanks for the feedback! Combat is definitely an area that needs a lot of improvement, and while my next update won't add much in terms of combat, its a high priority in future patches.

I do have a question about your answer to #4. By platform levels, do you mean areas of the game where jumping and movement are part of the challenge?

I'm asking because I'm currently working on a procedural level generation feature, and I could slip some platforming type rooms into the mix (where you might need to make some precise jumps to reach a randomized reward, or to avoid falling into spikes).

I released a rough/early prototype version of my dungeon crawler today! There isn't a ton to do in it just yet, but I'm aiming for monthly updates until I'm ready to move over to steam. Here's where to find it: https://trashwizz.itch.io/gryptic-public-prototype

Hey! This pack was exactly what I was looking for to add some eerie ambience to the rogue-like dungeon crawler prototype I'm working on right now. I like it so much (and the first pack too) that I may even use it in the release version of the game. The "Long Drone" track was a slam-dunk for a low-health warning music loop. Here's a little clip of how I have it wired up along with one of the tracks from the first pack. (the visuals are  placeholders, but I plan to stick with a PSX inspired look either way)

The other tracks in the two packs really get the creative juices flowing. Can't wait to show more!

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Yes, pressing enter making you automatically win is "normal" because I just didn't have time to make a different transition that looked for the sleeping state, and relied on a transtion that just flipped between all scenes. You aren't missing much sleeping-wise, it's just a thought bubble for now. To get her to sleep, you bring her a mouth-full of hay and wait for her to finish chewing. When she's done chewing, the "..." animation bubble will switch back to a hay bubble or an exclamation mark if you are in-front of her with more hay.

Once she's had 3 good mouth-fulls, she will fall asleep after chewing. 

Deff going to overhaul this later, there are so many things I wanted to add and implement