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Vaflov

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A member registered Aug 01, 2019 · View creator page →

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Thank you! Glad you enjoyed it.

(1 edit)

Thank you!

I'm glad you found it entertaining.

Glad you like the assets.

The monster tells you which moves you should do.

After he dances there is a "clap" and you can start dancing.

The controls are:

  • Arrow keys for the Up/Down/Left/Right dance moves.
  • X for Twist 
  • C for Pose

https://itch.io/jam/mix-and-game-jam-2020/rate/822551 A spooky rhythm game. Hope you like it!

Glad you found it hilarious!

As you saw there were a lot of things that don't quite make sense.

The monster is NOT supposed to eat you even if you get everything right and so on.

That's because we overscoped and had to tie a whole bunch of unfinished systems into a playable game in like 2 hours.

The initial idea was for the player to solve a bunch of puzzles from which he gets several items. These items could then be put on a mannequin. The monster would see the best dancer in the world in that mannequin ... his own reflection in the disco ball.  And so he would continue to dance with it until the end of time giving you a chance to escape.

The monster looking not of this world, the particles in the air that move with you. Gorgeous, just gorgeous.

Glad you like the concept. All of these bugs were not present while in Unity. They probably came from the build to WebGL.

Glad you liked it. Also this is the second comment asking for checkpoints. Probably would have realised we needed them if we playtested more. Will be sure to do that next time.

Thank you so much for taking the time to post such a thorough review of our game. I'm glad you find that it has potential. I'm also glad to hear such nice words since this is my first game jam. Also sorry for the walking sound. It was fine while in Unity (maybe the build to WebGL did something).

Glad to hear you love it. Transitions between rooms were something Enjl put a lot of time on (It should work fine). That and the weapons being opposite the mouse and the walking sound were not a problem while in Unity. I blame the WebGL build. The bomb not appearing in the inventory shouldn't be the case(if you press 'e' to switch weapon you should see it there) BUT it was my decision to make it invisible when it was your primary weapon.

Glad you had fun. That room was fine while in Unity. Maybe the build to WebGL did something.

Sorry about that. It sounded fine in unity but got immensely louder when we built it for WebGl. Also glad you had fun :).