Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Red Syllable Games

49
Posts
1
Followers
A member registered Jun 13, 2019 · View creator page →

Creator of

Recent community posts

(1 edit)

Lost, but I liked the concept and the gameplay. Well done, it must have needed more than a decent amount of work for such a short time period.

Thanks! I'll start working on those. The second I left in as a cheat, gravity is low for a feature that I meant to add. The third is meant to be inconsistent it has 3 detection points that need to align, but its easy if it has a consistent feel. I need to tweak those so that they don't feel buggy.,

(1 edit)

Cool retro vibes, I like the dodge & shoot mechanic and the health loss due to incorrect key sequences. The feeling of "I am speed" when trying to dodge enemies & reloading was fun, thank you for not making the enemies faster. lol

(1 edit)

Loved the concept and originality, didn't realize the little guy could hover right till the end, used the chopper as a ladder for the little guy lol. I can see this becoming quite challenging and engaging with more levels. Good work.

Liked the after-images, the concept & art is nice, but couldn't make too much headway, it's practice time I guess.

(2 edits)

Thank you for the feedback! I did not make the tracks, the creators are credited in the credits section. Yes, the 2nd player was supposed to make the game quicker but I didn't adjust the timers that would have scaled the difficulty accordingly. If you could please share some of the bugs you encountered, I'll iron those out.

The transitions and animations are sweet. I loved the thought in level design, giving level 1 to pink and 2 to blue, and the others playing to each's strengths to varying degrees. No timer, no end of the world, the experience was pretty chill. Good work.

The platforms were laid out thoughtfully, I reached the level where left shift was introduced, but I fell straight down from the stone stairs, maybe I didn't understand something.  The bg music was nice however it kept shifting towards my left channel, I guess the listener was on the player and the source at the start of the level, could remedy that or leave in as a artistic choice. The music also cut off abruptly at times. I could see where thought went into the levels, I wish you well on your game dev journey.

(1 edit)

Captured the mad max setting. There was no overarching goal so was just shooting and building a score, it was sweet. The driving felt good. 

I got stuck once, when I stopped for a second and all the cars boxed me in, you mat need to adjust the damage output or the following/flocking algorithm to allow the player to wiggle out. 

Oodles of fun, I could play the mini games for quite a while. Love the scream, had me chuckling.  I had a bug where I died by the asteroid and the asteroid kept floating around without anything happening. The recipe game could use some randomization with ingredients. Regardless it was a really amusing experience. That BG score deserves a mention. Well done. 

Gave up at level 4, but this was fun. Good work. Everything ties in well. Timers could be less, to build up tension. But I was glad they weren't.

The style is is very easy on the eyes. The mechanics are quite  interesting as well. However splitting attention  four ways at a time  can be daunting. The tutorial sets up the game well, I liked it. Good work. 

Nice vibe to the game and I liked the ability to despawn foxes by making them collide. Good work.

Really liked the art style and the concept, just needs polish. Movement and shooting was smooth and intuitive, had a bug where a zombie after dying was still hitting me while invisible, I could hear the attack sfx playing. Overall good work. 

Thank you for your feedback.

It was supposed to be two part; with one starting out as a small lone Manta ray in the sky, having self doubt, feeling insecure about themselves, looking at other individuals sailing smoothly by, while it was struggling avoiding obstacles. Also the blue thingy in the front of the ray that goes off and on was supposed to be a telepathic connect of sorts that allow all rays to be connected and navigate the planet, if you collide with objects it disrupts that linking process and you in turn disrupt the entire network, that is when you can hear some disgruntled noises over the network so to say. I managed to make NPC Rays but I ran out of time... 

TLDR: Ran out of time before I could implement the idea completely.

Game was hard, but I liked it. The planets looked really good and the art in general was on point, the dialogues were a nice bonus.

The concept is really interesting and kudos for the implementation.

Nice little game. I enjoyed flying, the first time I was on a journey through the stars before remembering to pick up stuff . The helicopter not changing orientation towards the right was a little unintuitive, however good attempt. 

Somehow it reminded me of the first Prince of Persia, nice idea making the collectables weighted. Could've used a restart button, nevertheless good first attempt.

Can't play as there are only psd files, as the other comment mentions.

That was so much fun, I wish there were more levels. Great work & good luck.

Thank you for your feedback. I definitely feel the game part of the concept is rather lacking. I incorrectly focused on trying to nail the vibe. Good luck.

Added a download now option with a standalone build for PC, Mac, Linux.

I'll try adding an option, funny I've been having issues loading Unity HTML5 builds as well.

Nice game. I liked the feel of the game and the detail of the sound changing with the amount of weight. 

Such a complete little game & the cutscenes were cute. The light mechanic was nice, good work.

Really liked the lab feel to it. I also enjoyed the attack mechanic, came in really handy when carrying heavy ingredients too.

Thanks!