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Wanted Poster Studios

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A member registered Jun 19, 2021 · View creator page →

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That is unfortunate, you might need to clean your keyboard or get a new one. Sounds like it's specifically a Hardware issue. Sorry to hear that homie, thanks for getting back to me in a timely manor.

Hey! Probation period is up! Posted the new update! let me know if you are still having that Deadzone problem.

Thanks, I'm the type that likes to try and teach a player visually,  mainly because I hate tutorials and I tend to skip them and figure them out as I go. but this version of Level was rushed so I'm not surprised. I made a much cleaner build, but I think I made it even harder, (Granted I added Checkpoints in the upcoming build so it's fine I guess)

Glad you like the Voice acting, the Sound design took the most time to implement and the reason why the game came out as half baked as it did at the end of the jam, so glad that it was worth it.

indeed indeed. Also I'm very much aware of the chief bugs and the lack of content. Most are addressed in the upcoming build, Just need to figure out some more level design. Also Checkpoints are coming, it was surprisingly easy to implement, sadly didn't get it in time for the jam, but did some fixes last night and the game is much better for it.

Not until AFTER the voting period, any updates after the jam is done but before voting will end up being an Disqualfication. Plus it wouldn't be fair to everyone else, I'll let you know when It's out.

Made an updated build which fixes that issue among other things however, as of Jam rules we can NOT upload it until voting is finished. Which is unfortunate but please wait until then.

I can see where this could really be interesting. Granted lack of sound design, and it's hard to really tell what's going on. And the visuals are very bright and they all bleed into each other, also the odd camera angle, It was really had for me to tell what was going on entirely. I'm assuming this is best played multiplayer. and trying to make an online game in 48 hours, ambitious.

Interesting idea, poor execution. I like the idea that the player is constantly changing Eras in time, and the time shift not only is cosmetic, but it also changes the enemy types that have different functions. That's pretty cool. That being said, taking a hit is pretty punishing resetting you to the start of the level (Believe me we are one to talk with our game being similar as well in that regard) 

Animations are a bit fast and could have used at least another frame to really sell it. Most Nes games had at least 3 frames to work with and the ones that only used 2 did it in a way where the timing made it have weight and the brain could fill in the rest. Try lowering the playback speed in the animator and spreading the frames farther a part just a hair. instead of 60 fps on 1s, try 24 fps on 2s, even with 2 frames, it still can come out pretty clean.

That being said, as a Solo dev who did all the art and programing I will give you cootos for it. I see the vision just needed a bit more time to get it working properly.

Another victim of the short time table i see. shooting felt a bit sluggish, and the gun sound effect was rather loud, might want to tweak that or add a sound mixer. I see the goal was an endless horde survival shooter, but the lack of different weapon types, level to explore and visuals that are not programmer art, I can't really vote highly on this one. Again 48 hours really REALLY is too short to really try punching above your weight. sad to see this one not take shape. Good luck on your next project or finishing this one.

Visually it looks unique. But sadly there isn't a game here. It's just there. but I get it 48 hours is rough. We barely where able to squeeze out a single level with ours. (I blame FMOD on that one) but still I don't really see how this can scale. Cool Visual effects shader, if that was the main goal, you knocked it out of the park. Just wish these cool visuals had a game to go with it.

It was working fine on my other rig, must be a Deadzone issue. I wasn't the chief programmer on this one, so deadzone cause was probably skipped over. Yup it was because of a Deadzone Parm not being setup. That will be in the next update.  Want to get some more content in before we do another push. Thanks for letting me know on this one.

interesting, did you check your controller connection? The build was tested really last minute and it was a bit of a panic to get it in, we took a day off on everything, but I'll give it a look to see what's up. I'm actually about to test it on a different rig myself right no.

Cave is up, you can fall into the void from it, fun fun. I'm exhausted, will tweak later.

Yeah, It was a Jam game, more of a Proof of Concept more the anything, I'm currently working on assets for a new area, and then I'll be looking into to adding proper static encounters, as well as skill system and fixing the bugged Pocket system.

Game Jams man, Also just pulled assets from my other games that are cancelled to get more enemy Variety. Also didn't have time to explain anything, sorry -_-'. I'll be doing a clearer build later post Jam.

Looks great, gameplay is a bit lacking, not entirely sure what the idea was for on this one, but it looks really good, Just don't really see how this scales up mechanic wise.

I lost my Wife, I lost everything! Loved how chaotic and frantic it was, and took a bit to understand what was going on, but once I had it, I did what I could to save them. I've noticed you can absolutely clip through the wall btw, loved how the music was dynamic, wish it looped better, I think on of the tracks just snap to beginning instead of being a clean loop. Really well done for a decent little meme game.

Well I died in a ditch... 10/10 no notes.

This doesn't really feel finished at all, I think the this need a bit more time to flesh out, I feel like the character dies WAY too Soon for you to get your Barings, and you are overwhelmed and dead after 5 seconds. Would like to see this with a bit more time in the oven. Lovely Art though.

I can see this is one of those  "Not for me" type of games. Looks stunning, but mechanically I don't find it riveting, and depressing plot about the end of all things, bit of a stretch for the theme of the jam for me honestly. That being said I'm sure this scratches some other people's itches, and I can see this getting a lot of fan fair if built on.

It's okay, the only real feed back I'm getting is my points increasing when it spreads the chemicals. This really needs some comically over exaggerate explosions, just really go Ham on it. Also the art is just all over the place, you got a lot of mixels going around, and it's just not really jelling well aesthetically. Looks more Kitbashed then intentional really. I feel like this needs a bit more to it.

I rather enjoyed the puzzle mechanics on this one, The spirit possession system was fun and the puzzles where really well thought out. Not sure sadly if this really hits the theme too well, but I think this can really be expanded into something more.

This is very impressive work! Everything about this is satisfying, they gun shot, the speed, how the player is handled, and the lovely little cutscene to start with some cheesy lone wolf style voice acting was top notch. I will say the camera started to bug out when I entered the Saloon part of the level, and it caused my untimely death which is a shame. If this is expanded on, I'd recommend seeing about doing a Culling method for the roof, or just removing the room entirely, and using camera trickery to hide it, or just delete the room once you hit a trigger.  Also Subtitles would have been nice, the game's audio balancing on launch is pretty Loud, so you can hardly hear the voice work,

Controls are a bit unwieldy, but I played it with keyboard, very impressive work For Scratch though, It's insane what people can do in that little engine. If I where to make a recommendation, have it to where you can lead the shot better, by having you fire from both sides of the ship, or communicate better which side is the side firing, as well as having the cool down timer or visual for the reload, instead of just a sound que.

Sadly we didn't have time to implement Sound effects, but game plan some in for the next major Update. Aka the Polish update =_='

Well the intent was to not touch  it as much until after Voting to at least to be fair, but I'm assuming it's that terrible, Our Programmer should have it updated soon.

Glad you like the art, and find gameplay loop engaging. Our plans are polishing it up a bit, and adding a bit more meat to these bones to make it a bit more tactical, Less completely on the whims of RNG. Wish we had more time collectively to put the rest of the stuff we wanted in, but all of us working full time jobs kind of stopped us from going completely hog wild. Honestly the week long deadline gave us enough breathing room to have an excuse to make something.

fr fr, *Cries eyes out while hugging the tv*

So finally got a chance to play it with my brother. handles pretty well visually stunning, Player 2's keyboard controls didn't seem too comfortable according to my brother, and he was forced on the unwieldly player 2 controls even though I used a DualSense Controller.

We didn't test out if multiple controllers worked, but still the core is there.  as for the Cards, wasn't sure how to use them sadly, but might require more tinkering and reviewing the controls more then likely.

I have a Version 1.2 ready to go, but going to wait until after the Jam finishes before posting it.

Man this is some of the most fun I had with a game in a while. Needs music and weapon switching, but super satisfying, can't wait to annoy my friends to play this one so they can get to feel the satisfaction of this marvel! Consider me a sale when the game is done!

Interesting, I have a few hidden mechanics in my Game that I didn't have time to explain myself. But that's actually pretty fun parry system

Out of all the games so far, this seems pretty fleshed out. I will say that the camera and the aim is a bit too sensitive for my liking. Perhaps adding way to tweak that would be nice. Also you might want to add a free melee option, or multiple weapons, cause you kind of SOL when you are out of bullets.

Yeti was indeed not ready... Looks good though,

Well not sure if this constitutes as a bullet hell. I will say this does have a decent game feel. I think it's a bit too easy. the Antlions don't spawn fast enough for the challenge to ramp up, and the fact everything dies in one hit makes it a bit too easy. Needs a bit more risk and reward, or a better ramp in difficulty.

Thanks for the Reply! Been watching the video, and Loving the reactions. A few points on that.

When the Monster Spawns super close, they are actually close to randomly. The Monster is actually invisible and following you the whole time. And when the timer goes off, we do warn you a bit, but the position is random, makes for good organic scares.  The Monster Gets faster per puzzle Solved.

Key Item thing, does cause issues, cause the code goes there. feels like its' a bit hidden.

And interactibles are kind of a pain, mainly due to the fact on how RPG Maker works, and I wanted big Sprites. That's my B. And i'm sorry.

The Music is indeed killer, glad you liked it.

Overall I look forward on finishing the video, and I hope you check out our next Game, when it drops.