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warner.rose

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A member registered Dec 10, 2023 · View creator page →

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Glad you had fun :) There's one ending and you have to collect most of the masks to get to it. 

I hear you with the controls. If I get a chance to update the game I will probably add more control options and controller support.

Thanks for playing! It's possible to get to the ending without finding the 7th mask

Hey thanks for making these! They look cool and I included some of them in my game (crediting you of course) :) https://warnerrose.itch.io/house-of-masks

This is a well-rounded game and maybe one of my favorites in the jam. The controls feel nice, the weapons all feel nice and have great sounds. The music is simple but effective and gives the game a cool vibe. I love the bass coming in when there's danger. Like others mentioned, there's great story and art direction in this. I think the main screenshot for your game doing the art a disservice. Overall this is a really solid submission and I had a lot of fun with it :)

I like it! The art style is neat and I liked the silliness :) 

Two notes: 1) The music stopped playing some time after I got to the scene after the boss. Maybe the audio file in your project isn't set to loop. 2) I think your health depleting as you  fall off the map slows the pacing down of the game. There were a few times where I fell and I felt like I had to wait for a few seconds before I could continue playing.  Areas below the tiles you walk on that auto-kill/respawn you when you touch them could help with that.  

Nice job with the game!

Grats on the submission. I think I would stick with the game longer if it didn't flash a red screen at me every time I died. It's really jarring and quickly depletes my patience lol. It seems like you wanted to make a frustrating game and I think you succeeded.

Glad you enjoyed game and I appreciate you sticking through it :)

I agree with you on the in-game map. That was an important feature that I unfortunately didn't have time to add in. I figured it would be challenging without a map so I included a picture of it on the page in case people got lost or frustrated. 

Your picture shows the patch of wall on the right that in hindsight I could have put 2 spikes on to make it not possible to pass without double jump and get soft-locked. Play testing definitely help make these things clearer. I think it's also clear from comments that the 7th mask is not easy to find so I would try to make it more visible to the player as they pass through in a post-jam update of the game.

Thanks again for the feedback!

Yeah, I think that could work for the upgrades. Another possibility is a "Confirm" button popping up on the bottom when you click one of the options (btw I never figured out the purpose of the 3 buttons Banish/Skip/Reroll, they always seemed to have 0 uses left when they showed up). 

With dash I think it doesn't feel "bursty" enough. I think it might feel nice if the player covered less distance but more quickly. But this could be my preference and not generally what players feel in your game

Nice! Had fun playing this and  enjoyed the artwork! Two notes: 1) There were several times where I was left clicking primary fire as the upgrade menu popped up and immediately selected something without seeing it, 2) The dash felt off to me, I think maybe it covers too much distance. Grats on the submission!

Some of the nicest looking art in the jam :)

Combat felt pretty good but I felt like I had to get close. I am more of a WASD guy and struggled with the controls.

The music for the 2 wooded areas resets when you cross between them. If you want to keep music playing between scenes, one easy way to do it is to create an autoload or global script that handles stuff like music:  https://docs.godotengine.org/en/latest/tutorials/scripting/singletons_autoload.h...

This is a really strong submission, nice job!

Nice game! I had fun playing and thought all the bosses had their charm. Music is dope. Did you guys make it? Definitely curious about the tracks/artists :)

I noticed once I got the ranged ability on the 2nd level, I had no reason go back to punching. 10 damage at a safe distance was always preferable to 7.5 damage, especially as all the enemies started having ranged attacks. My strategy in the final levels with enemies was basically kite them around so they clump up, get really far away from them so they aren't on screen, and spam shoot at them. If keeping punch in the rotation is desirable, maybe it can do more damage than shoot, or maybe it gets a knock back so it becomes more useful. Just spitballing ideas.

Anyway, great work on this game!

Awesome game! Very novel mechanic combined with fun writing and good music and sounds. The game definitely pulled me in. While I appreciate the cohesive art direction, I found some elements jarring to look at like Mr. Color's rainbow box with the white text. One of the more fun games I've tried during this jam :)

Sick game! The controls and sound effects gave this a nice feel for an FPS. I was definitely very cautious approaching the ghost outside lol. After wave 3 I wandered around the town looking to see if there was more but couldn't find anything.  The game is really dark and it was hard to play it during the day. If there were brightness/contrast settings I would have definitely used them

I found this game very moving. Great visuals, music, and storytelling. The way I felt playing this reminded me of when I played Gris, a platformer where the main character is overcoming grief. It also has colors being added to the world and musical developments as you progress, but conveys these things without any written narrative and more through overcoming physical obstacles. Written narrative is hard and I respect the direction and vision you had with this. Amazing work on this submission!

Tried the game at your updated link: https://finnfert.itch.io/tiki-trail-web
This is a well-crafted game. It's clear a lot of work went into it. It looks a great and has nice details like the crossing island scene and voice acting :)

My main gripe is that you made a really beautiful looking game but you cover most of it up with the mask. I think you are trying to put some tradeoffs for the player. But the vibe I get from this game is cozy and I wouldn't mind pressing a button to toggle these abilities while I keep my field of view and enjoy the scenery. Maybe reduce the alpha of the black significantly so that you can still have the unique look of your mask while letting people enjoy your nice looking game.

Awesome game!! I really dig the art style and writing. Fantastic submission, great work! :)

Fun game! The last monster and I both died at the same time lol 

This looks really cool! Big fan of the style you've achieved  here and the direction of the game play. I know next to nothing about 3D but this seems like excellent foray into that space. 

You can exit the invisible door without having mask 2 on. Also the collider on the invisible table is enabled when you don't have mask 1 on. These are minor things and I know this is more of a showcase but if you expanded the game play, those might be things to put attention to.

Great work!!

Nice job with the visuals: menu, artwork, and in-game texts. Also the controls feel smooth compared to some of the other "survive the mobs" games in this jam I've tried so far. 

When there are a lot of enemies punching, the punch sound effect feels overused. 2 things come to mind to help mitigate that: 1) randomize the pitch of the sound effect to be slightly higher or lower to give variety, 2) Maybe have the sound effect happen when it hits something so that it doesn't fire off as often.

Congrats on the submission :)

Grats on the submission! There are some nice ideas in here with the items, inventory,  and looking at clues in the rooms.  I noticed one of the key rooms early on is just a big room with the key on one side and the doorway on the other. Maybe something can be introduced to put some challenge to getting these items (e.g. like something that shoots projectiles you that you have to dodge as you get to the key). Maybe the full code for a keypad door can be spread across different rooms. Anyway nice job :)

Hey, I want try your game but the browser resolution seems fixed on something that doesn't show everything. Here's a picture of what I see I when I play it:

Thanks for playing! Yeah it sounds like you needed the double jump mask. Looks like I didn't lock down the final zone properly :)

This is awesome! The SFX and music all sound very nice together in the mix. It definitely took me to a desolate and dangerous place. Love the cursed sea gulls :)

I find the elements you used to be very pleasant to listen to: the arpeggios, wind, water sounds, etc. For the most part I think you captured frozen landscapes. I'd say I don't feel a "stillness" as much. This piece does feel like it belongs to a snow level. It's not in your face but it definitely isn't a pure background piece.

On headphones I notice a low distorted buzzing sounds throughout on the left. I am not sure if this is intentional but it feels like it takes away from the clean, frozen sound you are going for.

Very lovely piece! I listened to it a few times. Great job! :)

You have some cool ideas in here. I felt like it had more of a steampunk factory in the future type of vibe.

It was hard to listen to this at the same volume on my headphones. The distorted synth at :24 and some of the drums were quite loud for me.

Nice job!

I really enjoyed listening to these! Beautiful cello melodies throughout. I think you nailed the JRPG sound you were going for.

Some of the lower end sounds took away the feeling that I was in a cold place , for example contrabass pizzicato in #2  and  bass/kick in #3. These tracks were great though. I thought the higher end instruments/sounds were on point  for a cold vibe.

Nice work :)

These pieces sound rugged and dirty in a great way, especially city falling apart. I love when those drums come in full force halfway through that track. Like others mentioned, the synths can be a little harsh at times. There's potential to make the mix sound easier on the ears without sacrificing the ruggedness. Great work on these!

Nice submission. Similar to other comments, I could see reverb being nice for the Pawnshop Clav for example. I like the 2nd section where that melody gets played by the harp and there's a nice groove going with the bass and percussion. I didn't expect it to go into that but I enjoyed it. Great work!

Nice track! I really like the sounds you used and how the piece evolves.  The soft high-pitched percussion sounds combine well with lower droning sound throughout. The synth that comes in around 1:09 and adds tension and drives the piece forward. The piano at the end has a kind of unsure feeling to it. All these choices I think ties together the whole mysterious atmosphere well. Great job! :)

Thanks! It's nice to hear words describing parts of the mix like "dry" and "close" as I feel like I can't always put my finger on why something sounds the way it does. My approach to shaping the mix mostly consists of listening to the nearly completed track on a few different areas (headphones, studio monitors, earbuds, laptop speakers, phone speaker) hoping for a consistent experience. If I perceive anything sticks out too much or too little I'll do something about it. I would like to get a bit more methodical about it in the future :)

This sounds dope!!! I think you captured the post-apocalyptic urban bazaar vibe you were going for :)

I enjoyed all three tracks. To Da Mountain was especially gorgeous. Great work!

You captured what an explorer might feel uncovering an ancient place: the wonder as well as the uneasiness due to the unknown. I love the atmosphere you achieve with the piano trickling over the hypnotic chord changes on the pads.  Great work!

Beautiful submission. Love the bends and slides. Nothing feels overpowering.

There's some interesting stuff in this for sure. I can't say it was easy listening for me. It's over 9 minutes of what felt like sometimes disjointed ideas (maybe they were developed but I couldn't pick up on that?) with occasional blast of some synths. I also don't see a correlation with the theme. Not my cup of tea but there are good elements that could maybe be adapted to another piece. Nice work.

This is one of my favorite submissions I've listened to so far. I appreciate the work you did over a session to create some ambient pieces featuring different instruments and ideas while maintaining some connective tissue to form a whole. The overall mix sounds good on my end as well. Great stuff! :)

I especially enjoyed the first track. Lots of nice elements that I can see correlating with the theme. The 2nd track kinda gives me a pirate vibe with the vocals lol. It also blasted my speakers since it was much louder than the 1st track xD

I love the wistfulness of this. I like the choice of instruments and thought they sounded balanced. Nice job!

Thanks for the feedback! I updated the game to make it a little easier for the player  to go into the small hallways

Thank you! Yea great point. I missed an opportunity to try to get that bass grooving