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WestyDesign

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A member registered Feb 25, 2020 · View creator page →

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Hmm, thanks for letting me know - this link should take you to the questionnaire, if you're still willing to fill it out!

Cool mythology! Feast your eyes (and brains!)

Minor Deities and Monsters - LINK

The Labours of Heracles - LINK

Big Daddy Cronus - LINK

Naiads, River-Specific Nymphs - LINK

Scylla - LINK

Reddit threads about the Keres - LINK

Charon's Obols - LINK

Nyx, Goddess of Night, Charon's Mum - LINK

Hades, Like, The Place - LINK

Incredibly original! I'm not very good at playing it, but loved the clear Downwell influence, room to get better and better at the game, and clear creativity. Great work!

Windows told me that this game may cause harm to my computer; it actually caused harm to my soul.

On a more serious note - the animations are incredibly charming, the level design was super clever and cheeky, and significant damage was done to my soul seeing 'DEAD' appear every few seconds.

10/10.

Appreciate the feedback - shaders are a tricky business, and trickier still when colours are limited; still, we tried to encourage fast, in-your-face gameplay to offset some of those difficulties seeing things that are far away.

I hope you enjoyed playing nonetheless!

Cute characters & interesting mechanics!

The tutorial could've made things a bit more clear (and failing a level then having to wait for it to reset got a bit frustrating, as was not being able to jump while standing in some areas), but I like what you've set out to do and the 'freezing blocks in mid-air to use them as platforms' concept is very cool. 

Very creepy - captured the 'backrooms / liminal space' vibes perfectly, and while I agree with other commenters that there could be a bit more direction or quicker movement speed it definitely feels like a game that accomplished what it set out to do. Good work!

Bioshock (1 & 2 specifically) are two of my favourite games ever - this is a massive compliment, thank you!

A post-jam version is in the works, so you'll hopefully get that chance sometime this month! ;) 

Ah, that's a shame - if I knew anything about Godot I'd be willing to make some for ya, but the set you made were great fun at least 😄

Reminds me of the flash games I would spend hours perfecting as a kid - that is to say, it's mechanically fantastic and the level design is top-notch! I think it could even pull off some effectively scary vibes with a bit more darkness and some imposing enemy designs!

 I hope you add more levels after the jam is over though - great work :)

Jesse, we have to praise the breaking bad reference! 

... And the rest of the game. I loved chilling out with this one, and would love to see you add more to it with more food and drink on the menus (shame there was no Pollos Hermanos on there) and vibe-boosting things to play around with.

The game's also quite easy, but sometimes easy games are just what the cartel ordered and I find myself replaying it over and over - great work <3

There's a lot of great feedback here already, but here's some of my own:

  • Animations & character designs were really expressive from every angle - great work there!
  • A downloadable build would've been much appreciated, my potato laptop struggled a bit xD
  • Music was groovy, baby
  • Isometric was a nice change of pace from other games in the jam, and fit the mechanics well
  • There's a ton of mechanics to play around with, I was surprised at the variety and had fun figuring out what every button did (and being eaten several times in the process)
  • As others have mentioned, running back to the workbench can be a bit tedious with the character's walking speed - maybe being able to craft anywhere & everywhere (but with a turn-based system) would work better?
  • Several levels, all nicely differentiated from each other - great to see!
  • More enemy variety would've also been nice to see, but that's just a sign of the game having a strong foundation to build more on in the future. Great work!

Thanks for playing and for the kind words! I'm glad you liked the tutorial sheet, it was a lot of fun to make (even if we somehow forgot to put it in the game itself xD )

Level-wise, there's only one - if you're struggling to leave the starting room, (the collision can be a bit sticky sometimes) then you just need to jump at the edge of the screen and that'll be enough to get you into the next room. 

(For reference , there's 3 rooms upstairs (bedroom, corridor & bathroom) and 2 rooms downstairs (lounge & kitchen.) You've then got to return to the bedroom and press W on the windowsill to 'win', but I readily admit that's not very clear in the game itself haha.

And sure, I'd be happy to - hopping over to play it now :)

Thanks for playing and for the kind feedback!

The music tracks are certified groovy (and free-to-use, so if you  wanted to use the main menu music yourself, you can grab it here)

Sorry about the control issues, too - mouse and arrow keys are also supported, but I admit that we got used to the weird control scheme that got set up for testing and forgot to make it more accessible in the final build  xD

You're not the first to get stuck between the PC & monitor either - jumping and hitting a few times usually solves it, but I'll address little softlocks like that in a post-jam version. Cheers!

Thanks for playing our game and for the kind words! Can I expect to see some pictures of your cat in the discord? :D

I've never been good at puzzle games, but this one was a treat for my caveman brain!

  • The unique mechanics lent themselves really well to this kind of puzzle game
  • Chinstroke-worthy puzzles made me feel very smart after solving them
  • Colour palette was used really well, the choices complemented each other beautifully

While I wish that some mechanics were explained a bit more and that the 'break' theme had more of a focus, I think you two did a great job creating so many mechanics and levels in such a short time. 

Great work!

Simple and addictive fun with a gorgeous art style! 

As others have said, some extra challenges would've been good to see (like flies that dart back and forth, or the tongue grabbing everything in its path), but I think you've done a great job making this by yourself in a week!

Lovely concept! Like others have said, it took me a while to figure out how to play & stop myself from drowning, but I had fun making weird hotdogs with the various machines (though the 'click when it's in the middle of the bar' mechanic seemed a bit buggy.)

There's definitely room to flesh out the idea and make the gameplay loop even better - the Papa's Pizzeria games would probably be a good inspiration for a game like this, upgrading your machines and decorating the restaurant would be wonderful in this art style. Great work!

To preface - I'm not very good at rhythm games, but the art style was enchanting and I had fun playing with my friends and watching the dance animations.

Having to control both the arrows keys and WASD* does make it a unique game in the genre, but it got pretty overwhelming pretty quickly - still, you all did a great job making a bug-free and funky fresh game.

*(In all fairness, a controller was highly recommended, but we didn't have any!)

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I honestly really enjoyed playing this! 

I could use some pointers on how to get the good ending, but all of the bad endings I got were suitably creepy and I tensed up every time the music changed.

Also, that dog is an absolute treasure 10/10

Ah, I'm sorry the camera issues were annoying for you :( 

For what it's worth, they're not too tricky to fix - try to return to the entrance of the room or even just the doorway and it should quickly even out.

Still, I'm glad you enjoyed the idea and presentation! Thank you for the comment!

Creative use of the theme - I could picture this being somewhere in Edmund McMillen's book of ideas, and the art style definitely had a kind of 'meat boy' flair to it!

The difficulty curve in the level design was pretty drastic - I felt proud getting halfway through, but it could definitely stand to be a bit more forgiving.

Overall, though, it's a good game! Needs a bit of refinement but it has an impressive number of mechanics and, again, fits the theme nicely.

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Hiya! Sorry we weren't super clear on mechanics, you get new cards by killing enemies and bringing them to the main portal. From there, drag the power-up card onto one of your existing towers!

Closed doors are also there just for show, but we have some plans for them in a potential post-jam version :D

Awesome voxel graphics & lots of potential for more that I'd love to see!

Would definitely like to see this expanded with power-ups and maybe a little story mode about release from prison only being granted to the winners of the chainball tournament :D

the AI was also really good, even if local VS is the recommended option!

I really enjoyed this as a big fan of immersive sims! Was the time mechanic partially inspired by the upcoming Deathloop by Arkane? ;)

The stuff I loved:

Level design! Finding the shortcuts (and wow there were many :D) made me feel really smart!

Mechanics - Wiring doors, knocking over wires & having to frantically dash back to the starting room through the many shortcuts felt great and very tense every time!

Being able to pick stuff up - huge staple of the immersive sim genre, had a big smile on my face swinging a chair around :D

Atmosphere - like the story says, I'm detained and trying to escape ASAP but the almost unintentionally creepy atmosphere was really enjoyable!

Main Menu & Difficulty Options - Screens flying about? Difficult but reasonable? Groovy!

The stuff I'd like to see improved:

Physics - They were fine for the most part, but there were a few unfair fail states caused by boxes freaking out a bit when I tried to jump on them for the shortcut

Clearly showing when you've done everything you can - I didn't know I had unlocked the exit door until I thought to check it again after seeing 'EXIT' through a hole in the door earlier.

Environmental storytelling - I know this is probably a bit much to expect, but some hints to what crime the player committed or the state of the world outside the building would've been cool, too.

Overall, really enjoyable and I hope it gets expanded upon!

Thank you, everyone, for the kind & constructive comments! All 6 of us couldn't be happier that you've all had fun with it!

We definitely have plans for an improved version after the jam that will address concerns with balancing, difficulty & length - #1 priority for me at the minute is the new dungeon layout but there are plans for new enemies, mechanics and (of course) bug fixes!

Thanks again, and I hope you'll all enjoy V1.0 when it releases here on Itch!

I somehow managed to beat this on my first go-around, but had enough fun that I wanted to play all over again!

Very funny concept, charming presentation, and some simple yet fun mechanics that I can see being extended further with different hero attacks, villain types to control, and stages to navigate.  

I think you can expand on this and have a good basis for a full game, so great job on that!

The only thing I'm not super clear on is how this fits the 'joined together' theme - could you explain?

Fantastic art and really simple-to-enjoy gameplay! Turns out, all you really need to understand chess is a big sword and glowing squares xD