Hey! Found out about you from your post on Facebook. Really love the presentation and the production here. Love the details such as the number of toilet paper rolls representing the number of days and being able to flush the toilet with the paper roll inside. You spend the whole game in the room but establish different vibes through just lighting and sound design only, that was super neat. I still have no idea what the story is about but I enjoyed the vagueness and open-ended nature of it. The calendar year and date was not what I expected (I wonder what's the true intent behind it). The last piano piece felt out of place that I literally laughed out loud there but it adds to the charm of the game in a good way. All in all, a great short experience. Looking forward to Silent Reverie!
XlashGames
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Just played through the demo on Steam for a few minutes. A few thoughts :
1. The main character looks like a boy though I feel that may have been intentional.
2. The diagonal movement is slower than the cardinal movement. It really feels off trying to move.
3. You can't exit a room through the door immediately after you enter it.
4. The presentation feels nice though to be frank I lost interest half-way. Hope there isn't combat in the game. It feels like a good take on the Earthbound/Undertale formula.
5. Also good name! I was able to remember it even after a few months seeing it.
Anyway, good job! Hope the bugs I have described have already been fixed in the current build.
It's not bad. A few things -
1, You should try to have a WebGL build instead of an .apk file. It is quite a bit of a hassle so not many people will be trying to play it.
2. The controls don't work sometime. I swipe but the player doesn't always respond. I would also love more air time on the jump. I jump over the obstacle but I die because the player falls back immediately.
3. Some of the sections are too difficult. Really need precise timing. What you could do is start with easy sections and move those difficult parts to the later part of the game.
4. I do like how the sections are unique and different from each other. You have done a good job with procedural generation.
Ran out of space lmao! You have to click a lot with your mouse in the later parts. You get too much energy and there are too many enemies. That could be a way you could expand on the gameplay. A tower defense game that tests your reflexes and mouse skills instead of the usual focus on strategy and planning. Anyhow, good job, the models look nice though I feel the anime girl model feels weird when placed in bulk. She looks like the main character instead of a base unit. There is a lack of sound effects but the sounds that do exist are good.
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Congratulations on getting #1 in visuals! Very well-deserved. Just a suggestion, I think this could have worked really well in first-person view (sort of like Refunct if you've ever heard of that game), that way you don't have to have a separate model for the player while simultaneously allowing to take in the environment more.
So I am having this problem after putting the code in my project.
When I press and hold the "Jump" button again while in mid-air, I somehow get a sudden downward momentum and bring my player much faster than the up movement.
It also happens when I time the jump to the frame when the player becomes grounded in which case the player jumps at a higher speed than normal.
At first, I thought it was because I was using the old Unity input system. So I changed it to the new input system with the "context.called" thingies just like in the code but I am still having problems. It also happens after limiting max air jumps to zero, setting to no variable jump height and disabling both jump buffers and coyote time.
So yeah, I am at a complete loss on how to fix this for the past few days. Any clue on how to fix this would be greatly appreciated. (Think I need to change something in the new input manager?)