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YouDoYouBuddy

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A member registered Dec 03, 2016 · View creator page →

Creator of

Recent community posts

Thank you for your detailed feedback!
A post jam version is in the works and I'll make sure to implement most of your suggestions among with a bunch of other changes :)

Thanks for playing and for the feedback!

I've been squashing a couple of crash bugs relating to objects trying to get grid cells that don't exist so it's probably something to do with that, hopefully that's fixed. The Settings menu was a last minute addition, I'll work on polishing it up and making fullscreen feel better. I've gotten a lot of feedback regarding things not being super clear so better descriptions and a proper tutorial is on the TODO list.

The deck only shuffles when you transition to the next level or when you play the Ancient Orb card :)

Thank you! I might look into the ability to start with different starting decks but that will probably come some time after the inital post jam update. Depends a bit on how ambitious I'm feeling once I've fleshed out what's already in the game.

Thanks, means a lot! It's a shame I missed the stream but I really enjoyed watching the VOD. It was really satisfying seeing you put together that ritual knife deck, was always a little woried that people wouldn't use cards like that one to their full potential :)

Thank you! I am currently working on adding extra content to the game in a post jam update.

Oh yeah, attacks breaking chests is intentional. I really liked the video, that kind of feedback is invaluable!

Thanks, I'll make sure to adjust the volume in the post jam version! And the poison exploit will get fixed too hehe

Thank you, it means a lot!

I did try to implement STS-like mechanics as you describe but it just doens't work since the player can just sit in a corner and redraw their hand over and over until they get a perfect combination of cards, which defeats most of the deck building aspects of the game, diminshes a lot of the emergent gameplay and removes the tension that's inherit in seeing your resources dvindle over the course of a floor. It would also allow you the cheese the game by playing cards like health potion over and over until you have full health :p

I didn't mean to imply you didn't :)

Thanks! The poison arrows were added about 40 mins before the deadline becasue I thougt the game needed another occult card so they were a little untested hehe. In a future update I'll probably change that so poison clears after awhile or so that big enemies like bosses have a way of clearing poison.

Making a full commercial game is pretty big undertaking but I'm already working an expanded post jam version of the game that'll release for free some time after the rating period has ended.

My greatest fear while making the game was that it wouldn't be considered particularly tense or scary, so it gladens me to see you write that :)

Cool! Thanks for featuring Ner!

Thanks, that means a lot!

Thank you!

I'm quite fond of that hallway level too, so I am glad it got appreciated :) I'll make sure to add a better way of exiting the game after the jam.

I'm glad you liked it!

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Thanks :)

Thanks :)

Thank you, I'm glad you liked it!

The final encounter could've probably used some tweaking, especially since the size of that room gives you plenty of space to work with.

Thanks, it means a lot!

Thank you for your feedback! I totally agree that having the game close the instant you press ESC isn't all that great. Maybe I'll implement a proper pause screen in a post jam update :)

I'm using g3d for pretty much all of my 3D projects, including Ner.

Thank you! I was toying with the idea of preventing you from progressing if you couldn't beat the level under par but it felt too restrictive for a game jam game. Maybe it would work better with tiered par times?

Thanks for the kind words, level 11 in 29 seconds ain't bad!

Thanks for  playing! Yeah, I should probably have added that as an option just didn't think of it during the jam

Nicely done! 

There's been a couple of games where you play as the villain in a horror setting but none come to mind where your objective is to scare your victims.

Gameplay wise it could use some work though. It feels like I'm just wandering around aimlessly looking for oportunities to scare the security guard until my batteries run out without any real strategy or much agency.

Thanks, I'm glad you liked it!

The last bit with the fishermen bugged out but the bit where you eat babies was pretty tasteful.

Thanks for the feedback and I totally agree with your criticisms! I had a couple of ideas on how to tie the different mechanics together but ran out of time. As for the game's difficulty I erred on the side of caution and made the par times pretty forgiving, but in case you'd like more of a challenge I uploaded my best times in the screenshot section, most of which should be pretty tough to beat :)

Thanks you for playing and for writing such a thorough reply, it means a lot!

Thanks, that means a lot!

Thanks! 

You can avoid pretty much all damage but I think the game could do a better job at explaining how.  I'll add a proper help screen in the post jam version.

Thanks, I'll look into what caused the error.

Thank you! Maybe adding a delay between an action and the dice rolling would make it a bit more clear.

Thanks!

Thank you!

Thank you. The line of sight code was pretty fun to work on.

Thanks! I'm glad that the game clicked for you.

Awesome work! It's super cute and the presentation is stellar! 

The only thing of note is that I got the same outline twice in a row once and that, unless I missed something, you have to press alt+f4 to exit from the end screen.

Thanks I never thought the game would be this well received! I recently updated the game due to all the great feedback.

Thank you!

I didn't add the cover art and the screenshots until recently so it makes sense that people have slept on it. Making WebGL builds of LÖVE 2D games can be a bit cumbersome but I'll look into it for a non game jam version.

Thanks for playing my game!

Much of the game didn't come together until the last few hours and the bosses had to be scaled back in both scope and difficulty but I am glad the pockets of extra effort I spent on those encounters paid off.

I will probably clean up the game and make a post game jam version with some of the feedback I've gotten in mind, so I really appreciate the long post. :)