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Ze5

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A member registered Mar 11, 2022 · View creator page →

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I'd be into colabing, can handle code and sound. I'm ze5. on discord

glad you liked it. That's a good suggestion, if I do any post jam updates I'll definitely consider that, or something like it to make block placement more manageable at high speed 

I wrote some C# that analyses the audio spectrum across 4 bands, ran the drum tracks through it, and tied a bunch of the gameplay and visual fx to it. Otherwise there's some code based FX for the transitions and sound FX, but the music and sfx are all done with samples and VST's in FLstudio and Reaper.

sent a request. I'm a little busy over the weekend but can brainstorm and get a bit done. I'll be more free over the week 

Aye sounds great!

awesome ty for the play and kind words

Awesome, Ty for playing and glad you had fun with it.

If/when this gets revisited, more obvious tells are def the 2nd priority.

I'm primarily a composure / audio engineer, but can also handle code and such. I even have some dynamic music code and music driven gameplay code sitting around that could be used to spice this up.

Would love to colab with visual artists, UX designers, game/level designers, mebee a dedicated programmer? LMK 

Awesome, thanks so much for the kind words and the play.

The parry "tell" is the enemies eye color/particles. It definitely would benefit from more animation and a more obvious tell though.

The turning and movement absolutely need some tweaking, that seems to be pretty consistent criticism. If/when I revisit this post jam that's the number 1 priority. I also considered adding a minimap when making it, but never got around to it.

TY, and thanks for playing.

That kinda composing and music code is my jam (if you'll pardon the pun) so I figured I might as well.

Thanks for playing it, and the kind words.

I'll definitely tweak the movement next time I make a turn based dungeon crawler/ if I work on this more after the jam.

RE: Leveling up Light Vs. Dark, they do what they say on the level up screen. Light gives defensive stats (parry mitigation, rest hp recovery, more raw hp) and Dark gives offensive stats (Base damage, bonus damage when hitting opposite element.) Going pure dark, its possible to one shot light enemies and two shot dark. Going pure light, you can get to a point where resting in combat heals more damage than enemies do in a turn. It still ends up being optimal to keep the two fairly close to each other though.

The other consideration is what you need more in the moment, if you level up with a bunch of dark type enemies around you, it might make more sense to choose light and vice versa.

Overall, I think this came out great. The enemy design and visuals where spot on, as was the overall vibe.

Combat felt a bit clunky and overly methodical, but I did eventually figure it out. I almost would have preferred it leaned MORE into kiting and dodging and less into weaving in damage, and avoiding vs aggression was a meaningful choice with the horror aesthetic.

I'm still not 100% sure how the cyber space instances worked. At first I thought the safe tiles where based on the pattern on the key, but that didn't seem to be the case. I wound up basically going through using trial and error and regen until I beat it.

I also didn't understand the human/machine duality at all until the ending, and didn't even really realize the other thing talking to me was the computer and not some other person over an intercom or something, but that might be on me.

The movement felt great though, and the atmosphere was top notch.

Awesome, thanks for playing it and glad you enjoyed it.

If I had more time, I'd definitely make more of a tell for what attack the enemies are going to use. Probably a wind up/chambering animation with some particles from the hand, and I probably should turn down the lighting on the "light" enemies as well for readability.

The double movement thing is because exploration felt smoother if I treated held inputs as queueing the next action, but given how combat heavy (and turn based) it wound up being that was probably a bad design decision on my part. Definitely something to look at if I keep working on it.

could be an incompatible configuration thing on my end, no idea. It played fine with chrome though 

Firefox I got either no audio whatsoever or tuns of distortion, but it was otherwise playable. Microsoft edge couldn't get passed the load screen.

The raised buttons I could only really see when I was using mouse look on the actual square, so it led to a lot of moving one square, inspecting the wall brick by brick and then moving on. I'd at least make the the first one in the corner that the kid tells you about more obvious so people know to do that if it is the intended gameplay loop.

The music I think worked, but I definitely did get stuck some places for long enough that it got old, overall I think it definitely did add to the ambience though 

Finding the slightly out of place texture to open a door is not fun, and made me convinced the interact button didn't work for the first 10 minutes of my play through. Also this game ONLY runs properly in chrome as far as I can tell. The different graphics modes where nice, and the voice work was excellent. Ambient background music got repetitive, but was overall effective.