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zvvx

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A member registered Mar 08, 2022 · View creator page →

Creator of

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I appreciate your comment. I’m bummed too, but I’m more glad that I managed to actually “finish” creating a game–my first actual one–in the time allotted for this jam. It actually means a lot to me that you look forward to playing it; the game will be likely be updated within a few days after the jam.

This is definitely an experienced learned and one I could easily avoid in future projects.

Thank you for your feedback and trying my game.

Unfortunately the ghosts were not intended to be this fast–they were actually meant to be much slower (about 4x slower) in this build, an oversight not caught on my end of testing due to not accounting for variable framerate; I have already fixed it and will be updated once the jam is completed, if you do wish to try again when its in a better state.

Hi, thank you for trying out this admittedly very botched release and providing your thoughts.

I do agree with you that there is definitely a lot of improvements to be done for the clarity of the game and its objective.

I'm not sure if you have read the other comments or notes but there is currently framerate issues with the build that was submitted that affects how enemies behave.

Also, LSHIFT is for locking the direction the character is facing so the character can aim at the enemies whilst being able to move in different directions. Slowing the player down was a way I thought of balancing this mechanic.

I may also include a web version later to quell any worries about running programs locally. 

This is an interesting yet terrifying concept. The audios and visuals were really well done. I feel there could be a bit more visual guidance on the expectation on how to escape: I only found the RAZR after a few retries; I expected something to be inside the actual buildings but there wasn't anything that could help me. 

I only found one way of escaping, not sure if there are more, as I've looked around for a bit and haven't found much. I'm interested to know the intended escape routes.

Overall, this is definitely a foundation for a cool game.

Very cool visual style for the characters. Game and environment feel alive with the amount of things you can interact with. The world is interesting. However I do feel the combat feels disconnected, as I wasn't exactly sure if my attacks were hitting or not, and if they were meant to be OHKO? An indicator for a hit landing would help this. Overall has great foundations and interesting story.

Unfortunately, the only way to play the game right now with it's intended behaviour is to have a framerate of 240FPS. 

Thanks for providing the video. I can assure this is not the intended behaviour for the ghosts: they are definitely not supposed to be that fast. Unfortunately this is a pretty big bug in my code that I have now discovered being linked to the processing of ghost movement. I apologise for the game being shipped in an unplayable state for you and will look to release a fixed version after the jam is over.

Hi, thanks for the comment, and for playing my game. I apologise for not making that particular aspect clear - I knew I was missing something. The flashlight used by the character is used to deal damage to enemies: those in its light will take damage. 

I have now edited the game page to explain this mechanic in more detail.