Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

6lbsofshrimp

33
Posts
1
Followers
19
Following
A member registered Jun 07, 2020

Creator of

Recent community posts

I just watched the video!! Fantastic and love to see another person's process. I worked with Dragon Frame in school and it was fun.

This was super fun! I really loved this, the minimum graphics and music gave this a very tranquil vibe kinda like Mini Metro or Portal 1. The movement was really fun to figure out and go back and forth. I would love to play a full game like this someday. It was sometimes a little hard to warp my head around which direction I needed to turn, but once it clicked I had a blast. Great game!!

This was super cute and fun! I love the art and the idea of throwing the door around. I really like that the door keeps moving and can still damage the energy. There's a really fun Pinball/arcade feel to this game that I enjoy. Fantastic job! Love the art! The mouse character is super cute.

I'm absolutely blown away by the fact you took on making claymation for a 7 day Game jam, but you did an incredible job! You did it hahahaha. I really loved the vibe of this game, the dinosaur character was super cute and charming, and the overall presentation was nice. I love the mouth noise sound effects and voice acting. You captured the theme great, I can't believe bees were behind the door again.  Fantastic job!

I really struggled with this game, I don't know if I was not understanding the clues or how to put them together but I really struggled to figure out how everything connected and solve the mystery. I managed to get 4 endings, but I wish there was a way to tell which items were intractable or have some highlighted words in the text. I always felt like I was missing something, like there was some hint or clue, or hidden dialogue to add to the final check. Coupled with the slow walk speed, it didn't feel fun and sometimes felt frustrating to recheck all the rooms and dialogue to see if I could find anything new. I didn't find anything so I went through the final "Can you solve the case" again and again hoping to have the right combo. I think overall I felt confused on what to do and how to solve the mystery.

This game is well made, The art is really cute, and I love the palette, I didn't experience any bugs, and the "Behind the door" theme was captured well. Your team did an incredible job making a functional game.

I love this! I'm genuinely am so blown away and impressed with what your team managed to make in such a short amount of time. The character designs are all fantastic, and the writing was really good. The writing did an incredible job painting pictures in my head as I can recall having similar experiences. I can feel the meat juice on my hands, the way characters are struggling to speak how they feel while holding back tears.

It's written in such a way that doesn't directly tell the audience what to feel and is instead delivered with flair. I'm allowed to understand and discovery these characters and the world and become invested in them myself.  I'd love to know the specific credits as to who coded, who did art, and who wrote, etc as I was not able to find this on the menu/game.

I was the lead artist on my game, and the art in this game was great. The character designs are so pretty, Inuhiko was a stand out for me, and the background when they told the dragon story was mesmerizing. The little details, like how each character blinks give them just a bit more life. I looked up the characters names and how each of them fit with the design and story being told. I can tell there was a lot of picking and choosing what to draw, and you really used your time effectively. It's more important that your characters were rendered so good, as they're the focus as opposed to the backgrounds which are just dressing. You even used it to your advantage as I love that we don't actually see Cosmo in the bed, and are left to imagine what their state is like.

Some light criticism, I love each of these characters designs, but Cosmo who I understand IS the main focus of the story, their design feels just a little out of place, compared to the other characters like Umabami. They should have the extra flair, for being so important. It reminds me of Basil's design from Omori, who is very distinct from the cast, but still has a similar enough aesthetic to match the cast.

The only part that took me out of the story was seeing the characters in their normal clothing at the funeral, compared to seeing them in an all black attire. I understand this was probably for a sake of time as there's already so much love and detail in everything else, but it was something that took me out of the experience for a moment.

In these 7 days, your team made a compelling narrative and really captured the theme of "What's behind this door" as things slowly unfolded. I really am happy to have played this, as this was one of the best Game Jam Games that I've played. Great story, great characters. No bugs to my knowledge. Loved it and looking forward to what you guys make next. Sorry for the long comment, I just really liked this game hahahaha.

Thank you so much!

Wow!! Thank you so much for all of the kind words!! I really am glad that you enjoy it so much, we put a lot of time, effort, and all nighters in to make it the best we could in the time that we had. Yume Nikki was definitely an influence for the art, as well as Nights from Sega. It was really fun trying to find a balance between time I had, and how many frames of animation I could with that, and not making the art too over detailed to animate. I think we managed to nail a lot of it. We wanted to hit the player with a lot of interesting visuals/concept to enhance their experience and from your response, I'm glad to hear someone having fun. :) Thank you so much for playing!

Thank you!! Hahaha, It's a lot of different ideas and visual flair all thrown at once. It was nice to throw the player into a unique world and setting. Thank you so much for playing!

Thank you so much! I had a blast designing the characters and world, would love to play around with this style in other genres as well.

Oooo the idea of keeping your gun via spending a key or being forced to change sounds like a great addition! I really like that, it keeps in theme and gives players another choice that could be positive. You did a wonderful job, especially with how tense of a time the jam was, I'm looking forward to the updates, keep up the good work!

Thank you! I was inspired by games of that era and am happy I was able to replicate them.

Thank you! I really enjoyed making something weird with the art and tone.

Thank you so much for checking out the game! I'm glad you had fun :)

Thank you so much! I really had fun designing the art :)

Great job getting up so high! We really had fun with the kraken. Thank you for playing!

Just played your game, I love the art style, the zombies are beautifully designed and I love the mechanic of having to wait until the gun was lined up before shooting. It taking place on the ship was a fun choice. For criticism, I'd say that I'd love to see a tutorial of sorts before playing, as I was confused. Also there was no wall collision, both myself and the zombies could float and attack wherever. Overall, I still love this idea of having to escape a ship of zombies, maybe adding a timer so that you gotta leave before you sink would add to it. Overall great job! keep it up!

I love the concept of this game, I think the art and overall design of using different items is great! My main issue is I was very confused on the lockpick? I did not get any feedback to know if I was doing it right? However for being made in 48 hours, You did a greatjob! With a little more polish, I could see this becoming a great game!

Great game! Love the use of colors and limited palette, the gameplay is fun and simple and I love the mechinic of using keys as both a way to progress and your health, it creates a very tense cycle of gameplay. My only criticism is that I was confused when I went through a loop of doors collecting pick ups and I was forced to cycle between weapons to progress. sometimes I'd have a weapon I'd like and felt like I was forced into picking a worse one. Overall though, I really enjoyed this, the enemy design was fun, man those flies got me hahaha.

This is great! I loved the art style and combat, I really had a wonderful time playing this, I don't even mind the ending cause the leading up to was incredible. There's a great sense of atmosphere and build up as we see and complete each side leading up to our goal of of slowly unlocking the door, coming back and checking on creepy messages. You had a huge scope and you mostly pulled it off! I think honestly, if you had not even put that message at the end, and instead had the ending be a simple "You failed, gotcha!" It would have been a good ending. Overall you did incredible and I really enjoyed your game and can tell a lot of effort and passion went in.

This was incredible, I had many emotion. I love dad.

(2 edits)

This was my first Gamejam and I had a blast! I was the artist on my game and we made a wave based game where you play as a door witch and beat people up with a door while using magic keys to summon weird powers. It was a ton of fun to design and collaborate with others. I'll try out your game tomorrow and It's been great seeing what everyone else made with the theme.

https://nizbel.itch.io/dreamscape-panic

I had so much fun designing the art direction and creating the animation hahaha. It was great to mess around with different ideas for door powers, but I'm so glad you enjoyed it! Thank you for checking out game out and the kind words!

Overall I really love the aesthetic look and feel of this game. Having a dark room, with your wooden mini figures as a light swings back and forth adds so much atmosphere and direction to the tone. It's dark, it's creepy, but also kinda warm and comforting. Especially with the style of game that is a tabletop dice roller, you write and paint a visual picture of the scene so well. This really captures the feeling of having a party invading a scary dungeon.

I love the fear of what is behind the door, what should I do be it sneak or bust down and then stressing about resource management and what I will need ahead. You did an amazing job incorporating the theme into your game and giving me that anxiety. I would have love to see another few rooms, but I also understand with the time given you can only do so much.

Overall, this is an amazing base for an incredible game, and I know given more time you could polish up and make something incredible. I didn't encounter any game breaking bugs, overall I had a wonderful time. Great job! Keep up the good work!

Wow! I really loved this! I love the presentation and art style! The chill vibes and dialogue got a laugh out of me and I love your character, the overall tone reminded me of something else, I was stuck on it until I found a little Easter egg and knew I was home ;). hahaha, back to your game tho! I really loved this and how many different ways you had the puzzles and doors interact. It never felt overwhelming but still challenging enough. No bugs either and the overall game feel was great. You did an incredible job! 

Just played your game, I really loved it. The art  style is really cute and creepy. Coupled with the music and red lighting coming from behind the door, you did a wonderful job creating a sense of atmosphere, it was scary, the green hand was unnerving in a such a good way from how it was animated and moving. 

ALSO HUGE SHOUT OUTS FOR NOT ENDING THE GAME IN A JUMP SCARE! The anticipation of the reveal is scarier then the horror and you did a great job. The concept was simple but well executed, I didn't encounter any bugs, you did a great job and have a well polished game! Fantastic!

Just played your game, It was a good time! I really love the art and assets and the stress of exploring and having to find the right way out. It really plays on the theme of "What's behind this door, omg is it a way out please" The timer is very stressful, in a good way.

For Criticism, I feel like the movement is very disorienting and caused me motion sickness, idk if the camera sensitivity is too high or the smoothing, it is something that effected my experience. Coupled with the music choice, it's very dizzying.

Overall, I love the colors, the style, and you crushed the theme of this game. You took on a challenge and given our time, you killed it. Fantastic work and I checked out your portfolio, I'm so impressed with everything I see and can't wait to see what you guys make next!

I love this! You really captured the "What's behind the door theme" and gave me a lot of anxiety on which door to open. I actually got lucky my first run and got the way out on the 2nd door hahaha, I played it 5 more times after.

I love how many different elements and mini games there are, collecting items, or having to play a quick mini game/solve a problem. Having to use powers to get an edge in finding the next room. The combat was really good too with a dice roll.

I was confused on how many times I could roll again to see if I could get a bigger number then my enemy. But other then that, the game's objective and rooms are clear.

This was super fun, and you did a wonderful job as a solo dev, fantastic work!

Thank you so much! I really had fun designing the art and characters!

The gameplay is so fun!! I really love the art style and how everything was very easy to understand, the puzzles were really well designed, the one with the 2 characters had me thinking for a little hahaha. Overall fantastic job!! You did great!

I really loved this! The art is super fun and realized. The backgrounds are excellent and I love the western cowboy look. There's a slight static layer which adds a lot to the visual flair. Shooting feels so good and I love the idea of being a debt collector and talking with people, choosing if I want to engage or not. 

I think a way this could have been pushed further is having your health be persistent, that way you gotta gamble is it worth fighting to get a higher score vs talking the L and just talking the rest of the way through

overall I think this captures the theme so well, I was really excited to see what was behind the door and the level layouts were good, the dialogue is fun too, the "nuh-uh" "yuh-uh" part got me laughing. Overall welldone :) You did wonderful!

Just beat your game, I had a fantastic time! I adored the art style and music so much, all of this is so charming and fun,. I love the character, I love the fast paced game play, and how smooth and responsive everything felt.

My only criticism is that, I feel as though the theme of the jam could have been incorporated more into the game. The character arrives through a door and exits the level through the door, but there's no "What's behind the door", we already know it's another level hahaha.

However, the game that I'm playing is incredibly well designed, especially given our time frame, I love that you took the time to even have secret routes for players to discover. How fun it is to rush through the level and kick enemies down, trying not to lose your speed AND being rewarded for it, it's incredible satisfying. You both did a wonderful job, this game is awesome.

Just play it and also happy to see someone go out of the box with the door theme. I really love the characters and concept, I wish there were more types of doors, cause I love the idea of run based games, where you gotta figure out how to get past each door. I love the art style, it's simple and effective.

overall I had fun, it is clunky in some errors and a bug where my character disappeared, I wish there was some basic audio, as I feel like it could really add a lot to this game, but for the time given, I think this was a fantastic time, thank you for making this!