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Althar93

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A member registered Jun 08, 2020 · View creator page →

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I am running Windows 11, yes

By frontend, I mean the main menu. This issue appears on both of my monitors, unfortunately ; windowed or maximized makes no difference.

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Trying to upload a screenshot but itch has been giving me grief. Hopefully it works this time :

Hope this helps!

Sure, I have an ultrawide monitor with a resolution is 3440x1440 & an old/secondary monitor with a resolution of 1280x1024. The frontend looks fine both maximized (with black bars on either side, to be expected) & windowed

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Nice art style & character design. Unfortunately I am experiencing a game breaking bug whereby the character / centre of the screen is in the bottom right corner of the screen meaning I cannot see where my character is headed.

Thanks for checking our game out!

Thanks for playing and we completely agree with both of your suggestions. 

The whiteboxed level was initially larger, when we weren't quite sure where we were going with the story and we did have to massively cut it down by the end of the jam as we were narrowing down on the plot & also having to descope other gameplay/story elements. 

As you wrote, with such a large level, we did shoot ourselves in the foot a bit in terms of playtesting ; the less confined your game is, the longer it is going to take to thorougly playtest and we did eventually run out of time.

We appreciate horror is not everyone's jam. Thanks for giving it a go regardless!!

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Unless I messed up somewhere, feel free to zoom in on any part of the image with a colour picker and you should only see two colours in use.

Thanks! If it is any consolation, it does sound like you experienced most of what was to be experienced.

Thanks! I'll have to setup a small GitHub project to share it, but the generally speaking, the dither shader is inspired by https://sambigos.itch.io/godot-dither-shader with a few personal touches.

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Fun little game. I somehow managed to bounce off a rock & ski upwards, which was interesting :) - "Take that, Physics!"

Cute concept - I am ashamed to say I spent a good 5 minutes before realising I had to use the mouse to move though around though.

Thanks! We admittedly missed the mark at bit in terms of level design & mechanics, but we did spend a fair amount of time & effort on the immersion/atmosphere so glad to read that aspect was well received.

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As far as I understand it, you are allowed to fix bugs ; the rules state that :

After the submission period is over, you can fix bugs and add new ways to play (web build or any other), but not radically change the game. 

Fun little puzzle game with an interesting mechanic.

The dithering effect & sound effects are neat, unfortunately I couldn't work out what to do.

Interest twist on the die and retry concept. 

Loved the art work & the upgrade system. I don't know if I was just bad at the game but the first few rounds seemed almost impossible to clear without letting one or two enemies through.

Shame you didn't get to finish it in time but I like the artwork.

I do not have a GNU/Linux at hand right now, but I dig the ASCII/CGA style.

Fun pixel art, although I didn't manage to satiate my hunger despite pressing the prompted key.

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Cute game, I thought the falling snow VFX was particularly well done.

Sokoban with a twist. A fun little game.

So quirky & I love it!

Really original, fun & addictive concept. I also like the fact I went from smashing the snowballs at full velocity to playing far more tactically by the end of it.

Very well done!

I now know that I am terrible at curling...

The launch physics & sweep mini-game were simple yet effective ; I wouldn't mind it if the music had a slightly longer loop though as it can get repetitive quite quickly.

An interesting concept and I enjoyed the rather abstract art style (including the design of the monster) although it is difficult to tell what is on the screen at times due to the flat-shaded nature of the art style.

I like the general atmosphere of the game & light play, unfortunately, I got stuck at the bottom of the mines without any way to get out as the spring platforms don't quite powerful enough to climb back out.

Amazing art style & sound track / effects. The game feels very immersive & atmospheric, which is not an easy task with minimalistic/1-bit graphics, so kudos!

My favourite touch is the shaky cursor as the player gets colder!

I survived a few days & got a sense of what needed gathering but unfortunately on the third day I could not make it back to the house, even though my player's coordinates matched with that of the house.

Moreover, I did experience some minor issue with text overlapping, but nothing major. 

Never thought I'd play a game where I got bullied by angry snowmen. Reminds me of some of the old-school SNES beatemups. 

More feedback for player hits would be welcome but otherwise it runs & plays well.

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Adding some screenshots & a more fleshed out description to your project page would do wonders to draw more players in.

Little Mario-clone with some 1-bit spooky graphics ; plays quite well.

Nice one, the experience is even better with the bigger window - thanks for changing it.

Well done on the art style & atmosphere.

What I didn't quite get is (and perhaps I was supposed to read it somewhere) : why do I need to call from another room?

The fake-perspective did make my eyes go funny but I had a good go & thoroughly enjoyed it.

Perhaps a drop shadow during jumps would help land with more precision.

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Under 'Edit game' in your project's itch Dashboard, if you scroll down, you will find a section that reads 'Embed options' ; change it to 'Manually set size' & you'll be able to set it to your liking.

Hope this helps!

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1-bit & perception of dithering/print can be quite quite fascinating really. I actually had to double-check the dither post process shader I wrote half-way through the week because I thought a bug had crept & I was outputting more than two colours ; but no, that was just an illusion & it fooled me too.

---

We also experimented with different colour pairs before sticking with this one (inspired by the Playdate display), which were interesting but ended up giving the illusion of three colours (dark purple & off-white is a good example which gives off the illusion of an additional yellow colour)

Anyway, thanks for playing & for the kind words!

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I am completely helpless at these types of platformer & can't for the life of me get past the elevator section, but I love how polished & tight this game feels.

The music/sfx is on point, art work is great & I especially love the subtle change in the level depth/look when the player flips left/right.

My only piece of feedback would be : could we get more feedback to indicate when the parry becomes available ; maybe a faint circle collapsing back towards the player would help with timing things.

PS : No offense to your artwork but I feel your thumbnail really undersells the game ; perhaps a crop of the character in game would draw players in more readily.

That's fair criticism, we wanted to make the player feel lost amidst the snow / fog, but letting the player get completely lost was not planned / good game design on our part.

Thanks for getting lost in our game though :) !

I dig the colour palette & the overall style. Unfortunately I couldn't work out what I was meant to do.