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andrewsgame

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A member registered Aug 16, 2021 · View creator page →

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On the second playthrough I got the "Goodnight, Nightmare!" ending... GOD! Was not expecting to feel so crushed and cold by a 2-minute game! Really good job - evoking such a feeling with such scarce assets!

haha exactly :D thanks for trying it out! 

Ah yes... this is a known issue. We will look into it in the future, sorry for the inconvenience! (although clicking too fast in game jams builds is like asking for troubles, lol :D)
Anyway - congrats on beating the game and thanks for the comment! Keep an eye for updates, we will shake things a bit so the experience (strategy-wise) will be deeper :)

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thanks for trying out our game! :) 

Yup, the earlier waves are easier so players can get a grasp on different mechanics. But the game is definietly beatable! (At last by me :D)

Hey, just played your game. Wanted to try it from the beginnig. It took a while as I have only Linux on my PC - but I finally took my wife's old laptop (which couldn't run the game even at 30 FPS lol).

I felt genuinely scared! I don't play horror games because of this exact reason :D So good job! I liked the mood, the music, fog, the design of 'enemies'. And the hospital stage was something I don't want to go through again (in a good sense if you know what I mean). I lost in the hospital (jump scare #1) and after that I managed to exit the hospital (jump scare #2. WHOAH). Shortly after that I hit ESC to pause the button and the game exitted :D So that finished my experience...

- The driving could be a bit smoother (it doesn't have to be perfect for this kind of game but I felt like I was struggling with that aspect a bit too much)
- I would also like the voicover to be a bit louder in comparison to other sounds (I could barely hear it because of the engine noises and it's a pitty as the voicover was super good and moody).


I am also impressed how well the game looks - I felt like being inside a real world (trees werent repetetive, roads led to somewhere, differences in terrain elevation felt naturals and interesting). The shear number of assets inside of a 3D game made in a month was impressive. I didn't feel like anything was a placeholder there (maybe not counting for how the text prompts were presented but oh well).

N-I-C-E

Just curious how did they come across your game and if should I search for illegal compies of mine as well :)

Hey, thanks for playing and for the feedback!

The game definitely lacks the self-explanotary factor (which takes time). For instance - you CAN level up you devs. By hiring the same dev that is already on your team you add up stars to their portrait. Collect 3 stars and you'll level up Junior to Mid or Mid to Senior. It's explained in the Manual but who in their sanity would actually read that lol :D

Beside that - what kind of features/game mechanics would you like to see in the full release of such a game?  Do you have any ideas?


One more thing. Your comment about board games - this is the niche that I really enjoy (like taking designs from board games and enhancing it with advantages that computers provide i.e. automated rng and numbers crunching, easier balancing, additional layers od experience like VFX and SFX). So I feel flattered by this comparison as I see my future self specializing in this kind of game design! Thanks!

I mean... piracy is one thing (don't want to open up a discussion on this topic)... But this is an outright IP theft... I just can't...

But there's also a lesson to be learned - keep your contact info, links to different profiles INSIDE your build (e.g. in the corner on the title screen). That way a player can easily recognize if they were scammed.
@AMaddux - did you make this submission listed on itch.io page (i.e. "searchable"?).

Thanks for giving it a second chance! :)

And for the feedback as well! Actually these are things that are in my backlog, I didn't have time to finish it yet :D That's also a valuable lesson for me - I thought I am able to estimate time effort for the project more accurately. And that's reflected in the quality of tutorial and the lack of items that affect your gameplay. Lesson learned! :D

And yes, it was done in Godot (even though I could SWEAR I changed the icon to a non-generic one, lol)

Just to make it clear - I think that the puzzles that you designed are very good! It's not trivial to make such a level that it feels natural but has only one way to solve it (which is not obvious from the get go). It's just the fact that if you make them one-by-one it starts to become overwhelming. Players need some room to breathe (I believe Zack talked about it in one of the episodes... maybe the one about pacing? I'm not sure).

I also understand what you say about the tweaks. On one hand - I'm on your girlfriend's side on this one. Dropping by 2 to be lifted by 4 was not intuitive and felt more like an issue than a deliberate feature. On the other hand - yes. Changing this rule would require you to redesign your levels. I guess that's a bit of a drawback of puzzle games  - level design is tightly coupled to game mechanics. That being said - maybe correct process of developing such a game is to get extensive (and I mean EXTENSIVE) feedback and playtests on core game mechanics (is it fun to begin with) before you design more than a handful of levels? I don't know, just thinking out loud.

And don't be sorry for making me feel dumb. This is something I need to live with :D (By saying that I wanted to emphasize that with puzzle games you typically aim to evoke feeling of accomplishment... yet, paradoxically, if puzzle is challenging you can evoke frustration instead. On the other hand you can evoke boredom if there is little to no challenge... I guess it's a tough nut to crack! And you did amazing job, especially that the most feedback for you game was related to mechanics or visuals rather than level design!)

Anyways - to answer your questions.
Yes, I did use the help button and I found it helpful. I liked that the help was a clue rather than a level walkthrough.

I did not click the "watch tutorial" button, sorry :D Mostly because I felt like clicking the second button and getting 1 life back was faster.

Woah... How did you find out?

Woah! It's really challenging! I was surprised how much! :D
Simple rules, very good level design, beautiful art style... It's outstandingly mature submission for a game jam! Made it to the second world!

What I was lacking:
- some cozy music in the background, maybe some wind blowing sounds... Other than that SFX is in place!

What I think you could work out better for a full release:
- It's very challenging and I didn't have any breaks between levels. I completed first world and felt genuine exhaustion.
- I like the challenge in game, but got frustrated at 1-10. When I finally figured it out I didn't feel accomplished - I felt rather "oh God, it was so simple.. what a stupid level" kind of feeling (which was of course reflection of myself :D) THE POINT IS - It most likely means that this game is too hard for younger audience (which could be targeted by looking at graphics).
- By looking at color palette and the miniature I expected a really chilled-out experience. I wanted to relax after work. Well... It wasn't really relaxing :D So there's a dissonance... Don't take me wrong - I think that the level design is brilliant and these are great puzzles that this game needs... Maybe letting a player just enjoy flying for a couple of beginning levels (or in-between harder puzzles... or in a separate mode like Easy mode) would be a good idea? For instance I felt satisfied when I managed to get height of 6 (woah! I can do that!) - it's funny that it's one of the stronger memories that stayed with me after playing this game.

All of above could be resolved to some extent with e.g. levels with more than one route to complete... just so the player (i.e. I) do not feel stupid all the time ;)

Congrats on finishing your game!

I really liked those explosion effects and the boss fights! Also some details added a nice depth (ambient lights, this ceiling fan shade - cool!)

What I find worth improving are:
- Game pace. I felt like it was very slow for an action shooter game. I'd like to everything be twice as fast. It is also connected to the corridor sizes - you have quite a long breaks between fights, which makes this game a bit less intense.
- Art consistency - those semi-transparent blood puddles looked much better than gradient ones. Some assets looked like out of place. Also - there was a bit of jittering, especially at wall edges when moving
- Keyboard and mouse controls - I don't have a pad for my PC :)
- Uniqueness - maybe it's my personal preference, but I really enjoy when a game brings something new to the table. This one feels a bit generic (although I'm sure it could stand out after some work  - the mood is good!)

Overall - even if the game is basic, it is complete - with art, gameplay and audio components. Good job!



Thanks for the comment - I didn't have time to get all the Apple certificates for Mac build, nor to optimize the game for a web-build. During tests the web build loading times were awfully long - after Jam is over I will make it work in browser for sure!

Thanks for trying out the game :)
I know the game is missing a proper tutorial - you can hit the TAB button to view rule book with different tabs.

Did you add (drag-and-dropped) hired devs to proper projects? Make sure to assign devs with high GFX stat to Graphics, devs with high GPL stat to Gameplay and GFL to Game feel. Then - after hitting ROLL - your fate will be decided by dice :D
- If you hit required number of 4+ rolls - you will level up given game component.
- Remember that your overall game quality is dictated by the LOWEST quality of game components. I.e. you need to level up all 3 components to at least Prototype so that your game will be received as a Prototype.

Game is a bit complicated at the beginning but once you get a grasp on core rules you can try to actually beat it (although it is a fair challenge!). I encourage you to give it another shot! :)