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ArokhSlade

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A member registered Mar 22, 2024 · View creator page →

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funny idea and i liked the wall break special effect and character designs.

but it wasn't clear to me where to deliver patients to.

when i threw the over the level wall, there was no feedback if i did right or wrong.

the dash also seemed broken, it would only go into one fixed direction (which differed by level?)

i would have liked an escape menu.

but i appreciate the potential and admire the humor!

charming characters. 

somehow the game reset itself between level 3 and 4.

the storms going through walls was interesting but somehow they would be impossible to dodge that felt unfair.

also there was a bug where the storms would spawn and only go in one direction.

nice take on adapting pacman to the jam's theme!

very ambitious and good atmosphere, especially through the sky, the sounds and the characteristic dark blue spikes.

the jumping also felt pretty good. i tried climbing some rocks and it was fun.

however, quite buggy so i didn't feel like spending a lot of time.

simple game with strong atmosphere.

i liked details like the window shutters and paintings and that police hotline had a different sound. and that you gave closure with the epilogue.

i found the default text noise annoying.

and after witnessing the basement scene, when i got back to the main floor, the music turned from scary to nice again, which seemed strange to me.

you have a talent for story telling and i hope you will tell bigger stories in the future.

i found it meaningful that the kid resolves what happened, but is still left wondering about the 'why' even as an adult. nice!

also, thanks for your comment on our game. however, it would also be nice if you could give more personalized feedback when you comment. i like to take time and appreciate the efforts of other developers but i find it more fun if it goes both ways.

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super well-polished and charming game!

the one thing that stood out as most improvable to me was on-boarding for new players.

since the game starts immediately with a countdown and being attacked, i felt like i didn't have time to figure out the controls in peace. i think it would be better if the controls were displayed/explained in game rather than the escape-menu. and i didn't realize how to base-build until it was too late. so i ended up playing 2 throw-away play-throughs just to figure out what to do. ideally, i would have been able to learn those things during my first play-through. before the actual challenge hit.

but otherwise i'm super impressed!!

edit: oh yes, and use/melee being on 'F' was sub-optimal imo because it prohibits me from running forward-and-right while doing melee action.

sick game. quite challenging. well executed. made it to level 4. the tier 2 enemies are so fast and tanky... good game!

even if it's mostly about the storm than before the storm.

sick game. quite challenging. well executed. made it to level 4. the tier 2 enemies are so fast and tanky... good game!

hey! your game is so beautiful. 

unfortunately, i couldn't get very far because there are some gamebreaking bugs.

( i tried multiple times, both browser and win64)

the game crashes in the second level battle.

once i got stuck on a flower and couldn't move.

would love to play the game properly. i treasure the style!

hey! your game is so beautiful. 

unfortunately, i couldn't get very far because there are some gamebreaking bugs.

( i tried multiple times, both browser and win64)

the game crashes in the second level battle.

once i got stuck on a flower and couldn't move.

would love to play the game properly. i treasure the style!

thanks for playing and your suggestions, chpassos!

how many tries did it take you to finish the game?

how many pieces would you like to be able to carry?

there's code for changing the limit in the game already.

just didn't get around to playing around with the values...

also thanks for ... ~highlighting~ the issue with item visibility. hadn't occured to us.

hey! that's very encouraging praise. specifically from someone who also made a platformer that i quite enjoyed!

thanks :-)

Hee-Ho :D 

Glad to hear it!

cheers!

holy ... the moods were intense in this game! :D

really like what you did with the character designs, the background art and the different music tracks to create strong emotional impact.

here's some suggestions/issues i cam across.

the fact that i couldn't jump from the bottom to the right platform seemed too limiting. i won the game by hiding slightly outside the screen border but not far enough to die.

the menu buttons are broken with controller for me, have to wail left-right several times before button changes.

i liked this game!

holy ... the moods were intense in this game! :D

really like what you did with the character designs, the background art and the different music tracks to create strong emotional impact.

here's some suggestions/issues i cam across.

the fact that i couldn't jump from the bottom to the right platform seemed too limiting. i won the game by hiding slightly outside the screen border but not far enough to die.

the menu buttons are broken with controller for me, have to wail left-right several times before button changes.

i liked this game!

only had it on this one so far

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i only have one standard audio device installed.

it's called Realtek High Definition Audio.

might be a browser issue too. i don't know.

ty <3

everything was going so well and then the monster game-overed me :'(

cool game!

the bell was cute.

i like the music, intriguing mix of dungeon synth and lofi, haunting and chill and at once...

lovely designs!

audio was broken in browser version for me, but windows build went flawlessly.

everything was going so well and then the monster game-overed me :'(

cool game!

the bell was cute.

i like the music, intriguing mix of dungeon synth and lofi, haunting and chill and at once...

lovely designs!

audio was broken in browser version for me, but windows build went flawlessly.

cool art!

i managed to put items into the drawer.

but i couldn't open the door.

what did i miss?

there seems to be an interesting idea here...

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cool art!

i managed to put items into the drawer.

but i couldn't open the door.

what did i miss?

there seems to be an interesting idea here...

there are some cool ideas here and some elements are implemented nicely.

you've good good visuals and good sound.

when the storm hit's it feels very impactful!

however, the gameplay mechanics seem sketchy. I couldn't really figure out what to do. but it was exciting whenever i discovered a new thing. like how i could pick up the axe and stir up the logs with it.

i thought your control scheme with click-to-hold and mousewheel-for-distance was interesting.

the most difficult thing for me was the super-sensitive mouse control.

i tried following the "you can go there" sign twice, i never made it to the next island.

how do you build a boat in this game?

anyway, i'd say it's an interesting sketch for a what could one day become a cool survival game! :)

there are some cool ideas here and some elements are implemented nicely.

you've good good visuals and good sound.

when the storm hit's it feels very impactful!

however, the gameplay mechanics seem sketchy. I couldn't really figure out what to do. but it was exciting whenever i discovered a new thing. like how i could pick up the axe and stir up the logs with it.

i thought your control scheme with click-to-hold and mousewheel-for-distance was interesting.

the most difficult thing for me was the super-sensitive mouse control.

i tried following the "you can go there" sign twice, i never made it to the next island.

how do you build a boat in this game?

anyway, i'd say it's an interesting sketch for a what could one day become a cool survival game! :)

nice idea!

good job on the water and weather effects and making the ship rock with the waves!

i got stuck in a nook and couldn't get my ship out again.

would have been nice to have some kind of info about how much time is left.

nice idea!

good job on the water and weather effects and making the ship rock with the waves!

i got stuck in a nook and couldn't get my ship out again.

would have been nice to have some kind of info about how much time is left.

Thanks for sharing what it felt for you to play the game!

We put the constraint in as an attempt to break the classic formula. 

I agree with your concern about repetitiveness / freshness and like the proposed solution!

And congrats to beating it! :)

thanks! did you notice our game has 3 things in common:

floating platforms, double jump and collecting things :)

I played through all 3 levels.

The parkour mechanics work quite well.

Very impressive! 

And cool atmosphere!

i wish you'd given me a level select menu though.

the thing I struggled with the most was that i couldn't make very small adjustments. like, let's say i stand on the bridge and i want to jump up and then tap left to position myself on the banister. i would fly over the banister.

one or two little bugs and here and there but don't feel like complaining. was just really impressed.

(first level when i triggered the cloud and then fell into the abyss, when I respawned the cloud wasn't there anymore and I couldn't finish the level. maybe i had to activate the temple again, can't remember now if i did.)

sometimes i would fall through a lotus pool.

ok maybe one criticism: the cloud's cartoony design broke with the lofty visual style a little bit. but it was very clear what i had to run from!

sound was good too! appreciated the music switching when altar was activated and the subtle sound effects.

also appreciated the ambitious level design. you made it so if a player wants  an extra challenge they can try and find all the dragonballs.

what i was most impressed with maybe was that the game always knew what platform to put me back on when I fell down.

bravo! 

and despite being a UE5 game, u provided option so i could still play it on my potato pc!

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I played through all 3 levels.

The parkour mechanics work quite well.

Very impressive! 

And cool atmosphere!

i wish you'd given me a level select menu though.

the thing I struggled with the most was that i couldn't make very small adjustments. like, let's say i stand on the bridge and i want to jump up and then tap left to position myself on the banister. i would fly over the banister.

one or two little bugs and here and there but don't feel like complaining. was just really impressed.

(first level when i triggered the cloud and then fell into the abyss, when I respawned the cloud wasn't there anymore and I couldn't finish the level. maybe i had to activate the temple again, can't remember now if i did.)

sometimes i would fall through a lotus pool.

ok maybe one criticism: the cloud's cartoony design broke with the lofty visual style a little bit. but it was very clear what i had to run from!

sound was good too! appreciated the music switching when altar was activated and the subtle sound effects.

also appreciated the ambitious level design. you made it so if a player wants  an extra challenge they can try and find all the dragonballs.

what i was most impressed with maybe was that the game always knew what platform to put me back on when I fell down.

bravo! 

and despite being a UE5 game, u provided option so i could still play it on my potato pc!

i actually managed to win!?

cool idea with room for improvement.

i can feel and like the game that it's trying to be. especially with the retro aesthetic and music. 

took me many tries to figure out and accept that the cannon is useless in the storm but it's actually possible to dodge the meteors.

massive spike in difficulty. and the light blue color splotches appearing were quite disorienting.

the music kicking in was fun. why not increase the speed and challenge gradually, more slowly and let us play till the end of the track?

the phase before the storm could be more meaningful gameplay wise, for example with pickups to charge a shield.

the cover art looks so sophisticated. how did you make it?

i actually managed to win!?

cool idea with room for improvement.

i can feel and like the game that it's trying to be. especially with the retro aesthetic and music. 

took me many tries to figure out and accept that the cannon is useless in the storm but it's actually possible to dodge the meteors.

massive spike in difficulty. and the light blue color splotches appearing were quite disorienting.

the music kicking in was fun. why not increase the speed and challenge gradually, more slowly and let us play till the end of the track?

the phase before the storm could be more meaningful gameplay wise, for example with pickups to charge a shield.

the cover art looks so sophisticated. how did you make it?

my high score: 10695

well polished, even to the escape menu animation!

really fun/original idea, both how you combined the two genres and how you presented it. appreciated the humor.

if i had to improve it, i'd try giving more variety / fluctuation. 

for example periodical switching between storm and mucking phases (and thereby making the game into levels.)

and more projectile types, like someone watering the plants at the sides and the water stream shooting over to the playing field.

my high score: 10695

well polished, even to the escape menu animation!

really fun/original idea, both how you combined the two genres and how you presented it. appreciated the humor.

if i had to improve it, i'd try giving more variety / fluctuation. 

for example periodical switching between storm and mucking phases (and thereby making the game into levels.)

and more projectile types, like someone watering the plants at the sides and the water stream shooting over to the playing field.

(hope it doesn't count as spam. I post my review from the jam submission page here, because i think it should show up in both places.)

Super interesting game idea and clever writing!

Was a bit too challenging for me to connect what questions&answers applied to what personality type/mood and what personality/mood in turn matches with which slogans. i think i figured out about 20-25% ?

when the camera movement became wonky at first I thought it was a bug but by the end of the game I realized that was probably me not raising enough funds and the world starting to tilt.

Seems like the kind of game I would want to take notes and puzzle it all out so I can actually win.

the music and end game scene was fitting and the last scene before returning back to menu was also a nice touch.

Even having lost though, it has changed my perspective on the role of "marketing guys".

Great achievement!

Super interesting game idea and clever writing!

Was a bit too challenging for me to connect what questions&answers applied to what personality type/mood and what personality/mood in turn matches with which slogans. i think i figured out about 20-25% ?

when the camera movement became wonky at first I thought it was a bug but by the end of the game I realized that was probably me not raising enough funds and the world starting to tilt.

Seems like the kind of game I would want to take notes and puzzle it all out so I can actually win.

the music and end game scene was fitting and the last scene before returning back to menu was also a nice touch.

Even having lost though, it has changed my perspective on the role of "marketing guys".

Great achievement!

Sure thing! Yeah Takah is a real go-getter, isn't he? ;)

oh. did you use the double jump?

that's on us, should have pointed that out. will add that to the desription right now!

thanks for your helpful feedback and for your effort!

Hey! Played your game more throughly now, I think my best was 33 kills and level 5.

As i said in my other feedback, i think this game is really strong on many axes. 

Here's some extra feedback, focusing on what i think could be improved. i already told you how impressed i am with the quality of what you made here:

the biggest room for improvement is i think in level and challenge design. 

if i figured correctly, the levels are somewhat randomly generated/selected? the really difficult big house with many assault rifle guys i got once at level 2 and once at level 5. having some pillars or other blocking objects to take cover behind to give some tactical options would have been nice.

it was pretty frustrating that the humans could see further than i could. when i ran into the woods to heal up on mushrooms, i would get shot at even quite far away from the house.

i haven't figured out yet if it's possible to "win" the game or if it's endless. if it's endless, a highscore list would be nice. also, a gradual ramping up of the difficulty from level to level.

i guess it would have been too much to ask for the short time, but what i would have really liked would be a system were humans aren't always on guard and already know where i am. so that i could scout them out with my superior vision, then pounce on one, retreat, and repeat, taking them down one by one.

i see potential for improvement in the camera / vision system. a) if the camera could shift in the direction i'm looking, i could plan my approach better and feel like a cunning predator. b) i expected to see better in the dark than the humans, but that's not what it felt like :D 

rip attack: still not sure if i ever figured out how to do it right. if the tutorial hadn't been broken, i would have practiced that more. some feedback audio-visual if i actually got the healing effect from it would have been nice, since with the hectic and darkness and precision required, i lost track of the health bar.

the health bar frame has the same color as the grass during the day, so in one of my first playthroughs i didn't eat enough mushrooms because it looked like my bar was already full.

volume: menu sound was too quiet, and i would have loved a lightning sound to make the the scene even more perfect. (really great menu screen)

being able to set sound during game would have been nice.

bugs & technical issues:

- pressing tutorial leads to black screen in win download version 

- viewcones with occasional muzzle flashes linger around the level even during daytime.

- could not spawn traps in the tutorial

- when there were many guards, the performance started to sputter

details i liked:

despite not attack animation, the destroying of things felt quite visceral. also interesting that doors and generator have a longer attack time than windows and people. 

i liked the design of the trees and the visual design in general. 

the design of the main character was also really good, especially the way it moved its arms.

again, really amazing game. having finished my first game jam, i aspire to get on your level in terms of how much you've achieved in the given time frame.

okay. i played through it now.

here's some follow-up to my post in the other comment section. (wish itch.io would combine them)

small issues:

- when i died at level 3 the reset feature didn't work.

- arrow keys don't trigger the walk animation.

- escape menu would have been nice. having to alt-f4 out feels scuffed ;).

i really liked the attacker. was a fun gameplay element, because at first it seemed overwhelmingly powerful and was all the more rewarding when i learned to outplay it.

i thought the way the jump worked and felt was also interesting. for example when there were 2 platforms on top of each other, i didn't manage to jump out sideways from the lower on, to bend my way to the upper one, because the start up is nearly vertical even from running.

that prompted me to stop and reconsider my environment, which was a good moment!

loved the clean art and skillfull animation, a lot of personality with very few frames!

i never figured out what actually attacked me or what kind of creature the end boss was -

which i honestly enjoy, that sense of mystery and not quite being able to make sense of it all. reminds me of MDK.

the music was realy good!

one thing to improve would be acoustic feedback when player gets hurt. could have packed more of a punch.


good work people!

thanks for your appreciation and feedback hvaaaaad!

i'm looking forward to trying out your game comerade. i envy your for already having started at 13. so cool!