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auranym

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A member registered Oct 28, 2021 · View creator page →

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congrats on the release! :D

hey thanks! I really appreciate your comments on the dev logs! they were genuinely a big source of motivation to get this demo released. :)

WOW that's incredibly fast! congrats!!

I loved the presentation here! the music and sound effects are very nice, and the concept is very relaxing :D

the voice acting was  a pleasant surprise! and the art is very nice! great submission! 

wow, this one hits. I loved it though! the art, music, and dialogue come together really well for a short and sweet but engaging story!

rad vibes!! the music was killer, basch did amazing with it! besides the difficulty, the only thing I would change is adding some sort of marker on the track of where the beat is. I got 97300 on funkatoon, 162500 on pride boiz, and 85300 on raise the noise! :D

I know right?? ilta and callie did an amazing job with the art!

I love the art style so much, it's very unique and angular, which adds to the feel that you're a stranger in town. I did struggle to leave the first room, since it wasn't clear how, but once I got out it was a lovely experience!

ahh thanks! also I didn't realize that you move by clicking on prompts on the edges of the screen. (commenting in case anyone else got stuck bc of this, haha.)

yay such an honor!! 

there's an opening where you can get on the roof :)

this was a treat to play! very relaxing vibes, with the beautiful art and calming music. huge fan of the chopping and frying minigames! if only there were more game to play!

I probably missed something, but I don't know how to leave Terry's lobby. how do I leave the room?

when I got through the last level, I really wished the game kept going! even though the premise is really simple, it gets really fun and engaging once the difficulty ramps up. it's like those "spot the difference" images, but more interactive! also, I especially loved the postcards from Merry :)

I loved the characters and the dialogue, definitely the highlight! it took me a while to figure out how to progress, but I got there eventually, and I'm glad I did! a cute little adventure :D

hey there! it looks like your browser doesn't support WebGL which is required to play some web games, like this one. maybe try updating your browser or try using a different one.

thanks for the kind words! I'm really happy to hear that it all works well together! :D

please let me know if that was the issue!

thanks so much for the kind words! it means a lot to hear that the design of the game works, since it's a mishmash of a lot of mechanics from other games that I like. so if the core loop of Silt Spawn is fun, then the demo is a success!! :D

that said, I'm sorry you encountered this bug :( I'm tempted to say that it's more of a bad design choice on my part instead of a bug. but either way, I realize now that you should always be able to grab items, and the idea of a "selected tool" really doesn't need to exist. hopefully, in reworking this, the bug you found will get squashed! so thank you again!

thanks for the in depth comment! a mini-map is on the list of potential upgrades to add in the future! a "speed up time" button is an interesting idea, maybe there can be a pop up when entering shelter? it's worth exploring for sure

I *think* your issue comes from the controls not being intuitive. if you have the "build" tool selected, nothing can be collected. this is definitely a design mistake, and I'm sorry it's giving you trouble! fixing this is top of my to-do list, even if the demo isn't expanded upon much more than that.

that said, I really appreciate your feedback! this demo is a great learning exercise through and through :D

i'm not able to test a linux build, but I'll add one! thank you for the comment!

that means a lot to hear that the atmosphere was engaging! fun exploration was probably the main thing I was trying to achieve! if I continue this project tho, making the controls simpler is top on my priority list. thanks so much for playing! :)

thank you for playing! that's impressive you only died once! it does look like the biggest issue with other people as well is that the controls are clunky when managing every tool/building. so I greatly appreciate that you took the time to write a comment! :D

holy crap thank you so much for the message! it's super super motivating to hear from you again! I'll for sure keep pushing this project until I run out of time in 2023 :D

thank you :D

hey thanks! it's a fun challenge, and I'm glad the experiment is paying off :D

thanks for the suggestion! I have toyed with that idea myself! there is code in place already that would make it easy to make a simplified map of each cave, so I'll explore a map mechanic when making this project into an actual game :D 

thank you Tigran! :D

thank you again for the kind words! it's funny you mention "gamifying" since I had asked a friend of mine what they like to see in games like this, since I wanted to cut out as much of the standard fluff that lots of games have. so, it's encouraging to hear that keeping gaming tropes to a minimum is a good goal :D

wow thank you for the amazing feedback Tigran! I'm incredibly happy to hear so much positivity, even from the game in its super early state!

I think your experience with the big rock is a really good sign that the layout of the cave will serve the main goal I have for it. that is, nurturing a desire to explore and the satisfaction of finding something interesting. as for handcrafted things, I do want to have a handful of NPCs that randomly show up and have dialogue that progresses with each chat. but currently, that's second-fiddle to the main objective... which I haven't even decided on yet, hahaha.

anyways, thanks again for the kind words and feedback!! it was a wonderful surprise :)

thank you so much superjump!! the kind words mean a lot :D

yup, after playing it for hours, I have to agree with you that I wouldn't want to be a nudibranch either :p

I'm really glad you enjoyed the game!!

what a fun idea for a game!! upgrades always add a hook of replayability to a game! I personally liked the more passive approach to the gameplay, but if there was more strategy involved (some Controlled randomness), it would really elevate the experience :D

I knowww I'm sad that I didn't add audio! I had two hours left when I finished the game as it is, so I really ran out of time :(
but thank you so much for the kind words!! silly and cute was the goal!

I'm super glad to hear you were able to develop a strategy! I figured out a few tricks of my own as well :)

I hope it's a silly, funny time with 2 players as much as it is with 1 player! thank you so much for the kind words!! :D

yay thank you so much for the kind review!! I'm glad you enjoyed it as much as I enjoyed making it :)

funnily enough, the awkward movement was the goal. I just think it's so silly how they move!

yay thank you for such a kind comment!! I'm super happy you liked the art and music! we really wanted to do a good job with it :D

yeah I agree with you that it's a little strange to just fall back down into the previous room, so I'll be brainstorming a way to land onto the nearest platform!

super cute game! it was easy but not in a bad way, because the art was very pleasing on the eye <3 there was a clear vision and it was created very well!