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AXYLDev

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A member registered Jul 15, 2022 · View creator page →

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Thanks! Erasable is to thank for both of those! He really did an amazing job.

Thank you! Erasable did an amazing job on the art. We didn't have time to make the in game tutorial... but we have some screenshots in the UI and a short guide on the itch page. Next time we'll definitely try leave more time for tutorials! Our scope was a bit ambitious this time.

Tysm! Glad you enjoyed :D

Hmm weird, this seems to be just you, maybe old drivers?

Thank you! This was intentional! I love weapons with movement mechanics.

Thank you! Graphics programming is one of my favorite topics, so this opportunity to do some crazy post processing was super fun! Erasable did an amazing job on the art too!

Thank you! I like to take any excuse to make procedural generation, fun to code and fun to play!

Thank you!

Tysm! Hope you enjoyed :D

Thank you so much! Big thanks to Erasable for the menu! Last jam we had issues with bad movement, so we tried to improve this time, glad to hear its (a bit) better lmao

Update: the shaders do not work in web build. For now I have disabled web version, but after the jam we will try make a mac version!

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Sorry to hear that! We tested on multiple computers and phones, with smooth 60FPS so it’s weird that Mac doesn’t. Likely unity running an emulation layer. The game is designed for desktop, and we added web version for accessibility, so apologies for the unoptimised controls.

Edit: I wonder if an emulation layer meant your M3 GPU cores weren’t actually being used.

Thanks! 2D controllers are a deceptively deep topic lol, each game we make we try to upgrade the system, still room to improve for sure!

Thanks!

Thank you! Procedural generation is one of my favorite topics! Used both in the terrain and the custom effect shaders.

Thank you! I agree with your feedback, I hadn’t thought about the next colour indicator but it’s a good idea. Score UI is definitely something that needs adding, and notes from below does need to be worked on. Originally there was some space below the disc, but that got lost in full screen mode somehow, and I don’t think it was enough anyway. Thanks again, glad you enjoyed the game!

Thank you! Notes from below is something we need to work on. The tutorial wasn’t timed though, it waited for you to click “Next” before moving on. Maybe there was a bug where hitting space would activate the button in a UI keybind not sure.

Thank you! Movement is a common theme so I’ve been prototyping a new control system for next year, which is already much better than the one used this year. While making it I found out why this one wasn’t great: I’d scaled the forces by delta time, but I didn’t realise Unity does that behind the scenes already, so it was happening twice! The result being that the game has been balanced for 144FPS and runs weirdly on 60. Honestly pretty funny mistake xd!

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Even if not your first jam, this game was still amazing! I look forward to see what you all do next time!

Thank you! The lights are very glary, inspired by games like Beatsaber, perhaps a lower contrast mode would help.

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Great game! I enjoyed solving the puzzle. I found it confusing at first, but once I figured out how it worked, the puzzle was very good. I got stuck once where the ghost kept moving in the opposite direction to a room, until all the rooms in a large radius were locked and the ghost was far away. My suggestions:

I think having the locks on a timer to unlock (then perhaps slightly faster sanity reduction to adjust the balancing), as well as a quick reset button would help a lot.

Having the intro be click to continue would make it easier to read the instructions.

Clearer where the first clue is. Perhaps a feature where the ghost naturally pathfinds towards the next clue after an amount of time would help.

Edit: after more thought I realised path finding could be frustrating to players who wanted to solve it themselves, maybe a clue at the start would be better. As for clarity, the end point was done very well, the altar really stands out nicely.

Edit 2: just saw this was your first Jam, I had no idea, the quality was so good! You all should be super proud!

Overall, great job! Presentation was amazing too! I loved the artwork.

Thank you! Controls seems a common area for improvement in the game, I’m going to experiment with some different control methods (physics wise) ready for next year, hopefully I can get something more intuitive running! I already have a few ideas lol.

Thank you! I agree, some sort of note-music sync would be great.

Thanks for the feedback! The movement can take some getting used to, perhaps a part in the tutorial about sliding would improve it.

Thank you! Fingers crossed, there’s still plenty of time left on ratings.

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Thanks for the feedback! I agree adding some sort of timer would improve the game. Good point about the notes from below, adding some sort of arrows to indicate where off-screen notes are coming from might help.