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BlueCollarFurry

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A member registered Jun 16, 2020 · View creator page →

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Fantastic game 


It captures what kind of a small town feels like with all the empty storefronts and I like that the horror element is derived just from what a kids overactive imagination would do in a nearly empty building at night rather than anything truly dangerous 

Upon closer examination, it appears to because there little-to-know deadzone on the analog stick controls  

You barely bump it and the cursor moves 

A wireless Xbox360 gamepad connected via an OEM USB dongle. 

So an Xinput device 

There's this weird bug where the either the up or down input on my gamepad is getting stuck and I have to disconnect and reconnect it 

I kind of like how there's little explanation for what the hell happened and it just ends with a congratulations/completion screen after you finish the corrupted part like nothing went wrong 


Adds to the feeling of mystery 

I like how this has more depth in the gameplay than your average creepypasta game.


I ultimately got stuck in the second section through because I uncaged both ponies and made it through the maze next to Rainbow, but then couldn't find the handle to the random switch nearby that I assume opens another locked gate 

(1 edit)

Perlin Festival isn't loading on my end.

It just boots me right back out into the Mall 

Edit: Mortal Meal to. It seems to be an issue with the games that you have to unlock the doors to with items 

Couldn't get past the arcade machine because the area the knight is on the map is to dark to actually see what's going on 


At least on my Dell TN display 

Interesting concept

Second level was the hardest until I figured out you can turn off your light and hide in the corner until he checks it and leaves again after opening the first gate 

Game totally locked up where I couldn't do anything the first time I answered someone at the door 

I finally got it by dashing over and over again but it seems like the physics involved make it so unreliable it's pure RNG if she actually climbs onto the crates instead of pushing them out of the way 

Physics are super messed up 


I couldn't even get the second weapon on the second level because she just bounces off the edges of the crates instead of climbing up like inches once the gap is plugged 

I really like the concept right down to how authetic the music feels when you first boot the mini-game up, but I think I had an unwinnable level because there's a spot with with a platform on a spike pillar that there seems to be no way to reach with the physics of the game programming 

I think you're supposed to catch the edge and wall-jump up but it's not quite low enough to do it 

If the wolf supposed to dissapear and softlock the game if you fail his mini-game until you get a cutscene or is that a bug?  

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Combat could use some work. I can't seem to get the block to actually do anything and beating the first boss was pure RNG because it's so hard to dodge her while actually getting hits lined up. It also seems to sometimes deal contact damage at random from hitting her. 


It turned into a slow health chipping battle of getting one hit in every time he did her circle of hammers and then dodging back out again.  

I love the concept overall though 

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I enjoyed what you have here enough I'd honestly like to see it expanded into a full game.


It's a really solid old-school style FPS 

No problem

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The ability to look and up down seems to be broken when using a controller, at least on a 360 gamepad


It doesn't really impede completing the game but it's a weird bug I thought I'd mention 

(2 edits)

Cute game but I found a glitch.

I hit a wall while boosting and she clipped enough into the floor to get stuck in place from a collision loop 

Done

(1 edit)

Just launched the demo of my first big game project. It's heavily inspired by old shareware platformers from the 90s with simple, low res graphics, MP3 soundtrack of royalty free music and a story about the heroine rescuing her friend. As of now I have two full levels and a boss fight done along with an intro cutscene and shareware style advertisement/teaser screen for the full version. 

I coded this entire thing by hand in GMS2 and it was first time I've coded something as complex as a full platformer with working physics so it might a little stiff, but I think that adds to the cheap shareware feel I was going for if anything. 

https://bluecollarfurry.itch.io/little-witch-adventures