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csf91

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A member registered Oct 29, 2017 · View creator page →

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Sorry for the delay, been dealing with the flu again and had to rest/stay offline for a bit. 

I always liked the mini puzzles where you turn a light on and off and the closes 2 toggle as well, but they usually are in a circle shape or similar. A lot of games had them and it was made so it'd look and feel similar to that, without time or move limit constraints.

Thanks for giving Un-LIT a try :)

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Sorry for the delay, been dealing with the flu again and had to rest/stay offline for a bit. 

Thank you, I'm glad that you've enjoyed Un-LIT! :)

You're welcome, good luck! :D

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Thank you for the reply, you too, and good luck with the project! :D

You're welcome, i understand that it could've been/was due to the time limitations of the jam, it was just a suggestion that i always mention in such cases :D

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I've checked the game and the first thing i've noticed was the lack of tutorial ingame. Try to always treat the page and game as separete things and try to include a tutorial/keymap ingame, because you can always edit the page later after sending the submission (usually you can, for the jams i've joined, at least).

The other thing would be the lack of sound or sound effects unless something bugged, sicne i had a load issue earlier today with a Unity game, but i'm guessing that would be due to the tight time of the game jam.

Cheers, it is a cool idea, I'll check back later and try again. :D

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Cool game and very nice storytelling! Congratulations on yout first submission! 

The only thing that i see that could potentially take away from the quality of the overall game, is that the character's art style doesn't blend too well with the backgrounds. I'd encourage you to try to find art styles that match the shading so that they blend together, making the overall experience and immersion for the player more smooth, which is a very important for games that rely on the story such as Visual Novel type of games.

This is a really nice submission and impressive for just 10 days, great job! 

Cheers, I hope this helps :D

This is a very unique and cool submission, props for not having used assets, well done! :D

About the controls, they indeed felt a bit unintuitive because of the way they work, beginning with the way you move the camera. You could do this in two ways, pressing a button (holding the mouse wheel in this case), or capturing the mouse inside the game's window and directly using that for a smoother feel. But the thing is, the way it spins feels inverted. Since this varies a lot depending on each user, I'd add "invert horizontal" and "invert vertical" as toggle settings.

You also explain very well the game's objective and rules, but you don't mention how to actually get there, so a bit of a introduction for the jumping system should be there.

Cheers! :D

Fun game and nice art, i'm not sure why but when the birds started showing up in pairs it started to feel a bit laggy, as if it had fps drops when they spawned or something like that. I've restarted the game and seems to be fine now, no clue if it was on my end but i guess so since it now runs fine. Mentioning it just in case.

Cheers, good job :)

Thank you, appreciated! :D

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First of all, i do have a question about the gameplay, I've found that you can still adjust the tile position as it reaches the bottom, but just for fun i've tried to keep moving and not only did it allow me, but i could have the piece there endlessly if i wanted. The next one didn't come down until i've stopped all inputs. I don't think it was but just in case... was this the intended behaviour?

The game felt smooth and it's very fun to play, but knowing that felt like if i've used that it'd be the equivalent of cheating, since it gives you time that you shouldn't have to evaluate your options.

Cheers :D

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Yeah, i'd say that as long as speeds can be managed both manually and automatic, it's just a matter of personal preference. But if in example if you made it quicker and quicker over time to the point where you need to rely on the automatic, that could feel punishing to the player who don't want to rely on the automatic part. 

Thank you for the reply! :)

Good game but i feel like the controls need improvement. 

It's a very nice game, plays smoothly and it's a fun concept/theme, but even if you shoot prime numbers, you shouldn't need to literally press them. As an exmaple:
The game is in portrait mode which immediately reminds me of a mobile game, right? But on a mobile you yould tap on buttons that are most likely next to eachother. The same applies to PC, you can just use one finger and press one at a time, but if you are used to a keyboard you won't do that and 2, 3, 5 and 7 feels unnatural and also a bit uncomfortable. 

This is a just a suggestion of course, and it's based on personal preference, but please consider giving it a try using for example the hotkeys 1234 or qwer as input keys.

Cheers, i hope this helps :)

Very nice game! I loved the animation at the start, followed up by a interactive tutorial, props to you for that!

The game is fun to play and it feels well put together. I usually don't like automatic games due to merely a matter of personal preference (i like to control what i do in a game and play it my way) but you thought about that too and put a manual mode.

Good job, cheers :D

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Fun game, the pixel art is very nice and i liked the premise of the game, but as another user mentioned, the way the enemies spawn should be a bit more randomized, but if you do that you may find that the enemie's speed might be a bit too high and it then becomes too easy for the player to get surrounded and die.

Cheers, cool submission and i hope this helps! :D

Cool idea, works smoothly but it starts and you are already playing. I'd suggest adding a tutorial screen even if it's just a controls layout, other than that the game feels smooth to play and is well put together. If you could maybe modify the sound effects from the zombies so they are positional audio, it would help with the game feel a lot and it'd not be as hard to know where they are coming from. And maybe some background music, too, though I'd set the volume VERY low for this kind of game so that it still allows to hear when enemies are nearby.

Cheers :)

Cool submission, well done with the models and environment too! The game feels smooth and it's easy to understand, however even if it's just moving by clicking, always put some sort of tip ingame about what to do (the controls at the very least), as a sort of tutorial. 

The other thing that I've noticed is that you have a story for the game, but within the game it is not explained at all. 

Well done, but please remember my tip about this: treat always the website and the game as two separate parts of the game jam, and include all the information that you need in-game (be it story or tutorials/instructions).

Cheers ;)

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Good job, especially for a first game jam submission! The game feels complete and well put together.

Personally, and this is pure personal preference to be clear, i find the speed to be a bit too much, but other than that it's feels really nice and the different aspecs of the design do fit well together. 

Cheers :D

Small game with simple mechanics, very well done and the game's atmosphere is really nice. I liked the way the start menu is where you move in slow-mo to familiarize yourself with the controls. Well done, even if a bit short!

The fruits at top are meant to be caught by bouncing off of enemies? I assumed i should avoid them since a red animation usually means that you are receiving damage from the interaction.

Cheers! :D

You're welcome :D

This is a fun game but hard, nice submission! 

The small level and the amount of enemies feels just right, maybehaving some way to increase the player speed could help dodging a bit? If you don't want a permanent speed boost, it could be temporary when in example you pick up ammo from the ground.

Cheers ;)

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Cool game, it feels very smooth when played and the control/accuracy is great too. 

The only thing that comes to mind is that since i can't hold the click pressed to attack, i keep missclicking upgrades, so i agree with other users. I saw that you have a update already planned for that too from one of your replies to other comments.

Cheers, and good luck :D

Cool submission, well done!

The tutorial text overlaps a bit with the menu, there are two ways to fix this that i can think of. The first one would be to add a background to the instructions, even if it's a flat color staying withing the game's art design. The other way would be to hide the main menu while the "how to play" is shown, and turn it back on when you close it.

The pause menu, you can make it appear while on the main menu too if you press ESC while being there.

The game is fun and in one of the attempts i've spent the time smacking robots just for fun xD

Cheers! i hope this helps :D

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That's a cool suggestion, I'll look into that, thank you!
I'm not sure how it'd work with longer runs, though. I have a few ideas that i'll test but this could take me a while to do properly, i want to solidify the core of the game, and see if something that i had in mind could work out for it. 

Thank you again for the feedback, I'm glad that you have enjoyed playing the game :D

That sucks, but stuff happens, sadly. 

Great job nonetheless, all it needs is minor stuff and I'm sure that all the feedback you got will help with that too, good luck :D

Very nice game, looks really good and feels smooth when playing! I'm guessing in the solo mode you don't get to use the cannon, but if it's the same for multiplayer (4 guys shooting to the center) what would worry me is the balance, given the cannon's fire rate (feedback based on the solo mode, in case it changes!). For the solo mode it's fine, but humans usually come up with better, different strategies when shooting than just aiming at the player like the AI does.

One thing, I don't know what's up with that, but i think that it was most likely a unintended behaviour: I've shot continously one of the cannons and it started spinning like a beyblade, then it didn't know where to aim xD

Great job with this one, I'll keep it around and see if i can find people for a multiplayer session, cheers! :)

The glow is something I've been using for a long time now, and never made a full use of it until this project, it is also realtime, so the moving lights won't look weird. At first this worried me a bit specially due to the HTML build, but it seems to be fine. Or at least no one complained about performance issues, for now (fingers crossed).

Thank you for playing Un-LIT, appreciated! :D

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It's a standard lit shader from Unity's (2022 LTS) URP along with post-processing settings, I also didn't bake the lights, they are realtime, that way the moving ones don't act weirdly. I've made custom shaders for past projects but for this one fortunately i didn't have to.

Check this tutorial if interested, keep in mind mine are not baked and i didn't need to add a point light to any of the props, the emissive material is the only thing that i've needed for mine, set in a similar way: 

Thank you for checking out Un-LIT, I'm glad that you've liked it! :D

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The plans for now are adding more levels, but the idea is to eventually bring it to steam and possibly mobile, too. Ideally I'd want it to be free here, but the steam or mobile version should be a paid one to cover costs at least (a accessible price for everyone, ideally), and also as a means of supporting me.

About the undo suggestion, I'll have to think about it, because the only system this game has to give you a score is the move cout, plus if you reset a level it also resets that back to zero. This was intended so you cold revert back to the original state without being punished for it. And while there is no undo for now, if you click again on the same light that you did last time, it will actually undo that, as it just reverses what you did, in that case. It was also part of the design, thus why I'll have to give it some thought.

I'm glad that you've enjoyed Un-LIT.  Make sure to follow me for updates, and thank you for your kind words :)

You're welcome! Good luck! :D

You're welcome, thanks for the reply and confirming that! :D

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https://gyazo.com/af8f0af76caaddb914e52b38fa1813ec This is what I've meant, happens with this Hot dog, but when playing it the first time that was the only one that I've found, yes. After you said that and giving it one more try to check, and found others, all of them without issues for picking them up, like these: https://gyazo.com/c27a2bb645cff2e5afffadc399ea0efe.

One thing that I didn't mention was that I liked the menu and the introduction animation, cheers ;)

I will give it a try again, the flu was starting to get to me and had to take a break, could've easily missed something, sorry. Thank you for the reply :)

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I had to go afk for a moment as I've started the game, and the instructions were already gone before i got up from my seat, you may want to add a "press to continue" pause to give the user time to read it properly. 

There's some parts of the navigation through the map that feels off due to the collisions, places where from the camera's point of view you should be more than able to fit trhough, you just can't.

The game is nice and it's a interesting idea, well done for such a sort time period! 

Cheers, i hope this helps ;)

Interesting entry, the cinematic was really nice indeed! Also, the names vs what they did were a bit... unexpected. I didn't expect to bite with an Axe, lol.

One quick thing though, unless those mails in the game description are actually meant to be public contact mails, it's not a good idea to make them accessible to the internet. It's better to credit to the itchio profiles, nicknames, social  media or similar methods, for security reasons.

Cheers ;)

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Cool game! The minimap is super useful and the upgrades are nice and I'd even say essential to get, i agree with others who said that the first level was a bit too hard, not because it's hard to dodge but because of the rate of shooting since you can't keep up with the amount of enemies spawning. Which lead me to find that with one bullet i could hit more than one enemy at once, it helped a bit but i wasn't sure if it was a intended behaviour for the projectile.

Cheers ;)

This is a very well done and polished game, for it to be taken one extra level both visually and in functionality there's two things that i'd like to suggest.

The passenger ships, when they are done with one of the extraction points they don't go automatically for the next, my recommendation is to make them go for the closest one if the one that they are currently assigned to is finished. Found them idle at the delivery zone.

The ships when they shoot don't turn, you could make them turn with an offset, and that way tou could make ships that shoot from the sides or from the front, and they wouldn't look "idle" while shooting as they swap targets and aim for them.

Cheers, solid game here! :D

I've noticed that you have a Zip file that's the HTML build, for it to be playable in the webpage there is a checkbox that you need to enable where you upload it in the list of files, here's a reference of mine: https://gyazo.com/2a6a592fe1a11204d82cf79ce4854d03
I've set its settings to manual resolution but that depends a bit on your build/player settings.

Fun game with nice art and the boss mechanics, and the upgrade system is a nice touch.

The only thing I'd suggest is to improve the text formatting making it more consistent within itself, and taking it through a spell checker for presentation purposes. In example, some phrases started with caps, but some others didn't for the hotkeys list, and you've also used a mix of &, and "or". The amount of text used looks fine, maybe spreading it along the screen.

Cheers, i hope this helps ;)

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Cool game, great job guys! The sound effects made me laugh, they added a very unique touch to the game and i'm sure that you had fun recording them :D

Have you experimented with a bit less of movement speed? That would help when you need precise movements to sneak through.

Cheers ;)

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Interesting game, i was a bit lost at the start becasuse i knew how to place stuff but not if i had to protect only what I've placed or something else and more importantly, where the enemies would come from. Once the round started it was all clear though, but i think a introduction could help since you can't modify it while in a wave.

The controls are easy to understand and you can also click to pick what to place which is nice, but you've forgotten to mention to press R to rotate objects.

Also, somehow even though i had my castle fully closed, a enemy made it through the walls without destroying them and i died from that. 

Cheers, i hope this helps ;)