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Cthran

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A member registered Oct 25, 2020 · View creator page →

Creator of

Recent community posts

Love the old school dungeon crawler aesthetic. The heart beat was a really good way to make me both need to think more about where I'm going as well as panic if it suddenly got louder. 

Made an atmospheric game that makes me really want to go back to playing old school dungeon crawlers, with how well it captures that feeling.

The camera change when you finish each area is really nice. Big fan of small things like that :)
Could never really tell when the spider would go for me which helped with the puzzles since I didn't know how much time I had overall until I got attacked.

Thank you for playing.
I didn't think about Hellraiser when making the dice. Will defiantly be rewatching the original film and see if I can get some influences from it.

Glad you liked my reload animation :)

Thank you for playing and thank you for enjoying it

I was thinking this game needs a Doom eternal like dash system when we were making it so that you for the comment on that. Gave me a nice little chuckle :)

Will have to check out your game

Thank you for playing our game!

Happy to hear that you enjoyed the graphics of our game. It's the first time either of us have attempted to do a PS1 look within Unreal, and it's really nice to hear that we did well in making people get that feeling.

We do intend on re-designing the shops UI so we'll keep in mind your thoughts of the font on top of the grey and try and not hurt your eyes as much next time.

I look forward to trying out your game you've made for the Jam :)

Really cool idea to have the dice aspect as the map and spawner locations. The entire game looks really polished and your sprites look amazing. 
Would be cool to see different boss like monsters on other doubles like you did with the snake eyes however I know that's something you probably didn't have the time for within the jam. Entire game idea though feels really nice and would defiantly like to see it continued beyond the Jam, since what's there feels like an amazing prototype. 

Love the game aesthetic, gave me a Gameboy feeling every time I play it, feels like something I would have played. 
You did a really good job making this all by yourself :)

Really like the your mechanic in this. Really nice to see you learned and make this in a program, you've not used before over the course of a Jam as well. Would be cool to see some additional hazards the player has to dodge compared to just the darkness.
Level 5 had me panicking with the speed you made the darkness approach with.

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Great Game. Enjoyed the random Dice effects I would get when playing, made me think a bit more about where I was aiming . Would have liked to have been able to move the camera around the dice so I could see parts of the city though at some points.

Thank you for the feedback!

Sorry that the game couldn't run as well on your machine. I've got a few ideas on how to make the game performance run better, so I'll try and make sure that you're able to play later updates of the game.

Very happy to read that you liked the reload animation I made for the gun. We thought the idea of giving the player dice based weapons too would be cool and landed on a dice revolver for the Jam. 

I agree with you that combat can be broken with the amazing skill of running around in a circle and we do plan on fixing that through the addition of different enemies, that will force you to react differently. We plan on making other dice based enemies like a d8 that patrols around the outside of the map and shoots electricity at the player when they get too close or a d4 that find a random spot in the level and then hides half it's model in the floor and acts like a mine to the player.

The additional effects for firing the weapon and bullet impact are areas we can improve on and I'm glad you pointed that out. I did add a monster sound for when they're hit but I can see that adding a bullet impact sound as well as creating some particle systems for both firing the weapon and when the bullet impacts a monster would increase the game's look and feel.

I'm really glad to hear that you liked my models for the weapon and enemy. I didn't know how well they were going to work or if people were going to like them until we started adding in the engine shaders and effects.

The ability to loop the enemies is defiantly a criticism. However, we do have plans for additional enemies based off other dice that will have different behaviours towards the player i.e. A d8 that patrols around the outside of the map and shoots electricity at the player when they get too close or a d4 that find a random spot in the level and then hides half it's model in the floor and acts like a mine to the player.

Thank you for leaving a comment on your experience. I look forward to playing your game :) 

Thanks for the feedback!
Glad you enjoyed the PS1 theme we went with. I agree with you that the dice mechanic can be pushed even more, we do have plans on additional extras such as having an enemy modifier round where a dice is rolled to give the enemies some form of effect i.e. Explode on death or partial invisibility as to make each run more unique.  We're defiantly going to look into how we're going to reward points to the player after each round so I'll keep your idea at hand for re-designing. 
I look forward to trying out your game!