This is awesome! So many fun and well executed ideas. Love the artwork, and the soundtrack is fantastic. Amazing work!
Dave Allen
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Enjoyed this! Something I noticed - movement was a bit uneven, until I passed through the portal and it was smoothed out. I like the zooming out after you die for a few seconds, which gave me enough info each time to keep progressing. Though I did send J.E.F.F. to his death perhaps a few times more than I should've!
We also made a game for the jam, would really appreciate it if you checked it out and gave us a rating :) https://itch.io/jam/gmtk-2019/rate/463422
Cool game! One small thing: it could be a little clearer that you can duck the attacks of the first enemies. Otherwise, nicely executed, and very in keeping with the theme!
We also made a game for the jam, would really appreciate it if you checked it out and gave us a rating :) https://itch.io/jam/gmtk-2019/rate/463422
Loved this game! It felt rewarding and engaging to play, sound was great as well.
We also made a game for the jam, would really appreciate it if you checked it out and gave us a rating :) https://itch.io/jam/gmtk-2019/rate/463422
Nice job! One thing - it would be a good idea to remove the mouse pointer when you're game (kept distracting from where I was aiming). Good work otherwise!
We also made a game for GMTK, please check it out and give us a rating!
Thanks for the feedback!
Tbh this game is a walking simulator more than anything - we had plans to add more dynamic gameplay elements with enemies, but as is tradition in game jams we were super tight on time.
The room should change when you go back to that room if you've been through all the other rooms - stepping halfway through the room triggers a creepier version of the room and a brief ending after seeing all the other stuff. Might be a bug though, will have to check.
The cross is there as it's a prayer room - though mainly it's just to add a creepy vibe.
Cool idea, I love how it evolves and the story that comes with it is pretty cool. I found the randomised windspeed a bit irritating - I just ended up spamming arrows which didn't feel so good. Maybe it could stay fixed per shot that you need hit on target? Also could do with some audio! Great job otherwise :)
I use Reaper http://reaper.fm/ as my DAW, with a bunch of different VSTs for the different sounds
That background was giving me motion sickness when you're in the rocket! I think a little less on the rotation would help a lot here. I also found it quite difficult to understand - I felt I needed more guidance as to how to make fuel for the rocket and which materials I required for that. Would love to have some sound in there as well - would be great to have audio feedback for the mining and for the crafting! I really like the idea you've got here though. Good job!
Cool concept, quite challenging but got the hang of it eventually. One small UI suggestion - it could be useful to have the power gauge overlaid onto the player when you're charging the shot, along with some kind of sound effect indicating charge level. I love the interpretation of the theme, and the mechanics work well. Nice work!
I enjoyed this. Combining the story + credits with the player movement works really well! I like the amount of variety you have with your enemies, each of them requiring slightly different tactics to get through. I did find it pretty difficult - the projectile-projectile interaction made it pretty tough, especially with the orange enemies - though maybe I just need to git gud. Final boss post credits is super tough for same reasons, good fun though! I liked the music throughout as well. Nice job all round!
Yeah pretty much all that's done in FMOD. Record and export stems from Reaper, then arranged in FMOD. Yeah it's crazy useful! You might be able to use the API directly, afaik it's compatible with C++ and C#. Having the plugin in unity does make it a lot simpler though. I haven't used turtle.audio before, will check that out!
Thanks! Yeah I made the audio, the main soundtrack is dynamic - it's a bunch of music layers that I arranged in FMOD, and certain layers get faded in / faded out at different triggers in the game. E.g the drums are triggered as you progress in the core, and are set to cut out when you get to the precipice of the final fall. I put a lot of the jam time into the audio for this game, so I'm really glad to hear you enjoyed it!