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davidcode

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A member registered Mar 24, 2024 · View creator page →

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This is so encouraging, and I am thrilled you liked it and enjoyed the levels. I am indeed considering creating new levels and improving many of the mechanics, including the jump, so thanks for the feedback. Any puzzle in particular that you enjoyed the most?

OMG, thanks for mentioning it. Yes, it is short indeed, hahaha. I ran out of time; it was just me. I will work on more puzzles in the future.

I am glad you liked it. The controls are indeed a flaw, and I will need to work on that in future versions. It’s a good sign that puzzles can be leveled up. Is there any favorite in particular?

Thanks for playing and for the feedback.

Great insights into the puzzles! Will definitively dive deeper into chain reaction–type puzzles. And as you say, the music might infer that there will be someone or something to shoot at. I can have a look at that for the next releases.

Thanks!

Thanks for playing. I’d like to know which aspects you consider were more impacted by the lack of time. Your comments will help me create a better second version. The reset button, indeed! I need to add that one soon!

A reload level button! Yes, indeed, hahaha. I did improvise by placing the lava on all the levels so you could unalive yourself, haha. A few lines of code would have been enough. On the next release. Any favorite puzzles? Thanks for playing

You’re welcome. For sure, play it! Looking forward to reading your feedback!

Nice, looking forward to seeing a second iteration!

Great! I will have a look; perhaps it will help me improve my game; as I mentioned, I faked it with low-res texturess.

Helpful feedback, thanks!

The first time I coded the mechanic, I laughed a lot, hahaha, because I wasn’t expecting that. Then I checked my math, and of course, If you de-scale something by 1 (-1), it disappears, hahaha. I am glad you liked the feel of it.

Not surprised

I’m glad I enjoyed it and liked the idea! Yes, the camera feels odd. Cinemachine has its advantages, but it has many disadvantages for FPS games if you don’t enable sensitive settings. I will fix it in future versions.

Thanks! Do you mind telling me which one was your favorite?

Alright! It’s a classic survival; loved it! The inputs worked as expected, with nice mouse sensitivity and a good jump response. Visually on point, I recommend using the same font style for the onomatopoeia when you kill the zombie. I like that your camera shakes. I was planning to do the same every time my gun scaled an object, but I did not have the time. The lighting was also well-designed. Nonetheless, the crops and the fence are challenging to distinguish, and sometimes you get stuck.

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I had some visual artifacts on my render, I am using a Mac M2 and Chrome. Apart from that, great job!

I am not a huge fan of this genre. As you can see, I am on the FPS side. Nonetheless, in terms of visual identity, the game’s aesthetic is consistent, robust, and compelling. The attention to detail is highly appreciated. The music selection was on point, and it built tension in the battle. The sound effects and all the auditory feedback were well designed. I love the onomatopoeias on the attacks. It would have been interesting to have more scenarios. Also, beware of the divider under “knight;” it feels like the cards are divided in the middle instead of all of them being my deck of cards.

I am glad you liked it! Shooting stuff is always fun, hahaha I would like to know more about your feeling that you did not need the scaling factor. Any more insights are more than welcome! I also agree that the gun would have been better. Noted for the next releases.

I am so glad you like the puzzles. I put a lot of thought into creating a cohesive sequence of challenges and difficulty for a game intended to be played in 5 minutes. I am considering evolving the game into a more complete project. Thanks for playing!

Unsettling, I loved it! I am going to save this in my collection of “Shaders I love.” This is the kind of PSX aesthetic I strive to reach one day. I tried to fake it using low-res texture in my game. It is so lovely! Well done! Also, create speed and inputs. Nonetheless, I was not sure if all of the other entities were enemies. Did they chase you at a certain point? Also, lowering the POV made me think it had a bug instead of the avatar dying.

Hahahahaha, I loved it. As you can see in my game, I also love the PSX aesthetic. Nonetheless, there were a few things that felt like bugs and were not by design, such as the rat’s maneuverability. Also, it gets too big at a certain point, and it is difficult to actually see the hazards falling. More rat sounds would be good as well.

Well done! In the beginning, I had trouble understanding how to control the robot. It was not as clear that you could jump directly from the leg to the forearm. In terms of UX, the smoke indicating the weapon’s cooldown was smart. Inputs work pretty well, and the theme music was on point. I would have liked to have more rounds of fights.

Your comments are so insightful! Thanks for your kind words. This is my first Game Jam solo, and I had to cut many things out to put together something decent. I am well aware of the sensitivity issue; I will look into it soon! And yes, Portal was a big inspiration.

It’s yet another FPS with funny puzzle mechanics. Enjoy! You can scale up with a left click, scale down with a right click, and change the scale factor with a scroll.

This is so encouraging; thanks for the feedback. Based on all the feedback we have received so far, we are planning to release a new version.

Thank you! We will work on a future version after the GameJam finishes.

image.png I am on a Mac using Chrome, any ideas? It keeps telling me that WebGL lost context and that I need to re-load. :( I really wanted to play it

First, it was like 🕊️✨, and then 😱🚪😈, then 😱👹💀. And I died all of a sudden.

I’m such a sucker for FPS, and you nailed the rush we were trying to achieve in our game. Congratulations! Verry interesting interaction indeed!

Dude, shout out for the nice voiceover! It took me to Max Pain and Max Pain 2. I also enjoy the jump scares. I would love to have some feedback on the enemies once they get shot. Also, a little crosshair or a dot in the center would have been good to have.

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image.png Its a shame, sorry. I will try to play it on a Windows soon.

Is the road procedurally-generated? Has a lot of potential. I would love to have my character a little bigger and the attack with some sound.

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This is so lovely; I really enjoy games where you enjoy animals. The jump had me laughing for a while! Cute! Also, the menu in the bathroom was a nice touch. PD: We also tried to achieve the PS aesthetics but could not make it right; you did quite well. I will have your game as a reference!

I died and I’m not sure why x2 hahaha Did I miss something? I would have loved to have some enemies or jump scares, I was expecting that, it has the vibe.

LOOKS LIKE MINECRAFT! I ready like the aiming sensitivity.

Well done on the art; it is a compelling puzzle. I could pass the second area, could I? The camera transition is sweet

You nailed the light/dark interaction we were aiming for in our game. We also used the torches, but there was still too much light on the scene so they did not make that much sense.

Feedback on the snake character talking: Consider playing the audio clip once at the being; the loop is distracting.

Also, allowing the user to skip the story manually will give more control, I read faster.

Your dark effect is a good reference to improve our game

I completely agree, we will fix it in a future opportunity! This is a valuable lesson for us in terms of prioritizing features. Still, we are glad that the general ideal is somehow attractive.

Noted! This is a very valuable insight into our game’s lore and playability. We will use it to improve future releases. Glad you liked the aesthetics!

This is gold! The usability of the spell mechanics indeed needs a lot of work. Thanks a lot!