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Dawncloak

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A member registered Apr 04, 2020 · View creator page →

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Very interesting experiment, though I would probably opt for one of the more advanced voice models out there for any continuation (if you still want to keep tts). For game dialogue as well it would probably be better to have multiple voices rather than reading out the speaker each time. The AI art actually came out pretty decent, though I think it could use a little upscaling and cleanup for a final asset

Very fun, I felt on top of the world until a boot brought me right back down to earth. It was interesting that you seemed to slow down when you lost friends, I would have thought it would be the other way around, but it let to some interesting gameplay where you are really far in and getting hit once makes it more likely you will be finished off.

I did run into a few technical bugs, such as the gamplay and title music playing over each other, but overall there's a decent amount of polish in here

very juicy and I love the music. I found it challenging but super fun, I didn't read the controls at first and was playing with a locked camera but still got to wave 6, learning to drop into the void and teleport to a platform behind you was fun lol.

As a trackmania lover this was a pretty fun base, I noticed a lot of potential tricks to exploit, which could be cool or bad depending on your stance. One example is how jumping works, if you hit a sharp angle with speed you can get some huge air time, could be something to explore. I also thought it was funny that the starting rotation is the same as the rotation you end at, making it a little inconsistent to get a good line at the start.

Just hold down left mouse on the panels

Very simple concept (although it took me a sec to realize I had to hold down the interact button) but really well executed. The atmosphere is great, and this brought back memories of that level in FFXII where the monsters are eating your electricity for the lights.

Not really sure what to do (got to the dark knight and died). but this has a really great atmosphere and cool visual style.

the music was really stressing me out, great job on that. The upgrades also seemed really cool and well thought out, I loved bomb dashing around leaving a trail of destruction.

Fun little game, been a while since I had to put my commands in as text. Cute puzzles, I enjoyed trying to piece together what needed to be done to progress.

Some interesting stuff, I like the lighting and I thought the enemies being near invisible was cool. I found that the stairs/platforms were a little finicky to climb though. I found myself in the walls a handful of times.

I was wondering what that was, but I passed over it since it looked so small. I think that one's on me.

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Neat idea, I think the "swallow smaller things" concept fits with planets really well. There's a lot of room to add juice for orbits as well as player movement, but what you have is already pretty cool

very cute, the art for the vet scene changing colors worked very well. I didn't know if there was going to be music, but was glad to hear it kick in at the right time.

Fun little game, the art is super well done and there's plenty of juice to go around. I found that the bullet types and items were a little hard to keep track of in my head, especially since they don't have synergies yet, maybe starting the player with less options would give them time to acclimate.

Remember kids, eat your slim jims.

Very impressive what you accomplished for the jam. Music is fire for sure, I had to sit on the title screen for a sec just to listen. I don't know if it's possible to make a cooking game chill tho, cooking seems inherently stressful. Even with all the time in the world I still feel like I'm gonna burn something.

Interesting take on the original. It's certainly more organic sounding, since the first one had a lot of other strange instruments in the mix. I kind of miss the parts where it goes out of tune though, might just be me lol.

That long walk was certainly longer and more cinematic than expected "SNAAAAAKE EAAATER". I really like the attention to detail in the events really brings out the characters and makes them likable. I'm really sad that the difficulty didn't get fixed in the end though. I though it would be possible after taking down the ruby root swarm (which took a ton of hits) but the ruby lord was way to powerful for me to stand a chance. The music was really good, but could use a little mixing work. When the guitar music fades into the boss music the boss music is far too quiet, kinda messing up the vibe. I'm also a little confused since not all the music was in the downloadable ost. Is some of it placeholder?

Those cows flailing around are so cute. I got confused by the controls at first and was just smashing them through the floor. You sir, have made the more difficult game by putting those four cows at the other end of the map. I applaud you for your sadism.

I like the retro aesthetic, a lot of little touches bring it together, but I found myself a little frustrated by the gameplay. I'm deep in the flower dungeon and I move to another screen with a flower right in front of me, sometimes it registers the flowers as hit even when you didn't fully step on them. I would also probably give the items more uses, maybe having the lantern ward off the music notes or something.

i5 and a 1050ti

The idea of saving the player's inputs with a watch is really clever, and helps with the memorization problems most of these puzzle types have. There's a lot of room to expand on this, but it will take considerable design acumen to pull it off, good luck, and make sure to play some other games that do a good job at this (I highly recommend Tunic).

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Had a few technical issues with my build, no sound on the opening, console displaying during game play and pretty bad fps. Overall though it's really impressive what you pulled together for the jam. I wish I knew there was a boss fight on my first playthrough lol I would have never made it past the first level.

Super cute game. I had a hard time figuring out the different combinations but once I did it was really fun trying to set up traps to stop the enemies. Your work on animations and sound is really clean, adds a lot to the experience.

The character design and art are top notch, really good stuff. The writing is rambling, perverse, and utterly self indulgent. I love it. I'm really missing the lack of music and sound effects, hopefully they get added at some point. On another note it's good to hear that a fellow spooktober jam team got their project done. Good work!

Interesting concept, though the controls were a little iffy. I was hoping to see the puzzles develop a little further, as all but the last puzzle were solved by the most direct solution.

Cute, I thought the enemy designs especially were great. Those poor crying ghosts.

Nice gameplay loop, and very polished visuals. If you plan on expanding this I would put bumpers on the side you can aim for to turn around, since you often spend more time turning than anything else.