No, and currently it’s not in development anymore, unfortunately.
Duane Creates
Creator of
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I love the scenery! The music is also nice, especially that it changes when you’re in combat.
I have some feedback. When you stop pressing the move button, the player moves a bit further till the animation is finished. The idle stance doesn’t loop, it is like the character freezes.
Not much of a big deal, but the character doesn’t attack where I’m looking with the mouse, but instead attacks in front.
It’s great that there’s a variation in attacks, and also nice that you can attack while you’re in the air.
I think you should somehow add the controls to in-game as well, maybe with some simple menu, but I understand that time was a bit of an issue. 😄
The monsters were fitting for the environment, but I didn’t see any other kind of monsters. Also, it seems like there’s no death animation for the enemies.
I found it weird that the character automatically jumps/rolls back when being attacked.
The game felt responsive, I liked the sound effects and the effects when you hit an enemy, parry and attack, and the weapon attack trails.
I had no idea what to do or where to go, so I felt like I’m in some kind of sandbox, wandering wherever because I didn’t know the objective.
For 7 days, it looks like a great game and fun to explore and kill some monsters, especially with those attack combos! Great work! I’m sure it would’ve been an even better game if you had more time.
I totally agree that fighting gets boring quickly since there’s a lack of variation. I wanted to do combo attacks, and different weapons and fighting styles for the enemies, but as you know, time constraints. 😄 The fact that I also got bored with the fighting means a lot, haha. It’s true that you push them as you attack, but you can also move backwards to mitigate that. Yes, the animation transitions have some weird issues, so as you said sometimes an attack or kick is done on its own. The combat is one of the main aspects of the game and I wish I could’ve focused more on it, but that’s what a game jam is there to teach you. 🙂 Thank you for the feedback and for trying it out, really appreciate it! Glad you still liked it.
Thank you very much for trying it out! Most of the assets were from Synty Studios, which is why they integrated together so well. 🙂 Every time you killed an enemy, you collected a green or red orb, that was the ‘soul’. When you die, all these souls are released back, to go possess other victims. I should’ve made it more clear that they are souls, but time constraints and skill constraints. 😄 Thank you for the feedback!
Once you know how the timing of the enemy attack works, you can actually complete the whole game without getting hit. I would need to make some kind of stamina bar so you can’t always just block and more randomization on the enemy attack intervals. A checkpoint would be a good idea! Maybe better to give the option of permadeath or ‘easy’ mode though. I also considered healing the player a bit when collecting a soul. Thanks for the feedback, I’m glad you like it. 🙂
I think this idea for the game jam was genius!
Simple controls, fast-paced game. I like it.
I noticed that sometimes you can go through walls or doors by kicking.
I think this kind of game doesn’t usually need a jump mechanism, unless it’s designed with jumping in mind. It felt a little bit extra, in this game.
Also, some enemies try to aim at you even if they are above you, which makes them twitch like crazy.
Some areas were a bit hard to get into.
The way you used the laser and crosshair actually gave me some ideas how I can improve my old project Faith or Death if I ever continue it.
Had fun playing it. Great work! The doggo is cute too.
We had a week to make a game for the Game Dev Unlocked Game Jam #2. The topic was Lost & Found.
Obviously, I over-scoped, a typical newbie mistake, but I adjusted as I went along, cutting down on features and prioritizing tasks to do the important parts first.
My idea resolved around souls being lost, by escaping from hell and collecting them to ‘find’ them, by attacking humans which have been possessed by the demonic souls. I didn’t want to spend too much time thinking about a perfect idea because I know from my experience that I will think and think… and never start.
The game has some bugs or ‘jankiness’ because of time constraints, but I am very happy and proud of myself for making what I believe to be my best game yet in just one week. The time pressure really helped me push through every chance I get and prioritizing tasks really helped me to avoid spending too much time polishing little stuff.
Try my game for free at https://duanecreates.itch.io/souls-of-the-lost
I played the game and have some feedback for you.
Contains spoilers.
I like the music, very chill.
I don’t like the dialogue text on top. I find it easier to read in the bottom.
The graphics are nice and cute, really fits the game.
I like the head bobbing effect.
It doesn’t prompt you to press a button when you’re looking at a pickable item.
I like that you have the quest’s progress showing on the screen.
It wasn’t obvious to me at first that the little chick will follow you instead of picking it up.
It wasn’t obvious that only one check can follow me at a time. I tried to get all of them following me at once to save the trip.
The hiding spots for the feathers and chicks are good, not too had to find, but not too easy.
When the chicken gave me the rune stone, I was sent flying vertically into the sky and then landed back and continued played.
I was amazed when I realized you could pick up the ball and shoot it into the basketball ring.
I couldn’t find the third quest giver that will give me the third rune stone, and gave up.
Great work!
I played your game and got some feedback for you.
The text messages in the intro were a bit too fast, especially the last message since it goes on to the next screen before I could read it. Maybe wait for the player to press something before going to the next screen.
I like the chill music.
I had no idea what Lost Property is before I played the game. When I finished I was like “ahhh so that’s what they meant by Lost Property is”.
Unlike the text messages, the end of day screen was too slow to switch over.
I like the simplistic idea and gameplay, barely any learning curve to it.
I like that I had to use my brain to do the right decisions. I manged to get $355 on my first playthrough. I guess drinks are on me at the party.
Here’s some feedback I collected while playing it for the first time.
Sometimes you say ‘Gandpa’ and sometimes ‘Grandpa’ and sometimes ‘Granddad’. Not sure if that is intentional or not.
I like the music and the sound effects!
The game is very simple to play and to understand what you need to do. I’m guessing it’s not playable with a gamepad right?
Sometimes it’s a bit frustrating to click the Grandpa when there’s a lot of people around him, but I understand that frustration is part of the game so I think it’s a good thing.
I managed to get to level 8. 🏆
I don’t know what else happens the more levels you go up, apart from adding more people. Have you considered that people wear accessories like hats or jackets, so maybe Grandpa sometimes changes the appearance by buying a hat. Or maybe he buys and wears a different shirt so suddenly you have to switch your brain into looking for something a bit different?
Great work! I also love the art work.
I played your game. Here’s some feedback I collected. 🙂
The name is sometimes ‘The Village of the Forgotten Things’, and sometimes ‘The Village of the Lost Things’.
The movement is very shaky especially when sprinting, and when going up stairs.
I am unsure if you can access doors or other pathways, but I couldn’t manage. It was not clear to me, especially since some doors open when you’re close. I haven’t been able to go through a single door but I don’t know if it’s possible or not.
I like the music, pretty chill, but there seems to be no sound effects.
I could see the edge of the map, which I understand but can also be avoided with better level design. Maybe adding some high, unclimbable mountains around the area.
I managed to find 3 items, but maybe I belong in the village because I couldn’t remember what I had to find. Maybe add a quest list or something on the screen.
Great work for just one week!
I tried your game. Here’s some feedback.
Contains minor spoilers. I liked the graphics. I noticed that the character shadow doesn’t seem to hold a pistol in his hand.
In the beginning, I was a bit lost because the level area was pretty open, but then I used the invisible walls to try and guess where I need to go. So I think the level could be designed a bit differently so that it’s more obvious where you need to go, and maybe less invisible walls.
The monsters had some issues with their animations and AI, like getting stuck in the corridors, but still, they were scary AF. I was lost in the house, went all around, couldn’t find the key and I gave up. 😄
It’s more than I expected after seeing the screenshots on Itch. When I got the gun in my hand I was like “oh shit this is gonna be serious action!”. At first, when I saw that I only have 12 bullets I thought it was one of those games where you have to be really careful with wasting bullets, but then it seemed like you find plenty in the house, so I’m not sure which way you were trying to go with that bullet survival element.
Great work! I enjoyed it till I got lost in the house. 😄
I like the concept. The controls are a little slow to react. The game could use some particles like when you die or land on the ground. I like seeing viking stuff laid around in a ‘futuristic’ environment. In the second (moving platforms) stage you can land at the very edge of the platform and then you can’t jump again.
I think with some fixes it could be a better game, quite a relaxing game (but stressful at the same time). The music is also good and subtle.
UI is a bit lacking currently so yeah you managed to beat it 😄 For now the game is easy so that people can explore the mechanics and collect feedback. The actual game will surely be more of a challenge.
Since it’s a top-down kinda game I figured the aim should be just directional. So you aim at their feet but the player character will shoot straight ahead, somewhere around the head.
I might have some probability (character skill based) to get headshots or just normal hits.
We’ll see where it leads, the game is still in a very early stage.
Thanks so much for your feedback and stay tuned for more updates. 🙂