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El-Dee

22
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3
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A member registered Dec 01, 2023 · View creator page →

Creator of

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I’ll get that description fixed. Sounds like I’ll also need to check the collision shapes for the house and fix the music’s audio settings. Thanks for letting me know!

But yeah, I wasn’t able to get everything implemented in time. The items and monsters don’t really do much of anything at the moment, but I’m working on getting that all working for an update some time after the jam’s over.

Yeah, the tank controls always feel a little weird at first. I definitely plan on finishing this after I can get the rest of the monster and house models done.

Thanks! I was really happy with how the camera turned out, actually.

Thanks for playing! But unfortunately no, you can’t beat it yet. I was trying to keep the gameplay fairly similar to the original game, where you need to collect the 3 pieces of the urn before leaving. I plan on adding some more rooms and floors to the house. As of right now, the doors aren’t set up to go anywhere until I get those ready.

Nice game! The arc on the spears take a bit to get used to, but I think that just adds a little challenge. I liked the level editor. Some undo/redo shortcuts would be nice, but that’s not really a problem. I figured out you kind of need to wall the bats in if you want them to stick to a certain area, but really I wouldn’t know a better way to handle that. I also liked that you kept the armor flying off on hit from the original, which I always thought was pretty funny.

Ohhh, that makes sense. Is it possible to change the weapon sprites? I think it’d look pretty cool to have some kind of “charged” version of it when the secondary is able to be used.

I liked the sounds and music. Feels a lot like the original game. I noticed you can get a stuck on walls if you walk diagonally, which isn’t really much of a problem, it just feels a little weird. Other than that though it feels pretty good.

I liked the sounds and music. Feels a lot like the original game. I noticed you can get a stuck on walls if you walk diagonally, which isn’t really much of a problem, it just feels a little weird. Other than that though it feels pretty good.

Fun game! Kind of reminded me of Hexen, which I liked. The pumpkins felt kind of annoying to hit, but weren’t too bad once I got a better feel for the scythe’s attack. I also couldn’t get the secondary attack to work consistently, but I might just be missing something. Either way, I think it’s pretty good overall.

Also, killed myself once with a kicked skull. Definitely not a problem, I just thought it was funny.

Good concept for a horror game, I think. I liked the idea of having to close your eyes to protect yourself, since it seems like that could set up some pretty good scares. Is there any way to make it through the night, or does it continue until you lose? I also think changing up the sound a bit for the jumpscare could’ve been good.

Nice game!

The way you handled the jumpscare was pretty cool. The sound effects also helped set the atmosphere well. But when you’re not playing in fullscreen, the jumpscare is kind of hidden by the UI, and the text afterwards is also hidden. I don’t think that’s really too big of a problem though.

Good job!

Yeah, I probably should have just allowed taking the ice cream honestly lol. You can actually also bribe him or offer him treats, which is only sort of referenced if you look at the ice cream, but that’s a little more confusing than I intended.

Fixed. Thanks for letting me know!

I'll have to take a look at my shader code again. The web build is way pickier about them for some reason, and I added a new one for the battle screen backgrounds. Should be a pretty quick fix.

The equipment thing does sound like a weird bug. I have an idea of why that might be happening though. Definitely plan on fixing that along with a few other issues. 

Not the kind of game I'd normally play so I'm not sure how much useful feedback I can give, but really enjoyed it! I like the art and music a lot, and I think everything did a good job of setting the mood and telling the story.

Cool game! Physics felt a little weird, but a fun platformer overall. Really liked the NES-style graphics.

Thanks for the feedback! There's definitely plenty of room for improvement. Didn't have time to get anything after the shop in before the deadline, but I have a lot more content planned. Also didn't have time to put in any special moves or anything to help things be less monotonous.

Cool game. I kept dying fairly quickly, but I'm also bad at these kinds of games, so I'll have to keep trying until I get the hang of it. Looking forward to seeing how this turns out!

The volume setting didn't seem to work, and I had a hard time figuring out how fast I was going or how much damage I had taken, but I think that'll be fine once the HUD is finished.

Good job. Think the concept is pretty funny, and trying to find secrets in the map is always fun.

The weapon switching felt a little awkward, but I think that's more my brain kind of defaulting to Doom controls. The time limit also felt really strict, but I don't think you could raise it too much without losing the challenge.

Really enjoyed the art style, and overall a fun game. I also liked that Otto wasn't shown on the mini-map, so you needed to listen for him.

It did seem a little too quiet before Otto started showing up. The movement also felt a bit on the slow side, but I think that's more my personal preference. 

Thank you. 

Definitely agree on the walls and their triggers. I'll have to try a few things with them to see what looks and feels best.

As for the spiky walls, I'm assuming you mean the ones at the entrance to the rooms? I probably should've just made those a normal gate or door type graphic since they don't really do anything but show that it's blocked off.

Otto was intended to be unstoppable like in the original game, but for that to not feel unfair he would need some changes. I'm also thinking maybe it could some kind of difficulty setting, where on normal mode he could be stunned or something like that, and leave the unstoppable version for a harder difficulty.