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ElanFrost

12
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2
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A member registered Jan 10, 2024 · View creator page →

Creator of

Recent community posts

Sir, there's a square..

I didn't think it would be this compelling. BOOtiful game.

You really nailed the handheld aesthetic, kudos.

Thank you! I was aiming to replicate the style of Jump King, I'm glad you liked it!

It's always a fade to black at the end, so don't feel too sad. Thank you for playing, it means a lot to me that you liked it. I'm glad I didn't go overboard, and managed to explore the theme in a respectful way.  Again, thank you from the bottom of my heart for playing!

I really wanted to see if a 3d character could work in such low resolution, I tried to add subtle movement to the scene through animations to bring out the form of the girl, I'm glad it seems to have worked :)

Thank you for playing! "A bag of milk inside a bag of milk" sounds interesting, I'll have to check it out myself later.  There's a neat trick to the ending of the game - it always ends with the same fade to black, but the conversation you had paints the ending in a different way, so the way you feel about the ending I think is important.

Could you please provide what browser you were on?

Hello Novicearts,

Unfortunately after checking online, I've come to the conclusion that Godot 4, unlike Godot 3, uses something called SharedArrayBuffers that makes the game more efficient, but in turn the itch game will only work with chrome-based browsers. As far as I'm aware there's no way to turn this feature off at the moment. To mitigate this, I'll provide a downloadable version, which isn't ideal, but it's the best I can do at the moment.

If anybody has any information about how to combat this issue, it would be greatly appreciated.

I was thinking of switching the palettes around to match the mood of the game as it goes along. I.e. Using "Harsh" when angry/hostile, "Original" when Neutral, "Grey" when sad. Is this not allowed?

I was devastated when I booted up the frying pan and saw how it behaved while being deformed, definitely in need of improvement!

Thank you! I had a lot of trouble ironing out the kinks with the deformation of the items. As you can see, there's still a pile of bugs that need to be taken care of! I'm thinking of implementing a lot of different deformation options based on how you angle your strikes in the future, so the speed problem should be taken care of.