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"There is Light in the Darkness"

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A member registered Jun 06, 2021 · View creator page →

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You absolutely nailed the graphics spot on, it feels like I'm back playing old DS games like Transformers Autobots or Transformers War on Cybertron Autobots!

Issues

I will mention is for one the audio, the sound seems to respond more towards the input of the player than rather the speed of the car, I'm sorry if that's a bit picky. It was also a little difficult to move around, the controls were fine just felt odd one minute you're going like 100MPH then suddenly you're at Mach 10, finally the turning when you're at a high speed is really sensitive, it took barely any input on the A or D key at a high speed to just take a super sharp turn into a wall which made some spots of the map hard to move around at a high speed.

Overall

Heavily enjoyed the nostalgia of being back on what feels like a classic DS title, definitely be proud of nailing that art style, it was just exactly on point! Keep up the good work!

Sorry, you got stuck like that, we were gonna add notes around the map to both hint and hook players into the story, but we ran into lots of merge issues that causes developers to redo 3 hours of work, it got whacky pretty fast; I want to assume based off you didn't mention the color changing orbs that you got stuck on that puzzle;

Essentially it was a memory-based puzzle where there are the symbols under each orb pedestal and they are colored green, red, blue, purple, and orange; you'd just be running back and forth matching orb colors to the corresponding symbol colors, like how in the main room there's a green symbol, and so forth.

Thank you for this amazing comment, definitely made both my partner's and I's day when we read this yesterday.

We definitely would've gotten more down with gameplay and other chunks of the game but we ran into issues with plastic scm left and right haha

Yeah, even during playtesting we figured it could be confusing, we would've gotten a lot more into this project if we didn't run into our collab issues, for some odd reason we'd both be working on something and when we'd both push the collab software Unity uses, that Plastic SCM, it many times made us choose whos push was more important and would cause the other person to redo their hours of work again which got very frustrating lol; many nights of downing red bulls occurred haha!

I'm definitely one for a good ol'fashion stealth title, this is definitely a stealth game but it definitely is a frustrating one haha; maybe an auto save for when going to other rooms would be nice to you dont have to do it all over again, but we had limited time things happen.

I felt the stealth was a bit strict in my opinion, but I've also played over a few hundred hours of Splinter Cell and Thief games on the highest difficulty.

Overall the art is amazing, game has a nice feel to it, the controls are very comfy and this is definitely a great submission.

I wish you luck on your future projects!

I love the goofy idea of Santa just obliterating children with a bazooka, and just becoming an entity of destruction haha. And the movement in the snow and how you designed the buildings for the roof sliding off when inside the building is a nice touch.

For the beginning cutscene definitely, subtitles would be a good addition, but other than that I had a blast playing this submission.

I wish you luck on future projects

understandable, we originally were gonna have maybe pointer notes to get the player immersed in the story,  but Unity did a lot of funny stuff with merge errors and completely rewriting our code and so forth.

but you mainly do just wander around and explore looking for a way out of Santa's workshop

[HINT] Assuming by lost in the hallway you may not get through the color puzzle; its memory based, in the room there's a green symbol and you interact with the post above the corresponding symbol and match the color, the correct combination will open the door on the right side of the room (the symbols are spread out so it's understandable if there is confusion or frustration)

thank you though for trying the game and leaving a comment!

agreed super strong vibes of Sonic Spinball, I didnt even think about that comparison but its nice seeing someone else knows about a true sega classic

I tried making my own pinball game but it definitely didn't come out super good as this one did; the post-processing you did is fanominal, really makes the colors POP.

I did get looped into an area which was a little sad, but I had a lot of fun wombo combo'ing my score

The game into is very creative though, I do like the idea that the snowmans head fell off and now your zooming around a tunnel system.

I wish you luck on future projects!

I really like the design of how it runs on cmd, I had fun sliding around the house but the only issue I had was maybe in-game there should be a tutorial or some kind of note to tell you controls cause it took me a minute to figure out how to interact but I found the controls on your itch page.

Also, the interaction to me feels iffy cause to me I think if it glows i can click the interaction key and it does what it needs to so it threw me off having to move into specific positions and so forth

Overall I enjoyed playing both levels and the small thank you for playing note was comical, I wish you luck on future projects!

I really like how the game is played through your terminal, I've always had an interest in ASCII-style games; though the player movement is a bit odd, I see you said its made that way on purpose, and maybe some ASCII art for a display of where you are would feel immersive, kinda like EXIT from the show Mr.Robot.

Overall I think this is definitely outside the box from the normal jam submission, I'm sure making a purebred console game with various text coloring and etc isn't a simple task, I wish you luck on future projects!

                ===================== Image of Exit from Mr.Robot ========================

This was a very mind-provoking game, I definitely enjoyed tackling all the puzzles. The art and colors of the game really blend together, and the music does give that feel of the inevitability that draws near as you progress.

The only issue I noticed is on the boulder puzzle if you move some around just right, which isn't hard to do, you can block off the exit and no longer progress.

I definitely did enjoy that light puzzle though, but all the puzzles themselves were finely made and executed.

Overall, this was a very enjoyable game even if it's short, I wish you the best on any future jams or projects.

The art styles and sounds were nice, I do like the idea of using your health as a means of damaging the enemies. The main thing I'd note is there should be feedback on damaging the enemies, and also the enemies don't fight back, you can sit in the center of the mass and the worst-case scenario is they push you off the map, so definitely would be interesting for them to try hurting you back after you slaughter like a quarter of their people.

It's a good submission but there are a few things your game could benefit from having to make it better, but still be proud you got out a submission and put the time and effort into making this submission, the best way to better ourselves as game devs, is to push forward and build, listen to opinions of others, now you don't have to heed all comments, but finding value in some can take you a long way.

I wish you the best in any future projects or jams.

The graphics and sounds are very well made and implemented, and the voice cues for the tutorial are well done as well. I like the idea of that you press a key and move one space in the direction, and how the monsters also take this method of movement. I also like how the maps are built and the dungeon-like vibes you feel while playing. The pixel animations are amazing, and I definitely loved the filter option, really amazing extra you don't get to see nor experience every day.

I like the feeling of trying to predict the future movements or actions of both the map objects and AI to try and survive the rooms, I do also like how there's a feeling of exploring all possible moves you or the opponents can make, it's almost like a good chess match.

Overall, the presentation of this game was by far amazing, the gameplay was simple and straightforward, and there is a nice strategic thrill in the movement to complete objectives, as well as survive. I wish you the best in any future projects or jams.

The visuals are definitely impressive, with only having 3 days to work on this project. This submission though is a little difficult to play, maybe it's my lack of knowledge of playing these styles of games. Though it felt like no matter what I thought out I was going to not get through even wave 1, which is most definitely sad for me.

On the reload after dying the text at the bottom, I'm not certain if it is like that on purpose but it jumbles all together and it looks strange.

I really do like the procedural animation on those spider gunners though, not many people can pull that kind of stuff off.

Overall, definitely a good idea for the jam, just the execution could use work, but I'm certain for a large sum of participants that's the case, but do be proud of what you pulled off in the last few days, I wish you the best in any future jams or projects.

Playing this submission was INCREDIBLE, though the assets and appearance may be relatively simple, and the gameplay is super straightforward. Give yourself a pat on the back and a nice dinner, I loved the atmosphere with all the strange enemies and especially was intrigued by the section of the game where it's mainly pitch black with some lights, really gets you engulfed in the thrill this game provides.

I do like the endless nature of the game so the player eventually fails, but the only issue I noticed while playing was the sacrifices or choices you get after getting to the end I didn't notice that they changed much,  now this could be a case that I was consumed by thrill on each play-through OR I just haven't gotten far enough in to notice the changes from my choices.

Overall, tremendous work on the game, the sounds the visuals, and I can't forget to mention that the animations through the camera, opening scene & the animation after choosing a sacrifice, were amazing. I wish you the best on any future projects you plan to build, or jams you enter.

(2 edits)

The music really fits the atmosphere of the gameplay. I really enjoyed how you took "shooting emails" or how the money drops from trees, while there's that saying of "money doesn't grow on trees" into a literal context with the mini-games, definitely something I wouldn't have thought of and very creative. The art here is really well crafted with all the various shades of colors and the neatness of how it all blends together.

I do like the idea that in the mini-games you're bound to not collect everything in the scene, like shooting emails at all the people, collecting the coins as they drop from the trees, and collecting the fish inside the maze. At the same time, ultimately you die at the end after being used as a sacrifice, definitely went with the limitation really well.

It could be how I move around when I play games in general but I had a few occurrences where I'd try to move around upstairs with the computer and get teleported back downstairs, so maybe if the room had more space to move that'd be good, but I could've just simply done a directional movement and clipped a trigger or something.

Overall, I think you did an awesome job with the jam and released a product to be proud of, I wish you the best on any near future projects you work on for either jams or personal projects.

Sorry, it took a while for me to reply, had a few things to do concerning work and other factors.

I believe what the issue was is that I didn't hook up nor test the game properly, I'm sure there's a glitch or error I never caught, I submitted at like 3 am and I worked solo on the project so I guess something was bound to happen, sorry about any of the inconvenience with the game I uploaded.

Technically what should've happened is either one of two things depending on how you play, either the clock hits a time and the game shuts down because of a time constraint, but I think my clock is broken.

Or you talked to all four people and after you finish the conversation on channel 4 there is an ending that should've loaded and played out but as I mentioned earlier I think it was not hooked up properly which is a mistake on my behalf.

As you kill enemies you gain points and if you press either the 1, 2, or 3 keys on the keyboard you can sacrifice a given amount of points in exchange for power-ups in the game. There's a UI text that shows points and the amount of points to buy said power-up is also displayed.

I added the extra information in the new folder I uploaded in case you want to try it out again

There's a shift control to speed up, I must've forgotten to add it into the how to play section, sorry about that.