Thank you very much.
Eric-Brito
Creator of
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I tried to play it, but it asked for the Vulkan driver.
I don't know much about Unreal, but is everything okay with the export? I think it's a bit heavy. Because my game, for example, weighs only about 6 MB. And another game I made for a year, the installable one was around 60 MB.
I'll try to install the driver later, see if I can do it.
I liked the art and music, in general. It's a good strategy game.
Two small problems are:
- This Jam requires 2 colors and this game has about 4.
- Sometimes the character behind appears in front (in Unity you can solve this with Y sorting).
Anyway, it's a fun game. I don't think it needs to be controllable, as some strategy games work fine without it, like Clash Royale.
It's fun. A sort of physics-based Tetris. In a short amount of time, you've got some solid gameplay, the kind that would make a good casual puzzle game on the Play Store.
It would be nice if the long block could actually be rotated and land "upright", and the block could be dropped further into the corners (it would be useful when your tower has grown too horizontally).
Anyway, great job.
Escaped!
The art has few Assets, but what it does have is very beautiful. If you had put screenshots and option to play in the browser it would be more popular.
It would also be cool to add more mechanics like traps and moving platforms.
I didn't have any problems with FPS and I don't understand Construct, but in the Engines I know, you could have used deltaTime instead of ticks to solve this. Anyway, great job.
The direction and atmosphere really pleased me. The sound contributes a lot and the interpretation of the theme is good, after all what is more spooky than the paranoia that the mind itself creates?!
As for the art, it's simple but works well, especially the mirror part which is cool. Some people may find that some side view sprites make it difficult to understand what the thing is, like the sofa and the TV. In games like this, like old Pokemon, they usually draw them from the front or back to make it easier.
As it was done in Unity, I think it would be cool to add it as playable in the browser, if you can. Anyway, great work.
The idea of the game is very good. I like the enemy and the mechanic of hiding in the closet.
Some suggestions:
-The camera sometimes moves off the screen, I think because it moves incrementally. It is better to guarantee a single increment or set fixed target positions.
-It would also be cool to use YSort for the player to get closer and in front of the objects.
-The inventory still does not cross off some collected items.
-If the game continues, I suggest that the enemy can move more through the rooms and faster, to force the use of hiding places, and there should be one or two per room, so that the enemy can randomly open one or not, leading to tension, like Alien Isolation.
Anyway, for the short time, you guys did a great job.
I really enjoyed the gameplay and the intelligent level design, well-directed graphics and music.
The main character is cute and the animations are cool as the enemies react to the scream.
I think the camera could have a greater tolerance so it doesn't shake so much and the player could fall a little faster when holding down the float button.
There are some small bugs, like the enemy that enters the wall, and respawning at the boss under the floor, but nothing major. Great work.
In this style, I only played old Pokemon, but your game brought me a lot of nostalgia.
The atmosphere is good, because art, music and dialogue combine.
As for the gameplay, I really liked the interaction with the scenery as a way to solve the puzzle, I think that if the game continued, some action would make the rhythm perfect.
Thank you very much and congratulations on completing the game, it made my day.
As for the last boss, he is indeed challenging, but he only has 3 lives to compensate (less than some common enemies in the game) and his attack is interrupted by being shot. So he is aggressive and requires a defensive approach to balance things out. Each type of block structure, lateral and vertical, allows you to avoid one of the attacks. If someone understands the puzzle of this fight, it will still be difficult, as it still requires quick reflexes to attack and evade.
Thanks for sharing your experience, I will take it into consideration when balancing the difficulty of my future games.
I am also glad that the enemies fit the theme of this GameJam, they really are nightmare fuel.
I managed to finish. I really liked the art and the intelligent use of the palette (the same blue is the character and the waves, the same red is the blood and the sand on the beach). It's cool that there are so many assets and even lore in such a short time.
The main problem I had was two narrow boat stairs. I almost didn't make it. When the ladder is double it is much easier. The combat is a bit difficult, I think I got by with tricks because they attack quickly and the hitbox confused me a little.
The music is good, just short and there are some bugs (the character sometimes got stuck in the boat phase or the text went off the screen), but it was a great job.
The atmosphere and not throwing what should be done in the player's face are also design choices that I like.
Thanks for the comment. I also tested this way of controlling and found it to be a bit more error-prone when you're desperate. Each has its advantages and disadvantages, I should add this simpler option if I release it for Android in the future.
Adding physics is a good suggestion, but since it's bound to change a lot, I'll think about it if I make a new grappling hook game.
Did you try grappling the boss? The goal is just to shoot its weak point (the part without spikes). Since I didn't allow the player to cancel the grappling hook, I didn't make the boss grabbable, since that will kill the player most of the time.
Thanks for the comment. There are 25 levels, you're halfway through. Yes, I made the music with that goal in mind.
I agree about the art. For the bandage I used the line tool in the Engine that I use, so I couldn't change it much, on the other hand, my arrow is just a rotating sprite, instead of drawing in several directions like I did with the player. I can definitely improve that.