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erikmillergalow

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A member registered Jun 09, 2020 · View creator page →

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Thanks for playing and for the feedback! Yeah I didn't have a ton of time to balance the gameplay, my strategy is to take out the enemies in the first row and get spell strength/speed upgraded as much as possible before moving further into the grid to get the chest. I usually try to corner enemies in the second row to avoid triggering a ton at once. The player gets pretty OP quickly with strength and speed upgrades, though it still requires enjoying twitchy-reflex gameplay.

I also wanted to make reflected projectiles either one-shot or reduce the enemy's health by half to make it more worth it but ran out of time. I think the way it is probably leads people astray because the shield upgrade sounds the most interesting, but provides the smallest benefit out of the upgrades as is

Actually it turns out I was pressing the wrong L button to re-center - it's much more manageable using the camera re-center correctly

Thanks! I've never played those but I see the similarities

I didn't necessarily mind the camera itself, it was cool when it worked with the level design. Jumping around the outer hub area at the beginning reminded me of the second level in Shadow of the Empire

Sweet! Already felt some metroidvania-esque aspects in this version

Nice minigames and tunes, my match skewed heavily toward candy chaos lol. Mario Party 2 is still my favorite in the series

This makes me want to see a full de-make of Dark Souls in the style of Ocarina of Time.

Nope but I was listening to extended n64 soundtrack mixes to get in the zone to make it, possible that it got slipped in there somewhere lol

Love the skybox and how sparse the area is

Very N64 regarding graphics/audio and level design. The camera makes the platforming pretty unforgiving (also a very N64 trait)

Nice spooky liminal courage the cowardly dog vibe. Sweet jack o lantern model

Love the overall visual vibe / color scheme and it was fun to figure out the various spells. It'd be cool to keep building that out until you've got to solve puzzles with spell combos

This is sweet! Love the style throughout, especially the wizard-ghost enemies and the windows/lighting. Also really like how cinematic the camera behavior is with how it jumps around for the action shots

Excellent job, nails the graphics/audio and an interesting story. The music reminded me of the Forest Temple in OoT

This is stressful lol. I like the story / animations / how the water is rendered.

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Cool surreal vibe, neat idea. Was this going to be an RTS game about spooking trick or treaters?

Yep! The main and boss songs were composed with N64 soundfonts with the whole thing going through a convolution reverb with a Goldeneye impulse response loaded, taken from here: https://gearspace.com/board/electronic-music-instruments-and-electronic-music-pr...

Dang nice, I used Firebase for a high score table in a prior jam but it was rough to set up and slower than LootLocker.

Didn't spoil anything for me though! I'm not sure if I made it to the end - I went to investigate the object in the fog against the suggestion of the character at the periphery

Dope aesthetic, love the mood / weirdness throughout.

On Firefox/Windows 10 something is up with the way the walls render, it flickers and lets me see through them depending on where I stand.

Nice, kind of like a vampire version of Mirror's Edge

Spooky! Great atmosphere

This is sweet. How'd you implement the scoreboard?

Interesting little neighborhood, notendo gametower cracked me up lol.

Could have been a quirk related to my computer/mouse!

Yeah, the way I tried to mitigate that was to have the collision object on placed blocks be smaller than the mesh and shifted in the direction of the spawn point but I think I should have done the same thing on the 'active' piece that you carry down the road. Thanks for playing!

XD

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Very strange lol. Does anything happen if you follow the animal in the long tunnel in the back of the building? I didn't want to wait for it to walk all of the way out.

I enjoyed the overall atmosphere, I think it would work well with a horror twist partway through

Very cool environment and graphics, gameplay-wise the movement felt really slow and it was tough to dial in my mouse sensitivity.

Thanks! :P

Thanks!

Thanks! Yeah I wasn't able to nail down all the piece placement quirks in time for the jam unfortunately.

I was thinking the same thing once I get the main gameplay loop together! It's often tough to determine how deep the 'holes' are until you get close to the point where you may be unable to recover. I considered either darkening the block colors the deeper they were located or adding a specific texture to the topmost layer of blocks, but ended up not having enough time.

My initial idea for the jam had much more to do with driving, having traffic and various tracks, more interesting car handling, and it would be a race to get to X number of rows cleared before an opponent. Ended up with basic tetris with a change in perspective.

Thanks for the feedback!


Very cool idea overall with the characters having different skills and everything being sports based. I did wish that either movement was faster overall or the environments were smaller. Great character models / music / graphics overall, really liked the 2D style trees. Also ran into a few control issues on my xbox controller (B button paused and attacked when unpausing, A button triggered special). An option to speed up the text in cutscenes would be nice too. Good stuff!

Enjoyed the bizarre atmosphere and enemies in this one, wished that the ammo type change was snappier.

I was able to get to the gameplay after the update, still many technical issues as Gubbles outlined but other than that the graphics and music are very N64!

Enjoyed this one a lot, love that you can customize your character and it's satisfying to jam out for a second and then womp on the enemies for a bit. I feel like it would be really cool turned into a roguelike with procedurally generated content (music/enemies/powerups/levels etc)

Love weird little universes like this one, enjoyed the quick playthrough and the bits of story here and there. Great music and FX too. I found the movement to be slightly clunky as well but your tip about jumping and then pressing forward helped a lot.

Awesome idea, I found the controls to be finicky as well though you probably get the hang of it more after playing for a longer period of time. I like the concept of racing platformer with multiple ways to get to the finish line. Sweet levels and it seems like it would be fun with friends.

I have similar thoughts as Matt, very cool visuals but I've never seen the appeal of clicker style games. Would love a reworked version of this with gameplay mechanics like those old Fight Night boxing games.