Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Evernight Studios

47
Posts
15
Followers
1
Following
A member registered Apr 21, 2022 · View creator page →

Creator of

Recent community posts

The actual fullscreen button is F11 which works once you're in game (not in the menu). If you wanna try the game again use that key!

Btw thanks for bringing this to light! Whenever we go to do our post-jam update we'll iron this out.

This was such a fun game and a really unique idea. I have not seen many squash videogames but after playing this is would definitely love a fully-fledged online squash game haha. Some points I would like to make would be that it did take me quite a while to get the hang of it. I think it actually took me about 3 games before I successfully managed to hit the ball. I'm not sure how you implemented the mechanic for hitting the ball but perhaps adjusting the range for what counts as a successful hit could be a good idea. You could even change the range depending on the difficulty and maybe keep what you have currently for the harder difficulty. One other thing is that I encountered a glitch two times where the AI would not serve and I needed to refresh the page to start the game again. An amazing game overall!

Great game! I really enjoyed the different environments, and the fact that the people watching reacted to your car and moved accordingly. One thing I will say is that whilst I appreciated the steep learning curve for the controls, and it felt really great to go back to the first level at the end and nearly half my overall time, it almost felt a bit too steep. I really struggled with the slippery turning and I feel like it would have been nice to have just a little bit more control over the car. This could also perhaps open up the possibility of implementing something like a slippery ice mechanic in the snowy level. Awesome game overall!

Fantastic artwork. You've done a really good job working within the limitations and still making the game look great. The zombie designs are full of character and the use of colour in the game sells the dark, dreadful atmosphere you were going for.

I'm glad you included directional audio as its definitely a must for a game like this. I think the audio was lacking a little in other departments though. The lack of ambient audio makes the game less spooky, and the gunshot sound is a little too flat and reverby to be satisfying.

The gameplay itself is fine - just rotate and shoot. It can become fun to manage all of the zombies appearing and can quickly become hectic (in a good way). It would've been cool to see some events that could randomly happen or something to keep the gameplay more engaging.

Anyway, cool game and good work :)

Awesome little platformer! The artstyle is definitely a 5/5 for me - simple, aesthetically appealing with lots of character.  At first I worried the gameplay might be a little bit too simplistic, but a soon as I reached the first upgrade things definitely got a lot more interesting for me! I really like the metroidvania aspects of this game. Being able to dash through a wall that was previously inaccessible was satisfying progression. 

My only complaint is the combat not being as punchy as I would've hoped, and the lacking audio.

Regardless this is a really good entry! I enjoyed it.

(2 edits)

This game in concept is very cool, and I love the really cute, simplistic visual style with its use of only a few colours. However I feel the mechanics are not very well explained to the player at all unfortunately. I couldn't get past the second level as you can't move up very far. I tried curling up on myself which allowed me to reach a little further, but even then my range was very limited. It felt like I was missing something.

I'd be happy to try it again if you wish to explain it a little better. I do think its a good start and a unqiue concept for a puzzle game! Good work :)

Cool little game! The suction ability is a super interesting mechanic and allows for some unqiue puzzles. The artwork is nice and does a good job at being similar to the source material. 

Though having to restat the entire level when you die is a little frustrating and made me lose motivation to keep playing. All of my deaths were at the 'PAPA' section where unseeable enemies would shoot you from across the screen. If you decide to continue with this game in the future checkpoints are a must!

Regardless, this is a very nice little homage to the Mega Man games and does a very good job at caputuring their essence.

Thanks so much! Glad you enjoyed the art

(5 edits)

This is an utterly fantastic entry.  The controls are great - swinging the sword around feels smooth and chaining hits off of enemies feels juciy.

The random environmental hazards are a wonderful edition and keep you on your toes a lot. I like how their presence forces you to move with thought.

The art is great too - very simplistic and apparant. I love the design of the skeleton on the games key art.

My only complaint is that the game starts off a little slow on subsequent attempts. I'd make it so the second run gets you into the action faster.

VvvvVVvvvvVVV nice game 

You've made a neat little remake here! The concept of FNAF on the gameboy is for sure a creative one. The games visuals are pretty good, and everything is quite faithful to the original.

Whenever I first entered the game I was confused what I was looking at for a good couple seconds - then I realised it was the office from the top down. Nothing really looked distinct enough for me to instantly make that connection - but I think the rooms on the cameras look great! Since you say you wanna continue this project I'd definitely suggest rendering the office from a first person perspective as well.

The sprites for the animatronics look great and are wonderfully crafted for an asethetic that only allows for different shades of green - so well done with that! The lack of audio was kind of a bummer though since audio is usually the most important part of a horror game so I'd always recommend making it a priority! Though in Jams I'm definitely guilty of neglecting audio til the end too lol.

Great job with this entry! I hope my feedback allows you to make this even better in the coming weeks :)

Using your own teeth as ammunition  is such a gnarly concept - I love it! The game has some attractive art and Wolfenstien esque vibes which was quite a throwback.  I especially like the design of the red demon - they are big, colourful, have a beautifully crafted sprite and stand out from the environment well.  

However, I did have some issues such as: enemies being placed too tighty around corners (which made for some unfair situaitons where I would get hit without any time to react), and I think the concept of using your health as ammo is a little underbaked as it feels like fighting enemies sometimes just puts you at more of a disadvantage than its worth. You're meant to pick your battles, I know, but the most fun thing to do is to shoot enemies, so when you can't do that the gameplay devolves into sprinting past everything and trying to get the levels over with as fast as possible. Pressing E didn't bring up the club for me so I couldn't fight that way either. Unless you get the club later?

Anyway, this is a very cool entry to this jam. It was fun to check out and I hope you're all proud of what you've made!

Thank you! Designing 3D visuals for a game with such a low resolution was certainly an interesting challenge, but I came to a decent idea of how to make it work by: using colour to seperate foreground from background, modelling with over-exaggerated proportions to make features stand out, and using lighting well to give the player a good sense of depth and direction.

Hope this helps and yet again thanks for the kind words :)))))


Did this happen after the room with the 3 goblins? If so make sure to observe that room carefully and see if you notice anything different

Thanks for your critique, tumbleweed. We'll be doing a post-jam update soon, so we'll try to cover some of these issues. If we don't get time to look at everything, we'll just keep these points in mind for the next time we make an FPS game.

Yet again, thank you. You raised a lot of good points that nobody else has raised yet.

Thank you so much, Rickylee :)

We're glad you enjoyed it

Yes, the game is made in UE5 and due to the lighting it will probably struggle on some PCs. 

When you get to the room with the balcony, you jump up onto the chair, and then jump up onto the balcony rail. When you're on the balcony rail, platform across all the other balconies until you reach a ladder. Hope this helped :)

The quality of this is just crazy. It's mental that you made this in 2 weeks. Seriously congrats.

Thank you! <3

Thank you, Agon :)

Great! If you need anymore help at any point, we have a walkthrough on our channel. I wouldn't recommend watching it before playing, but I would recommend skimmining through it if at any point you get stuck again. If we ever do a post-jam update, we'll try to make the level design more clear!

(1 edit)

Thank you for the kind words! Not every door in Chirophobia is interactable. You never need to open any doors in a level to progress. Only the door at the very end of a level can be interacted with, and they should be pretty obvious to tell apart from the static doors. Everywhere you need to go is already open for you. If you're stuck maybe you missed something in the environment?

Hope you're willing to give it another try, and I hope you're able to find where you need to go! :)

(hint: platform on the balconies up to the rooftop, then find the scaffolding)

I love COD zombies and would've really loved to play more of this, but the mouse sensitivity really was unbearable. I had to drag my mouse across my mouse-mat multiple times to turn around. There is a sensitivity slider in-game but it only helped a tiny bit. Kind of a shame :(

Any hopes of fixing the sens post-jam?

Thank you <3

(1 edit)

Super cool game! I did enjoy my time with this quite a bit. 

Things I liked:

  • The art is SPECTACULAR! It's super authentic to the time-period and looks amazing. Really great job with this!
  • The shooting feels fun and fluid.
  • I like how the levels are set up. The goals are clear and you're naturally led in the right direction by the way you set everything up.
  • The map screen with crossed-out objectives is a lovely little detail and is very authentic to the era.
  • The gameplay in general is pretty solid. So good work with that.


Improvements:

  • Ngl, dude, the thumbnail for this game REALLY lets it down. If you hadn't commented on our game and I only saw your game on the submission page, I probably would've never clicked on it. It looks unimpressive and low-effort. Which is a shame because you have such a huge variety of great art used in-game!
  • Giant text walls aren't great for telling a story. If you continute this game after the jam I would really like to see some cutscenes!
  • The final boss was a tanky mf. I read in your comments that there is a secret way to beat him explained in a note before the fight, but you shouldn't expect every player to read the notes because most of them probably won't. I fought him before I saw your comments on this page. I pretty much just sat behind him, stabbing him once, waiting til he got up, then stabbing him again. This took forever and I ended up quitting before I killed him unfortunately.
  • The first level isn't super interesting. You can pretty much just walk from start to finish without even the slight chance of being spotted.
  • The stealth is cool, but the AI could use improvements. Sometimes I felt like I should've been spotted, but I wasn't.
  • The menu design doesn't look super professional.


Overall, I think you did an excellent job with this game! It's super impressive that you made this in only 2 weeks. It's very polished for what it is. But please please please take my advice and make a new thumbnail before the end of the Jam. I think you're not getting nearly as much attention as you should be getting because of it.


Good luck! This does seem like a contender to win.

(1 edit)

Things I liked

  • The concept of the game is really super cool!
  • The graphics are really great. The 90s style is super well done here! Congrats to the visual artist.
  • Levels are short and don't drag on too long.

Improvements:

  • I found the atmosphere kinda weird. It's kinda Silent Hill esque but it's not actually a horror game. There's creepy horror ambience but its a game about controlling little glowing cubes in order to get to a bigger cube. It just feels like those two concepts don't really match haha.
  • The level design is very bare bones and they're pretty much just all variations of level 1. 
  • The cubes to place the zipline with move super slowly. Whenever I wanna move my zipline I have to wait so long. It would be better if they just instantly came into place. 
  • An in-game tutorial would've went a long way.
  • Every level can be completed in the extact same way. You just walk up to the first baricade you see, place a zipline hovering slightly over it, then walk on top of the zipline and get to the end.
  • You claim its a puzzle game but there are literally no puzzles at all.

I know I have a lot of criticisms, but that's beacuse I really do love this concept a lot. If you chose to take this project on post-jam, then I would love to see where it goes! 

(1 edit)

Things I liked:

  • I like the cute little chibi characters
  • The variety in weapons is sweet. I like the inclusion of a melee off-hand too.
  • I appreciate the fact you added a training mission before the actual game starts.
  • I like the inclusion of dialog. It makes the players main goal clear from the start.


Improvements:

  • The game's frame-rate drops a lot sometimes. It makes it hard to aim and play.
  • I think the player should be able to aim and move at the same time. It feels kinda bad having to stop dead in your tracks in order to properly aim at your enemies.
  • The shooting and knife slashing don't feel very impactful. There's very little feedback to hitting enemies.
  • The level design isn't super interesting. Its kinda just a big flat world with some houses dotted around.
  • Because of the level design being so open, I was never forced to fight enemies. I pretty much just ran past all of them and none of them seemed to care.
  • The dialog text scrolls extremely slowly.


Well done with this game! I do hope you're proud of what you made. I would love to see these improvements added in a future update (if you decide to take this project on). Take care!

Thank you for the feedback!

Super fun and suprisingly polished little game. Good work with this!

Thank you so much for the great feedback! 

(1 edit)

Absolutely wonderful little game. The asethetic is super charming. I can feel there's a lot of Heretic/Hexen inspiration with this one. 


Things I liked:

  • The sprite work is incredible. There's such a huge cast of crazy looking enemies, and the colour-pallets for the environments are super enchanting.
  • Animations are great. I espesically love the death animations for enemies. They're all very visceral.
  • Its a really subtle thing - but the slight head lean while strafing was a really nice little addition. It certainly made the movement feel way better than it could have.


Improvements

  • I feel like none of the enemies really pose any threat. All of them are quite slow, and a lot of them (if not all of them) are melee enemies, meaning that they can very easily and safely be taken out from a distance. I would've loved to see more enemies who throw projectiles.

There's honestly not a lot of negative things I can say about this one. This game has mad potential to be a winning candidate!

Thank you, Nose goblin

Thank you!

(1 edit)

Thank you for your feedback, Dan!

Sorry to hear about your dislike for the jumping though. Personally we Devs like how the jumping feels, but its good to know different perspectives.

<3

Great! We're glad you enjoyed it :)

Thank you so much, man! It means a lot to us.

ppl really be payin £400 for glue nowadays? The glue market is messed up, man :'(

(1 edit)

AMAZING CONCEPT! Being able to travel into the future & past by the click of a button is a great idea. I think its executed very well here. Titanfall inspiration?

The graphics are stellar and they're very authentic to the era. I like the inclusion of many different types of guns too.

The movement generally felt decent but the jump was very floaty. The gunplay was a little lacking too unfortunalty. Shooting didn't feel very impactful, and I would've liked to see the enemies move around a little more. I think instead of the enemies firing hitscan weapons, I kinda wish they fired projectiles. I think it would've been more satisfying to dodge out of the way of gunfire that way.

Even with my criticisms, I still think you guys did a superb job. I would love to see this developed into a full game. Seriously good work!!!

Yooo this might be the prettiest and best game I've played on this Jam so far.

Things I loved:

  • The music is so relaxing and entrancing. 
  • The graphics are very authentic and colour-pallet used is phenomenal. It felt very alien. The orange/yellow sea feels very otherworldly which I really liked.
  • The animations were cool. I especially liked the player's death animation. Although it's really hard to die in this game.
  • I really really really love the idea of roaming around an alien ocean on a boat, visitng different islands in search of treasure. The concept has such a child-like wonder to it and I think it was excecuted very well. Reminds me of Wind Waker.

Improvements

  • The game feels very slow. The movement is slow, the boat is slow and the anti-gravity makes jumping a bit of a hassle. Perhaps that was the intention, but when you have so many islands to get to, and so much stuff to mine, it can become kinda tedious to move around.
  • The game is very easy. There's enemies but they offer 0 threat to the player. It feels like they were included for no real reason.
  • The gameplay loop of collecting gems can be a little bit repetitive. Although I'm sure you would've had more ideas given more time.

Overall I loved it! The game has a lot of potential and is probably one of the best games released for this jam!