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ExtraCosmic Studios

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A member registered Aug 18, 2022 · View creator page →

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Recent community posts

This was a nice Jam! Congrats everyone! We updated the build.

Changelog:
- Levels 1 and 2 resized
- Increased dragging movement speed
- Added a map shopkeeper mechanic... Look for him in the safe zones 😉
- Sound settings added
- Hold ESC to quit
- Saving issues fixed
- Final level audio issues fixed
- Minor bugfixes

Thanks for playing and hope to see you again!

Congratulations on winning! :D

"Sometimes the curiosity kills the human". Wisely said! The alien was so cute though.

Sweet aesthetics, I love how you sticked to one color palette. Consistency is great here! There's also a lot of fun endings, good potential for expansion and I'd definitely play an expanded game. 

Also, HONK

Great entry! :)

Thank you so much! Glad you enjoyed :)

Thank you so much!

It's really important for us to get such feedback - regarding your points: 
We already have a version which has refurbished UI (quit game, sound adjustment), levels 1 & 2 resized and a minimap shopkeeper mechanic added :) We're definitely planning on expanding the game, right after we finish our main project.

I'm really glad you enjoyed the game! Thank you :D
/Clavertus

Sweet game! I like the GBA graphics, the controls are also a nice touch for us GBA nerds :D

The only thing I'd change is the background music, it got a bit monotonous after a few minutes into the game. 

Overall, nice entry! :D

Thanks for the excellent feedback!

We were trying to go with a 'you're vulnerable' feel when dragging the relicts, although it backfired heavily :D Our earliest version allowed the player to use the anchor when dragging the relicts which drastically shortened game time (25 > 10/15 minutes, dev-time). All in all, there's a lot to be done as we plan on expanding the game, redesigning the levels to fix the UX and adding some more spicy mechanics.

The enemies ignoring the player - it's a LOS thing, we decided to keep that in the game for now and hopefully come up with something creative in the post-jam build :)

Thanks for playing! Your feedback is noted :)

Nice!

I have a soft spot for FNAF and your game was a delicacy for me :) I really enjoyed it.
I wonder how you could push that concept a bit further, I'd definitely play an extended version! Great job! :D

Ah, no worries :D The time limit was a killer for us too. We joined the jam late and we didn't manage to fix some of the issues our game had.
Classic game jam stuff ;) As I said, great job on what you've done!

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Awesome visuals!

I like how the environment is setted up, the war room especially - where you can chill from coins a bit :D

I have received a bit of Nostalgie effect, remembering playing those kind of coin games on some festivals - special thanks for that!

It has potential - so I hope to see it somewhere on mobile perhaps ;)

Nice!

I love the retro graphics. It reminded me of FNAF minigames. 
Cool transitions, I felt like I was watching a movie. 

Great work!

I've played this for slightly more time that I'd like to admit.

I'm glad there is an RPG Maker entry!

Sweet concept, it was fun! Traversing the maze was pretty spooky. Cool entry :D

Nice!

I really liked the mirror puzzle, it was quite obvious to me but I've played a fair share of puzzle games in my life. Sweet effects, nice water shader - overall, interesting entry :D

Fun!

I wish you added more games, and I'd have spent half of my evening on this game. 

Good job! :D

Cool!

I liked the general atmosphere of the level. The vast space could use some fillers, but other than that, fun entry! :)

Great work on the visuals!
It was quite hard to find out what I had to do, but overall a nice experience :D

I'd definetely play a refined version!

Holy crap, I really like this.

First of all, I love the cursed game aesthetics, as I was a fan of them back in the creepypasta days of the internet. The SFX are great, it's unnerving, it's uneasy - it's amazing!

I wish there was more to it, perhaps a little jumpscare ending followed by the game actually crashing.
Other than that, fantastic entry!

Interesting entry!

The environment is sweet, I really liked how the camera worked but it could probably use more angles. That, in addition to fixed colliders and better controls could make a great full game!

Cool :D

The music is a bop, I loved it :D I think the physics and general worm design need to be changed. I didn't really understand how to defeat the worms and I just had to skedaddle my way to the exit. It was fun though! Needs some work, but it still kept me invested for some time :)

Superb!

The VFX are great, the sound design is probably the best I've seen so far in the entries. The story kept me invested and I felt watched all the time. To avoid spoiling the game for other people, let's just say that I flinched once in the mazes :D

Impressive entry!

Great!

The creature actually made me jump on death, as I did not expect it to get so close up and personal :D Nice vibe, cool art style. I wish there was more to it! Has great puzzle potential.
Oh, one thing - the flashlight wasn't really useful - but I see people already pointed that out.

In case you decide to expand the game - it could work nicely as a tool to reveal hidden messages (think UV light from Phasmophobia). Also, I feel like a small map hanging by the entrance to the maze could be useful, just in case the player gets lost. But maybe that's just me, I have terrible sense of direction :D

Sweet entry!

Thanks! I'm glad you enjoyed :D

Wow.

The atmosphere was really unnerving and I had no clue where I'd end up after pressing spacebar. It was suspenseful, it was uncomfortable - and that's the point! I loved the playthrough. I managed to get to the end on my 4th try (one death to the chasing wraith, two to the statue - I had to figure out what killed me :D)

I really liked how each of my runs was a bit different since I tried approaching the pathways different ways. The concept could definetely be expanded - the artwork's AMAZING, the mechanics are obvious after a certain point, but adding something like a world which lets you pass but spawns a creature in the distance that you can't approach OR a world that lets you pass one way, while blocking the other - would make a great spooky puzzle!

Sound design - on point. Creepy jingle when the wraith was approaching, church bells when the statue reminded me that my demise is close, deafening static when I had to make my way through the pathway.

Overall, it was amazing. I think the only thing that confused me was the 'use sparingly' thing.
In fact, I could NOT use it sparingly as the bell statue thing snuffed me out twice as a result :D

I'd love to see where you could push that concept. Great entry!

Thank you very much for your feedback! :D

We were actually pretty bummed out after recognizing the issue, as we were running out of time (two all-nighters in a row and c.a. 6 hours left). We've made a biiiig mistake by making the main gameplay loop too tedious, and we couldn't fix it in time, as it would either mess with the upgrade system or require us to make 3 levels in the span of 6 hours :D

Generally speaking, we wanted to convey the feeling of suspense and dread by making the player fulfill a seemingly easy task. Like how hard can it be to drag one thing from point A to B? Well, then the strategy comes into equation. You can't block your own escape path in the narrow corridors, you need to have an anchor in case of an emergency, etc... Our prototype version allowed the player to teleport back to the anchor while holding the Relict, which drastically shortened game time (25-30 mins on a decent run down to 10-15) and we felt it was a bit too easy. Looking back, we probably could have shortened the anchor range and allowed the exploit, but that would require some extensive testing too.

I fully agree with your points. We've actually already made a version with smaller rooms, as we plan to develop the game a bit further. The audio thing is definetely a thing we overlooked, but thanks to your comment we'll take care of that :D

About the blockades... Totally intended. Totally. (it's definitely my fault cause I thought I fixed them but apparently not T_T)

Once again, thanks a lot! It really means a lot to us to receive such valuable feedback from the player, plus, you have no idea how much your comment uplifted the team :D We'll definetely take your experience into account while making a refined version. I'm glad you had fun with our little project! :)
/Clavertus

Hmm, interesting take!

We actually do have a certain sequence that the monsters follow. The behaviour tree has two main states: wander around patrol points, hunt the player regardless of the position (and hide, in case of the trap monster on levels 2 and 3). I believe the levels being so vast are the reason why that behavior might not be clear. I agree on the point that we made a critical mistake by making the levels large, although we couldn't do anything about it during the final hours of the jam. Changing the movement speed was also out of question, as it would mess with our upgrade system. We need to manage time better next time :D

It's definetely a thing to consider during future releases of the game, as we plan to develop it further (we actually have a version with smaller rooms already). Thanks for your very detailed feedback! It's comments like these that push us further into making better games!
Thank you very much! :D
/Clavertus

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Thank you for the feedback!

I agree, the issue really bugged us too, unfortunately we weren't able to fix the UX in time.
It's definetely a thing to consider in futher release of the game! Thank you for playing! :D

P.S. The saving system allows you to pick up the game from where you left. Feel free to revisit!
The anchor cooldown upgrade might come in handy during the final battle :D

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Awesome entry!

It's not so spooky, but still very enjoyable to play.
Items that you chose fit really well - oil, battery, guns, and floppy disc for saving.

Artstyle and sound are making the game even more enjoyable!

You did a great job!

Hope you can check out our game too :D

PS: As for me the fixed camera makes it very interesting and "like a movie" vibe. Perhaps a small adjustment - but its a good feature!

Agreed! It's an issue that really bugged us during playtesting, but we had no time to resize the levels and/or change the movement speed, as it would mess with our upgrade system. 

Thank you for your feedback! Hope you liked it! :D

Thank you very much for the feedback!

Yup, we realize there are some issues, unfortunately we were on a crunch and we barely finished in the time limit, even after pulling two all-nighters :D 

Once again, thank you so much! Hope you enjoyed!  :)

My bad - my previous comment was not related to that entry - note to self: Don't have multiple tabs open when rating :'D

Fun gameplay, sweet feedback on the shotgun - although some camera shake would really spice it up. The zombies are quite agressive, as someone already mentioned below - but I actually enjoy it since you need to have the Doom gene in you to succeed :) The only thing I'd change is the attack range of the zombies. It sometimes felt unfair to get hit.

Also, I love the aesthetics! Hit a sweet spot for me.

Overall, great entry! Nice job, keep it up ;)

Made me jump! :D

The environment was great! I loved every second of it, but maybe that's because my passion for investigation games. The cam filter was sweet, the vibe was amazing.

I wish there was more detail on the final scene, because the fires were hard to locate. Of course, the time limit was there and it's totally understandable.

Overall, great job! I'd totally revisit a refined, extended version :)

This put my platformer skills to the test :D

I think the jumps should be more forgiving if you teleport the player all the way to the start when you fail.

Also, you can try to make the player move along with the platforms.
It would overall improve the control over the player.

Anyway, congrats!

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I made it to the end! :)

The game could use a tutorial, because it took me a few minutes to figure out that you can fight back, but maybe that's only me :D

Also, the door colliders need some work on them, as they were hard to navigate through. Since the panel colliders worked fine, I think it's just a matter of resizing - you could also make the alarm a bit quieter hahah

Concept is cool, as I did not expect a sci-fi entry. For some reason the aesthetics remind me of Dead Space. I also liked the fact there were pickups! I'd definetely play a refined version. Try experimenting with different enemies, pickups, puzzles, floors - but first implement some LODs since the assets are quite heavy. And fix the door colliders! :D

Anyway, interesting entry! Keep it up!

Okay, the paintings on the wall made me gasp when I looked closer :D

Fun little expierience.  Great job on the pixel art!
It definetely could make a great longer game if you expanded the story, but as I always tell my teammates... "It's fine for a jam!"

Especially that it's your first time making a game! Good luck and keep going! :)

Thank you very much!

Sure, the design of the levels is definetely a thing to take care of in a future release. We joined the jam late so let's say we could have put more thought into UX :D 

We really appreciate the feedback, thank you once again! :)

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Well after four days (cause we've joined 3 days late :|) we were very tired and stressed out :D
But, proud of the result and now trying to relax and play other games to see what you came up with :)

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The game just gets you into.
Dialogues and story done amazing, same as an artstyle.

Thank you for such an experience! Hope you could check oue game too :D

Oh, I like the vibe so much! Great style, story and experience :)
Thanks for creating it!

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Thank you!
Yeah we definitely want to enhance the game with more mechanics, monsters and puzzles in the future.

But well, we made it in 4 days, so not all ideas will fit in such a deadline :D