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Eyliess

26
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1
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A member registered Apr 16, 2022

Creator of

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Very original and fun experience, the presentation here is top notch!

I really appreciate all the effects applied to the screen and audio - and not just for the sake of doing it but to actually tie it into the gameplay as well.

There was one instance where I had to restart because of an interesting but where the speaker dudes got misaligned somehow and didn't want to respawn, but was able to finish it after a restart.

I love that you made use of the Godot windows at the end, I really hope we get more experiences like that due to how much simpler it is to do now - and great job on tying it into the events of the game.

Great execution, please keep making games!

Hey there! Would love to be a part of this!

How can I reach you?

You totally nailed it with Kings Field! I didn't know it existed until we made the project.

The platformer definitely could have used some...platforming and especially the parts with the hills at the start where weird, you kinda have to Skyrim jump up the right place until you don't slide down, and yeah, the part after is really barren.

Can confirm that the bug you mentioned exists, and is consistent to replicate, there are unfortunately other parts as well where you can get stuck, wish we were able to fix them before the deadline and some other goofs like the inventory getting messed up when you have more than 3 items and smaller details like the Beaver at the bridge needing 10 logs from you...but never actually taking them lol.

Thanks for your constructive feedback!

Thanks so much for your warm feedback!

I think this idea could definitely be expanded to make maybe a 2-hour experience, I can see it getting quite mind-bending not just for developers but also for players so a ton of planning work would have to be done there for sure.

One of the most interesting parts of designing it is that it felt kind of, akin to making a Metroidvania.

Here's the planning document we used for this one for fun (and yeah, the dungeon crawler was based on King's Field!)


Hey! Thank you!

The dungeon crawler was the last game we implemented, and it started to take shape just 2 days before the deadline, I am extremely proud of that game given those circumstances.

The visual look was achieved with a custom shader which was a bit of a hack on top of a few other hacks due to limitations of web builds in Godot.

And yes, the Bobers are the best


Thanks for your kind comment! Glad you enjoyed the games!

When working on the concept for the console, we were thinking about ways to physically connect the games together, like having the 3 cartridges be melted togehter - but we settled instead for having a weird console with 3 cartridge slots, the anomalies that you see would be the console messing up and causing elements from one game to bleed to another.

I'm very happy that the look of assets from other games clashed enough to look intentional, as we ran out of time to display the chests and other parts from Knights Arena in the correct neon-outlined style.

Thanks for your feedback!

Thanks so much, I'm extremely happy to hear that about Sunken Fear as it was definitely the most time-consuming one to make!

My main regrets are some silly issues like getting stuck in some places, but also I semi-wished we could have given the option to use tank controls as it is the main scheme that I have experience with, but I feel that most people don't like them - so we ended up with the relative controls we have now but they are a bit jankier than they could be.

I'm happy to hear it, because honestly, nobody on the dev team was alive when those systems came out, so I'm glad we could do it justice!

Yeah the spiders turned out to be really disturbing lol, it's based on an octopus, just flipped upside down.

Thank you! Really glad you enjoyed it!

I really love the presentation here! The sound effects are great and the music was very soothing, also props on having a nice settings menu.

I thought the game was a little difficult in part due to the grapple hook physics, but the jumping itself and other movement was very good.

Great work!

Thank you!!

Indeed, putting in multiple games meant we had a huge amount of overhead, which required us to program it kinda more properly than it usually needs to be for jams, as we wanted to save time by having re-usable elements.

I come from a Unity C# background, but we ended up using Godot here after all the scandal stuff, I also wanted to give it a test run - we also went with GDScript because C# doesn't work with the newest version of it. So we were learning a lot, but honestly, I really want to shout out Godot here, the iteration speed is FAST and even our builds were created in ~15 seconds for Web and Windows which saved headaches.

I'm really glad you had fun with the games!

Yeah, I think we will, it won't take too much work, just some last minute oversights with the controls, honestly a bit embarrassing haha.

Thanks for kind words!

The music, sound effects and art are great!

I can see there was a lot of care put into making the game feel fair and once again the presentation is on point. Great work!

I liked the intro and voice acting a lot, and I'm quite proud of my A rating!

Short and fun, great job!

I reaaally like the idea of the mode switch being between day and night, which changes certain details of the map.

The controls unfortunately sucked the fun out of the game for me, there is a large amount of smoothing on the mouse and character movement in general, which made me feel like I was underwater at all points of the game.

With a few things tweaked, and some additional feedback given to the day/night switch like sounds and a smoother transition, it would be a really great experience.

The death noise on the train and car are PERFECT, you got a very good laugh out of me!

Each mode is unique in control style, and they all have their additional features like the car doing a boost if you double tap the button.

I wish we didn't have to select the mode every time we return to the main menu and it would remember the last selection.

Amazing job!

The windows version runs really well, the transitions between the different modes looked great - I wish there was a sound for the paper creasing.

Very relaxing overall, great work!

Great idea to use different ice cream flavors to represent the type of ammo you have.

It feels quite polished and I like the music a lot!

I think it's missing some feedback, when you hit by the enemies it can be difficult to comprehend what just happened, and where from. The jumping also feels a little strange, maybe the gravity in general.

Overall though, I think it's great!

Thank you for your kind comment!

We were absolutely running out of time as it became exceedingly harder to test that the game fully works due to the length.

There is a dumb "test dying" (0 key on the number row) which I forgot to remove, which I guess is useful now, but obviously better if you could do it from a proper menu - also wish we could have added mouse/joystick sensitivity sliders, but simply ran out of time.

Thanks for taking the time to check it out and comment!

Very fun and polished game, I thought it was cute that the enemies are little hammer dudes.

The graphics and sound (I think the ballista was voice acted?) were great!

I got a bit stuck at the beginning, for whatever reason placing the structures inside the moat was the last place I expected you to be able to put them (thought it makes perfect sense now) - and also if you don't cover all sides at the beginning you might just lose immediately.

Great game overall!

You can get stuck in Sunken Fear if you press TAB while on the ending cutscene, if this happens you may be able to fix it by pressing TAB again, and maybe the '0' number key.

Yep! We feel really silly about it, wish we could have taken 5 extra minutes to fix up the controls.

Hiya, thanks so much for playing.

Unfortunately we ran out of time to implement it, it's only function now is when you interact with the lockers, if the infiltrator is hiding in there, you'll win, otherwise you lose.

It was meant to be that you had to throw the stun grenade near where he is hiding and then you can open it while he is stunned, but yeah, ran out of time :D

Amazing execution for an amazing take on the prompt.

I felt many things.