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Ferngrowl

32
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A member registered May 28, 2024 · View creator page →

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Looks awesome, gives me some Lethal Company vibes in the best way. Kind of eerie and gritty, I like the sound design, and the visuals are beautifully stylised. I think it's a bit dark at times, making it hard to see, but that's an easy thing to fix.

The gameplay is cool, quite difficult to get used to at first, but I got the hang of it as I carried on playing. I would maybe like to be put into the action a little faster, but that’s more of a comment on game jam game pacing.

All around, great work!

Thanks for playing ! I really appreciate the feedback.

I totally get what you mean about getting stuck on walls and pushing barrels just a bit too far, I'll look into ways to refine that!

As for the checkpoint system after possessing the dog, that's a fantastic idea. I agree that having to redo everything from the start after a small mistake can be frustrating. Adding a checkpoint at that stage would help balance the challenge. Definitely something worth implementing!

Glad you enjoyed the puzzles and the art style. Thanks again for your thoughts!

Hi! Thanks for asking for feedback! I’m not sure in particular, but since you can move around as the sword’s spirit, it might be interesting if approaching candidates gave another small clue about their worthiness, like the colour or aura of their soul. This could give the player a bit more agency while balancing the altar's recharge mechanic. Just a thought though, I really appreciate the design choices so far!

Really interesting narrative and theme. I like scaling as you play, I never felt too strong and enemies stayed threatening, the infinte fire is so satisfying when you get it though! Great job, especially as a first game!

Thank you so much for your kind words, I'm glad you enjoyed!

Thanks for playing! Sound was very much added at the last minute and I agree that you should be able to at least mute it should you wish.  Thank you very much for pointing out that you could clip through walls, this is very much a mistake but as you say there is some potential to leverage this into something interesting.

Hi, glad you enjoyed playing! Thank you so much for the insightful feedback, I agree that a reset button would be helpful. I was thinking of adding a checkpoint when you get to the escape phase as I can understand bigger and longer puzzles would be frustrating to complete again and again if the escape phase is hard. With the barrels, I had the same issue so I made it so you can pull them while holding 'E' though I think the general feedback has shown that some of these mechanics are not as obvious as they should be and a clearer tutorial or controls section would be beneficial. Thanks again for playing!

Loved the dialogue, gameplay was super addicting and I would love to see more types of upgrades. I like the idea of scaling your AOE for different purposes and the constant stream of enemies is very satisfying. Great game, great job!

The level of effort in the artwork, cutscenes and level design is clear, and each of those aspects are very strong, I think like others that a map would be helpful and the wall jumping mechanic is a little too 'sticky'. I kept getting a little stuck on the edge of platforms and tighter corridors. Overall, a very interesting concept with the narrative being told through artistic cinematic cutscenes and a big sprawling world, with segments played as different characters. Great job to all!

Thanks for playing! I think I could have explained the mechanics and controls a little better but I'm glad you managed to pick it up and enjoy the game!

Super interesting mechanic! Caught my eye with the art and name, and the description made me realise we'd thought of similar concepts. The way you've implemented the idea of possessing things to progress is so cool, I love the idea of hopping between items to possess. I'd love to see some kind of indicator as to how many jumps you have left in your current form and maybe for the exits a little bit clearer but an all-round beatiful game with an awesome mechanic! Great job to all involved!

Fantastic use of the theme. Perfect game for a jam, easy and intuitive to understand with a nice ceiling for skill, artwork and audio wasn't anything too flashy but I think that is perfect and emphasises how good the games core mechanic is! Great job!

Short platformer but interesting idea, I like the idea of looping through the level and slowly getting stronger, I can imagine with a larger game with many branches you could have some super interesting level designs. Great job!

Interesting concept, would love to see more possible events or ways of interacting with the potential wielders. Style fits the game super well, great job!

Cool concept with not being able to control the soldier. Would've liked to have been able to shoot the monsters projectiles since there is not a way to protect yourself other than trying to time your shots to blast the monster into the air as it shoots. Cool game!

Interesting mechanic but super unforgiving if you mess up.  Overall, the pressure of the QTEs and weapon breaking mechanics make for some high intensity moments but I think maybe 3 QTEs per possession is a little much especially considering you are so vulnerable when attempting to possess a weapon. This on top of the long cooldown when you make a mistake made it quite difficult when more than just one enemy was nearby. However that is a small gripe in some otherwise super interesting gameplay and the art for game in general was fantastic, I loved the use of the particle system for the player character. Great job!

Satisfying movement and visuals, gameplay is intuitive yet difficult to master. I found it hard to dodge the green ships shots but I think I'm just bad XD Great job, super addictive!

Fantastic use of the theme and simple yet addictive gameplay, great job! It would be nice to have a little cooldown indicator above each trap to know how long until you can use them again but otherwise very polished!

Love the pogo mechanics, and the level design is fantastic! Loved the idea of 'beat the developer's best time' aswell. Great job to all involved!

Thanks for playing! Level design was a big focus, so I’m happy it landed well with you!

Saw blade sounds were visceral and heavy, the artstyle was perfect for a pick up and play arcade game it it fits the theme perfectly. Great job!

Incredibly interesting concept, the puzzles took advantage of the mechanic well. Now I can finally live out my fantasy of playing as a rope.

Thank you so much for your kind words! I'm really glad you enjoyed the puzzle and escape structure. It means a lot to hear that the challenge and design resonated with you. Thanks for playing and for your feedback!

Hey there! I really enjoyed checking out Polterguy. I saw the cover art and title and noticed we had similar ideas, as my own game Polterheist also features a little ghost that can possess things. Your idea of possessing weapons to fight enemies is super creative. The book felt especially powerful, while the sword felt a bit underpowered in comparison. I also thought the artwork was fantastic and I loved the style. Great work, and I'd love to see some more areas with additional enemies types to fight!

I had a lot of fun with the progression, starting out weak and gradually scaling up to ridiculous levels with bullets everywhere felt great! I loved being able to wield so many weapons, and the main mechanic, an interesting take on the theme, made the whole game feel very well fleshed out.

Hi and thank you for playing! If you mean the first door in the level one, when you are playing as the ghost you are able to float over gaps, then use the possesion mechanic to possess an NPC that can pull levers and open doors for you!

Played for ages, it was super addictive and I made it to round 36! The cannons were especially fun with the Blobcatcher upgrade, bouncing off walls to spam shots. Placing two cannons at a choke point and cycling between them was a great strategy. The Blobapult with infinite slime duration was a bit overpowered, it felt a bit like a juiced up version of the perma Spike Factory from BloonsTD the way you could stack it. Overall, excellent use of the theme, great gameplay, and fantastic sound effects with some really chill music!

Thank you for playing and sharing your thoughts! I agree that being able to assess the level would make things much clearer. While allowing the ghost to move through walls could help players see more of the level, it might also let them skip key puzzles. For instance, a player could ghost through a wall to pull a lever that was meant to be reached through solving a puzzle. I would like to implement something like a zoomed-out map view, which would allow players to plan their heist without bypassing the intended challenges.

Fantastic game, feels incredibly fleshed out! Those supervisors really hate cats, just let the poor cat spill trash if they want. Great job all!

The platforming feels a little jittery at times but is mostly great and the artwork and narrative are fantastic! I love the comic strips especially, really awesome work.

Fantastic use of the theme and I love the sound effects. The sound of the scientist faceplanting when he attacks is hilarious! Great job!

Incredibly smooth and fleshed out! The artwork, music and mechanics feel well thought out and mesh well with each other. Great job to all involved!