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Fitzy

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A member registered Sep 22, 2023 · View creator page →

Creator of

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This was fun. I was noticing some frame dips but it wasn't enough to effect the platforming

I love the way the game looks and it's very readable - the 1-pix wide ninja headband is a really cool visual choice. The humor was also on point, and I appreciated the enemy killing me and being jazzed about it.
The platforming feels good but I found the camera very disorienting - precision platforming requires a consistent camera in my experience and this one jerks around suddenly a lot.

I liked the start of this more than I liked the platforming. It threw me back to Magi Nation, especially the introductory scene with the altar.
The visuals are great, I think the music could use fewer drawn out notes -- they can get a bit grating with the gb sound chip. Aside from those notes the music sounded pretty good

Duckman says ACAB.
This has the bones of a pretty interesting shooter. I like that the city skyline gives the "player and enemy" area a mostly black canvas to draw the sprites on while still having a lot of activity in the background - it was very readable

This was really good! I like the push and pull of needing to re-structure the deck a bit when you've fallen. I think the balancing would benefit from more card options, but I understand that's a limit of time constraints

Thank you!

Dang bugs D:
Thank you for playing!

Good to be in another jam c:
The qualifier on the monster designs has me a bit sad since those were the bits I put the most time in, but I appreciate the feedback. I initially had more limbs planned but they got scaled back for time

I like this c:
I think the difficult part about balancing this is that because every level is complete-able with every ability, the path forward has an inverted difficulty curve, which is hard to pull of with a puzzle game.

This game has excellent game feel. It's the combination of visible environment damage, screen shake, and impactful sound effects, I think
Very fun game

This reminded me of darkwood! 
I love the dithering shading and how it looks with the top-down perspective. My one main criticism is that I think the sprint movement could have been more generous, and the game area could have been a bit smaller.
Great game!

The environment and setting are really cool, in a way that makes me want to see more of it. I think the investigations would be easier if the individual villagers were more distinct, but I know adjusting more meshes would have been a lot to ask for a jam.
Awesome work!

I think the jumpscare at the end was a bit silly, but otherwise the atmosphere was great. The silent jumpscare in the middle got me

This was fun and cute. I appreciate that the opening dialog had a skip-all option. The footstep sound on the player seems a bit loud

I also got stuck at the eyes. The atmosphere and sound are wonderful, especially the first hard cut from silence to tense ambience right when you open the door to the stairwell

I'm glad you liked it!
The door breaking mechanic definitely needs polish and it's definitely not hard to get the monster stuck. I think if I flesh this out in the future the monster pathing will need an overhaul

I love the way the game looks, sounds, and the main gameplay loop, but on the web version I was experiencing a constant motion drift with the mouse that was making me genuinely nauseous

This is a really good looking game and I love the way the characters all look.
A melee attack with a clearer forward-facing hitbox would be preferable to the stomp, I think - it's not entirely clear where it's meant to hit. I also noticed that a couple of rats would be effectively immortal and not die even after six or so stomps

I really did the look of this, especially the creatures designs
The game was fun, I think adding some weights to the customer's order randomizing would be beneficial - there were a couple points where several customers in a row would order large orders that all used the same cooking station

I kind of agree with other commenters that a bit more ambience would help the atmosphere, but I also think that the existing ambience is eerie enough that it does a really good job. I love the gradual degradation of the living space, I would have liked a bit more environmental storytelling or things to read to get a sense of who exactly the main character is and why they're doing what they're doing.

thank you!

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Thank you :)
I appreciate the input on the head-bob, it's hard to tell where the line between "enough to be engaging" and "too much" is

I'm glad you liked it.
The starting room is meant to be a mini-tutorial, but a more fleshed out one would be better

<3
I'm gonna sit on it for a while before coming back to it, but I may expand it into a longer project

<3

I found the act of getting abnormal frequencies to register with the computer unclear.
That said, I think the visuals and sound design are excellent, as is the oppressive computerized voice at the start.
There's a bizarre warping effect that happens when you get close to some object textures, but whether or not it's a bug I think it actually adds to the atmosphere.
I spent a minute headbobbing in the dark to the boyband channel (I turned all the lights in the room off)

Really impressive writing and world building. Mundane dystopias are depressingly engaging~
I'm not sure if it's a bug or an intended effect but during the first night I entered and exited the bathroom and the sprite had flipped, so I spent the rest of the game moonwalking.

<3

Thank you! There's an option to get command-specific options in more detail but in hindsight it's not very well broadcasted. A more "full" release would benefit a lot from more text on the screen and a more fleshed out tutorial section

This was fun and creative! The narration was fun and I appreciate that the skip cutscene option acknowledges and quips that the player is skipping the cutscene.
I think a visual indication of how charged up the jump is and it's specific trajectory would be nice - it didn't feel like there was much feedback for it

This might be my favorite of the jam. The art, music and sounds worked great with the tone of the story.
spoilers  Sam is sympathetic, but don't let your insecurities make you a monster, folks spoilers

The sound and visuals are wonderful, especially the designs of the creatures and the contrast of the green maze vs the eerie red/violet sky. And the realistic hand and wrench add to the surrealness in a good way.

My main criticism is that the monster TPing the player back to the start got more frustrating than scary, I think. I was enjoying walking around the world and it felt like an interruption of that

Sloppy burger legit sounds pretty great
This was really cool and surreal!

I like the way this looks. It's also a small thing, but the footstep sounds add to the game's atmosphere a lot

Thank you for recording, I really appreciate it :)
Yeah, I think I undertuned how fast he could walk around in an effort to not make the game frustrating, but overcorrected

Thank you! I'm glad the terminal added to the horror experience
The linux build is not really tested, but I thought I'd include it just in case it worked.

The dangers of leaving your passwords in plain text files.
The sound adds a lot to this and it's really immersive

That was a neat way to lead into the scare

thank you :)

Thank you! There is a mechanic where the monster will start breaking doors if it can't get out of a room, but this takes a bit to proc and it probably could have been faster