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Going Loud Studios - Ben Kane

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A member registered 26 days ago · View creator page →

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Hmmm, interesting suggestion! The controls do seem to be a sticking point for some based on the comments. I'm not sure if I misunderstood your idea but I tried it just now and my brain can't handle it haha. But I guess this is how the current controls feel for others, so I totally get it. I am curious if a gamepad and twin-stick controls would be fun - an experiment for another day/jam :)

Thanks! I was curious to see what kind of tactics people would try out. It does seem optimal to farm XP in the way you describe for as long as possible in each round, so that would need to be addressed.

Thanks! Yes, the difficulty curve could definitely use refinement. It probably stays easy for too long before tipping over to impossible.

Good stuff! I like how you managed to put together a whole set of levels with progressing complexity. I could see a bigger version of this concept where some rules stay consistent for a bit (but still unintuitive) so that each level can build on concepts rather than being trial and error to see what has changed. Well done!

Neat idea, and I love the little characters! I agree with the others about the reflections though: it's currently just easier to look only at the mirror searching for the floating clothes. You could play with the difficulty curve to have fully invisible vampires, and even have the party-goers move around a bit sometimes. Great potential!

Remarkable work recreating the Balatro look and feel! The mechanics create a neat puzzle that was compelling to solve too.

A good start! Congrats on putting it together and getting a submission in just 3 days - that's impressive!

It did take me quite a few tries to grasp how the mechanic works and how to proceed. The first gap in particular is pretty tough when you haven't gotten the hang of things yet. I like the theme and the vibe you've created! If it could be a bit more forgiving in terms of speed/difficulty/looking ahead, it would give the player a chance to learn the ropes and see more of the game.

Well done aesthetic, particularly with the memory portions - it sells the effect nicely. I got through a few puzzles and the first few do a good job of introducing the player to the mechanic. I wasn't able to figure out the switch puzzle though - the past bug dies too quickly for me to unlock all the doors. 

Some very cool concepts going on here and I love the setting and atmosphere you've created. The moment when you wall jump against yourself is really cool. My brain didn't handle the reversed controls of the mirrored character very well and muscle memory had me jumping me into walls and spikes repeatedly haha. The wall jump feels a bit too sticky and got in the way more than it helped, so there's probably some tuning to be done there. I loved the mirror visuals and sound when you touch the threshold - it sells it very well. Great job overall!

Oh I forgot to mention the music - it's great! I left it open in another tab while writing this :)

Nice, tight game concept, executed very well! The controls are really smooth. I think a bit of gameplay balancing would go a long way, as it seems easy to get ahead of the spawning and prevent most of the bullet hell from getting going. The hit pause when destroying an enemy could be tweaked or toned down a bit too. Great aesthetics, great submission!


(Score: 18675 on my run - I did forget there's a dash button tho)

Tougher than it looks! But strangely compelling to try to get that good shot to nail the targets. The delay and effect of firing is very satisfying when you hit something. Might benefit from some aids for the player? Like a "last shot direction" ghost indicator, or maybe even doing away with the timer in favor of just golf-style stroke count. 

I like the aesthetic and palette choices! The controls feel a bit wild to me but the parallel universe concept on dying is intriguing - there's something to pull on there. Congrats on completing the jam!