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Grunion

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A member registered Dec 16, 2021 · View creator page →

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Thank you very much for playing and commenting! I'm happy you enjoyed the game and I appreciate the in-depth article!

I enjoyed watching your playthrough, thank you for playing!

I'm very glad to hear you enjoyed the game, thank you for playing and for your thoughtful playthrough!

I'm glad you enjoyed it, thank you for playing!

Wow, this game is really impressive! Right from the start, the quality and attention to detail is apparent; cutscenes, sound effects, high quality animation, creative level and character design, commitment to a Saturn-inspired artstyle, the list goes on. Hive Spy Remi is an oustanding game!

I really like this game! Your attention to detail and immersive sound effects pulled me in to the point I was startled when the story took an unexpected direction. I loved the surreal turn of events and how those areas contrasted with the battlefield. Awesome game!

This game has so much style and polish! Your pixel-art textures give the game a clean, futuristic look, and all of the visual details like the water trails behind the vehicles and flashing lights really made this feel like a forgotten gem from the PS1 era. I also really love that you combined both of the jam’s themes into an interesting premise. Great game!

Zelda’s skyboxes were a huge inspiration to me, so that comparison means a lot! I spent a decent chunk of development time trying to figure out how to implement an old-school skybox (as opposed to the more modern panoramic sky Godot offers by default), so I’m happy it worked out. Thank you very much for playing!

Thank you for playing! I was shooting for an open ended experience where the player could find the clues in any order, but like you said, finding the hatchling early on kills the tension. That said, the hatchling clue in particular might’ve spoiled the mood regardless of when it was found. I appreciate your feedback!

Thank you for playing and for your kind words! I’m sorry about the egg, between the poor collision near the grass ledge and how dark it gets, I think that’s one of the unintentionally tougher clues to find. And I’m glad to hear you liked the graphics, all of those old-school effects (affine mapping, dithering, etc.) are from MenacingMecha’s Godot PSX Shader Demo.

I’m glad you enjoyed the atmosphere, that last scene was arranged towards the end of the jam, so I was nervous that it would’ve been a weaker part of the game. Thank you for playing!

Thank you, it makes me so happy to hear such nice comments about Birdwatcher! I owe a lot of the camera’s functionality to Chafmere’s Digital Camera Demo, especially getting screenshots to display in the field notebook.

Thank you very much, I’m happy to hear you enjoyed Birdwatcher!

This game is a lot of fun! The graphics were bright and nostalgic, but most of all, I enjoyed the weightiness of the character, the visual effects when jumping and running, and the extra mechanics like the conveyor belt strips.

Between the bright, filtered graphics, high energy soundtrack, and fun platforming gameplay, this feels like a genuine N64 game pulled straight from the 90s! Great game!

This is a really cool game, I love the character and environment design; the alleyways especially felt claustrophobic and foreboding. Another thing I really liked was how you combined textured models and flat colored/shaded models. It gives the graphics an authentic PS1 look. Overall, awesome job, and I’m excited to see more!

Thank you very much, I consider that high praise given all the great entries this jam received! Getting the skybox to work was a relatively recent discovery to me, so I’m glad that it helped to enhance the atmosphere.

Thank you for playing! I’m sorry I missed it live, but I appreciate you taking the time to stream my game.

This game is amazing, a bit tricky at first, but a lot of fun with a great replayability. I love the graphics; a perfect combination of old-school low fidelity textures and effects with a distinct, high quality artstyle. With your sound design choices, this feels like a true release from the PS1’s heyday. I can’t get enough of this game!

I’m happy to hear it, thank you for playing and for your nice comment!

Thank you for playing and for your feedback! I’m sorry about the lighting, looking at it now, the night definitely gets way too dark to see. This will be fixed this in the post-jam update; I’ll make the nighttime ambient light brighter and extend the day into night cycle so the sunset will last a bit longer.

Thank you, I’m glad you enjoyed playing Birdwatcher!

Thank you very much, I’m happy to hear you got a kick out of the ducks! Funny enough, they’re a bit of repurposed content from earlier in the jam when “Birdwatcher” was more of a nature photography game instead of a horror game.

Thank you for playing and for your comment! Originally, I was going to base the cryptid’s design on the Mothman from West Virginia, but decided somewhere along the way to make the creature look more like a Barn Owl. I’m glad you enjoyed Birdwatcher!

I’m happy to hear you liked it, I enjoyed your playthrough! In retrospect, the grass ramp area was a bit poorly designed, especially since it’s low enough that the player should feasibly climb over or hop onto. Thank you for playing and for your feedback!

I’m very glad you enjoyed it, thank you for playing!

I’m happy to hear it! Thank you for playing!

Thank you for playing, I’m glad you liked the PSX aesthetic!

Thank you! I appreciate you playing Birdwatcher and enjoyed your playthrough.

Thank you for playing, I hope you enjoyed!

Awesome game, its a lot of fun and fast-paced! The graphics are a perfect representation of old-school 90s shooters and the sound design was great, especially the sliding metal door and ambient droning noises in the background.

This was a lot of fun, I love the unique concept and the surreal atmosphere! The FMV graphics were very nostalgic and the gameplay is simple but addictive. I also really enjoyed seeing a new type of alien each playthrough, it added a lot to the game's replayablity. I'd love to see more of this game in the future!

Thank you for playing, I'm very happy to hear you liked the theme, and even happier to hear you played as Dotty! Those are all really great ideas; an opponent or two and even some set-dressing NPCs would add a lot to the atmosphere, and I like the idea of random items and cart upgrades too. Puzzles or level specific events would be a great addition, and could probably be hooked into the challenge system currently in place. I can't promise all of this will make it into the next update, but at the very least, some new levels are on the way!

I'm glad you had fun, thank you very much for playing and for your feedback! That's a good point about the check out system, it definitely doesn't help that the score zone shares the same graphics as the areas where you pick up items, and it's sort of hidden behind the player when you first spawn. In the next update I'll revise that intro cutscene so it's more of a help to new players, and an in-game announcer is a great idea that would play into the "game-show" aspect perfectly!

This game is challenging, but a lot of fun too! The low fidelity VHS look combined with the light fog in the distance adds so much to the atmosphere, and your decision to implement the cars with physics made for some tense moments as they collided and drifted. A perfect example of emergent gameplay creating memorable moments!

You really nailed the N64 aesthetic perfectly! I love the high-contrast, blurry look of the textures, especially the skybox. The floating parade of people following you throughout the game is such a surreal image and I really like the pulsating veins on the face-HUD. To adapt a 2D game into a 3D game with such a strong aesthetic is an incredible feat.

The sound design was top notch! All the bumps and thuds sill managed to startle me even after my first run, and the music that kicked in about midway through added so much to the sombre atmosphere. I also really liked the filter options you provided in the settings; the grainy VHS look combined with low poly models gave the game a vaguely pre-rendered look, like the backgrounds in Resident Evil. Awesome game!

I'm very happy to hear that you enjoyed playing the game! Funny enough, that's my usual strategy too, especially with Lance. Thank you for your kind words!

Thank you so much for playing and for your helpful comment, I'm glad to hear that you enjoyed the game! You're right about the scoring; the feedback is a bit on the weaker side and the scoring sound effect gets drowned out by the music. I hope to fix this in the next update and add a settings menu so the player can adjust the volume of the music, sound effects, and UI sounds separately.

Thank you very much for playing and commenting, I'm so happy to hear that you enjoyed the game!  I've noticed the run key issue cropping up when the character starts turning while running. Somewhere during that transition, the character's movement speed gets locked and the game doesn't detect whether the key is let go or held down. I'm hoping to fix this issue, improve the controls, and add some more content soon!