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IRLegend

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A member registered Jun 12, 2023 · View creator page →

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Fair enough. The levels are randomized on each run, although if I could go back I’d set some arbitrary number of floors as a goal and put in some kind of ending. Thanks for playing! 

Woah. First games I'm giving a five outta five on the aesthetics. And a cutscene at the beginning with Count Chocula Dracula? Now you're just showing off lol. 

Controls are pretty good. Between how fast he falls, that nice "thud" when he lands on the floor, and his grunt, Fernando feels like he's a bit of chonky boy, which is good because heavier feeling characters usually feel better to control in 3D platformers imo. I wasn't sure if he was losing health at first when I dropped down like a troglodyte from the top of the tower, or if the only punishment for that is dropping your books. 

Eventually I realized that I wasn't gonna die from it, so my strategy became "collect as many books as possible and then dive bomb to the ground" because the dropped books are really easy to just re-gather after falling, even a huge stack of them. Not sure if that's how you wanted it to be balanced but my strat of obliterating Fernado's kneecaps and shins was kinda funny. 

Clipping on the stairs is a little awkward. Some of the stairs work just fine, but the stairs on the first level just completely block my character from moving at all. Usually it's better to just have an invisible ramp as the actual collider for stairs, and the steps themselves are collision-less meshes. 

Good stuff, guys. 

It looks really good, in terms of art direction. The warp waveform controls are just... weird. I had to go back and read the comments to realize that I needed to move my mouse around in circles to spin it, and the amplitude and frequency controls are a bit too close together, making it so that I'll accidentally adjust one when I'm trying to turn the other. The oxygen mechanic's neat, I kinda had fun walking around with Jason Voorhees vision on as much as possible, though that's definitely not an efficient usage of the oxygen supply lol. 

Very fluent animation on the main character. I agree with the previous comment on it feeling a bit like being dunked into the deep end of a pool, it also took me a playthrough or two to get the hang of how it actually worked. 

I like the robot's grunt when he gets hurt. It's kinda funny, especially overlaid with the zappy sound effects. 

There’s something close to an enemy on the stage Mushroom Mountains in the area outside the cave. 

Psychosexual imagery. It's essentially abstracted versions of genitals and mouths. Like how flowers are traditionally used as symbols for vaginas, and anything cylindrical is used as a phallic symbol. 

Thanks! If you want, you can try the new patch that takes into account your critiques on the movement. 

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A lot of the shader effects looked really cool. The rain looked especially nice. But the movement, at least on browser, is just super slow. The environment was also pretty sparse. 

You could’ve added really odd, possibly even psychosexual props to the environment to reinforce the Lovecraftian narrative and dreamlike feel you’re going for, and to make the game, perhaps not horny, but more sexual. 

The animation on Mari getting up in the final area was nice and smooth. All the special effects in that area were great. 

Thank you! I’m going to be updating this with a few improvements and, if I’m able, a web version. 

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Thank you. I'm used to making more cartoony and heavily stylized characters and I think that kinda bled over inadvertently.

A little monotonous in terms of gameplay, but it was pretty original. I didn't stop stamping once (except for when the game made me) and, despite how it ended, I feel like I made employee of the month. 

The controls were a little wonky, especially the way the character rotated, but the twist was actually really funny and I ended up playing it for a few good rounds. 

The RTS-style point to move control scheme is interesting. Don't see that too much anymore in my experience. I did get stuck on the first screen for quite a bit. Not too bad for a one man project. 

The wall jumping is a little wonky, but kind of in a good way if that makes sense? I spent like 10 minutes just wall jumping around and got distracted from the rest of the game. I then I realized I was completely lost. I'll come back later to finish it. 

I'm a sucker for 3D cel-shaded graphics, and Paper Mario 3D sprites. It looks a bit like one of those quirky games you'd see on the PS2. 

It took me a bit to get used to the controls on this, but it was actually pretty fun after that. My brain kept thinking that I had to hold down mouse one to keep the meteor in my tractor beam and then release mouse one to fire it, which kinda got me killed a few times. 

It is still pretty hard, though. I think getting a little bit of health back when you complete a wave would do wonders for wrangling in the difficulty. Maybe make the ship move a little faster, at least while accelerating. It feels a bit sluggish.

The big singularity in the middle looks pretty cool. One of those "ghost" shaders, right? 

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Very stylish. Holy crap. I kinda got filtered by the knife game, and when you restart the game gets a little corrupted. Like, the first menu screen just says "Button Button Button Button" and when the host tries to start the game it softlocks. 

So, that's a little unfortunate. Otherwise I will probably start it up again later and see if I can actually beat this. 

The gameplay is simple, but classic. It'd be nice to have an auto-reload on empty. Having to click for each shot isn't something I mind too too much, but maybe an automatic weapon would be cool as an upgrade. 

There's a few quirks with the collision detection. At one point I got stuck inside of a zombie and I just couldn't get out of him and he, well, ate me. Also, it'd be nice to have a play again screen at the end (if there is I couldn't find it.) 

The art is absolutely gorgeous, for one thing. I thought the gameplay was really basic, but then I got to the end screen and thought "Ohhhh," and I'll definitely do a second play-through later on to see if I can escape.

Also I did everything right when it came to removing aberrations and they still said it was worse than they'd hoped :(

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Very interesting concept, somewhat of a different take on the Fatal Frame idea. Trying to find entities using a camera and locating them entirely by the noise they make was really interesting and I quite liked it. 

I'd have the scrollwheel be what allows you to look through your pictures, I feel like that'd be a lot more comfortable. It'd also be nice if the images wrapped around, so once you got to the last image it'd loop back to the first if you tried to go up and vice-versa. 

It also felt like it was kinda random when the entities would kill/capture me. I could hear them growling, but they seemed to growl regardless. Maybe make them make a distinct shriek / screech right as they're about to pounce so you know to try and GTFO. 

Also ghost van lol. 

Overall I think this has a lot of promise if you want to try and take a month or so to really polish it up and expand on it! Otherwise, good job on your first game! 

Man I suck at bullet hells lol. I played wave one multiple times but as soon as the cops showed up I got mercilessly gunned down. Very nice presentation and obviously appeals to it's primary demographic. I like the idea of an upgrade / evolution system. Honestly I just kinda like upgrade systems in general.

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Has a very similar vibe to some old, spooky Newgrounds games I would play as a kid. Got a small bit of vicarious nostalgia from that lol. The lighting effect wherein things look more spooky in the dark is very neat. 

There's an issue where sometimes opening the settings menu will just freeze the game for me. This happens both in wine and linux native. (Thanks for including a Linux native build btw. Running things through wine works fine 95% of the time but just the act itself is appreciated.) 

The darkness is a little aggressive about eating(?) me, tho. 

I liked the very PS1 style dithering on the graphics, and the forest hobo was cute, which may or may not be what you were going for. 

It was very confusing on figuring out what to do. The second time I had to go to bed, I had to hold E on the bed for a prolonged time to get it to work, which *might* be because I was running the game through wine. I know the jam was very short, but it'd be nice to have the choice to be a better person and influence the story via that. 

Absolutely beautiful graphics, especially for one person during the timeframe given.

The aberration disease / sneezing mechanics were a little bit annoying given the slightly wonky (on my end, at least) mouse controls. Very Stanley Parable-esque tone. I liked it overall.