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itsPhil

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A member registered Jan 11, 2020 · View creator page →

Creator of

Recent community posts

Thanks for trying the game! We did have a lot of time restrictions while making this game but now I’m thinking about revisting and redoing everything. Perhaps in the near future.

Enjoyed the game a lot! It’s a unique aesthetic that I’m quite fond of. Some small bugs here and there still but I think it’s a neat little game.

Perhaps not. Didn’t really think about it. I may add a 32 bit version later.

Thanks for the feedback! Playerfeedback is something i struggled with and still struggled with even in later updates because of how the game was strung up (game jam codebases, ugh). Though I hope to possibly improve it a bit more in some smaller updates later down the line.

Me and my team are currently working on rebooting and expanding the concept and a lot of the things you mentioned will make it into the game. So look forward to a small demo at the steam next fest in october ;)

not sure which narrator you are talking about. Possibly the intro cutscene? It was broken on my end so I fixed it and uploaded an updated build.

I had a great team to work with and we already got some experience under our belts. It helped that we only ever had one level to work with.

Hate it when my double jump opens up a rift in reality.

Don’t really see how it fits the theme but it’s fun.

Simple but clever platformer. Haven’t seen something using symmetry yet.

There’s so much emotion in this sweet little game. No I’m not crying.

There’s a lot going on here and it took me a solid 5 minutes to figure out I had to collect stuff. It looks cool, that’s for sure but the game design is very confusing. Sound design is a bit over the top and overlaps quite a bit so it’s hard to figure out when something necessary is being said.

Fantastic sound design combined with absolute darkness makes me not want to play it because I’m terrified.

Dunno why you chose that movement speed. Kinda killed the suspense for me because I had to wait. But overall good atmosphere.

I really like what you got here. The core of the game is very engaging but it’s held back a bit by stiff movement and monotone arena design. The movement could be a lot faster and idk if the wallrunning is all that important because I hardly used it (mostly because I kept falling off and spent most of the time under the arena). As for the arena design, more color, better lighting and discernable landmarks would’ve been nice. I kinda always forgot where I was in the arena. The enemy movement is also way to random and hitting them was more luck than my shoddy aim.

The disc dash mechanic has lots of potential, just gotta polish everything around it a bit more.

woaahhaoooaao!!!

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took me a minute to understand what I needed to do but the concept is really cool

What the game lacks in complex gameplay, it makes up by oozing visual style and great audio work at every corner. Couldn’t see shit half the time due to the heavy post processing and screen effects but it really did add quite a bit.

That’s incredible.

It’s all balance issues and possibly some obscure bugs that we couldn’t iron out until the end. We will most definitely fix a lot of things and add more content. I’ve already started working balancing stuff.

Thanks a lot for playing.

You got a very nice atmosphere going on and I can tell there was good talent behind it, but as previous users already mentioned, the game and level design hold it back a bit. Still a good submission though.

Very cool for your first game. I especially like what you did with the level transitions. They are seamless.

Would’ve been a missed opportunity if this didn’t happen at least once. The game is absolutely barebones but it’s a funny submission.

The theme is a bit of a stretch but this has some really nice PSX horror aesthetics. The very sparse use of sound make the few noises and drones that do happen pretty impactful. Very intriguing game!

The visual polish is so nice. The game is very relaxing to play. Wish there were more mini games. Really well done!

yep, lack of feedback has been a consistent critique point. We kinda ran out of time to iterate over that again. Glad you liked it though.

It pays to read the game description haha

Have you tried changing the mouse sensitivity? Pressing Escape or P brings up the settings menu. Might help with mouse movement.

Thanks for playing.

That’s…not very precise. The entire game is pretty drone-ey, especially the bullets lmao

Can you elaborate on the “buggy” part? Just so I know what needs to be fixed.

The mechanic is really impressive on a technical level but I wish you utilized it better. It’s fun to see how the gun behaves but the general game design is a bit lack lustre imo.

Ahh I see.

Ye since we couldn’t do a web build we thought we would at least add more OS options. Did you play on mac or linux and everything worked? I couldn’t test it on either OS.

Thanks for playing.

i agree with the title

Interesting game. It’s really a simple fetch quest game but it fits the theme by giving a surreal twist.

Oh yeah, I forgot to mention Devil Daggers was one of the inspirations for this game ;)

Woah mama, thanks for the extensive feedback! A lot of your criticisms come down to a lack of time on our side for a better implementation, but I will take it to heart nonetheless. We actually had dash mechanic planned but one of our programmers got sick during the jam and I had to carry quite a bit. The secondary weapon is my fault mostly, as I implemented and balanced it myself. Could’ve made it more powerful overall, I agree. My reasoning was having something that’s more useful for long ranges to snipe some enemies across the arena.

We might continue working on the game, so all of your points would be addressed in the future.

But anyways, thanks again for the feedback and for playing!

Just gotta keep at it. Once you get familiar with it, you can kill the enemies pretty efficiently.

It was really hard to balance everything for new players because at that point most of us already played it like 10 times lol. But we did intent to make it challenging, so your first playthrough is gonna be hard to win. Thanks for playing!

I like the very big, wide level design. Saves you time on loading screens. I would’ve liked to some checkpoints though. It hurts pretty badly when you get halfway and have to start from zero again. Art is pretty neat but some more visual contrast would’ve been nice. I like that you can see the glow of the reality orbs when they are invisible. Also idk if this is intentional or not but I can cheese my way up ledges pretty easily by just pressing the movement buttons. Doesn’t even feel all that bad.