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JordanGrayson

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A member registered Jan 29, 2019 · View creator page →

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Thanks for playing! Yeah I was definitely trying to evoke the feeling of working in spreadsheet but I can see how it could use some further decision points and fun actions so it doesn't fall too squarely into feeling like work. 

If I had more time during development I would have wanted to have opportunities for the player to choose which orders to process within a budget and assess how well they did at the end, instead of just processing a set of given orders.

I appreciate the feedback and comment!

This is super cool!! Love the setting and puzzley addictiveness.

Thank you for playing! I'm glad you had fun.

As I mentioned in the description, the values can use some tuning, and the scope of the prototype ended up with a cap on the upgrades, in theory though I would like them to continue with further upgrades. So right now, if you play well enough you can get to a point where you have maxed out the upgrade paths and then you may still lose but it could take a long time running the game until that happens so it appears stable.

Really appreciate you playing the game to completion though!

Hey thanks so much for playing!

I definitely agree with the extra wrinkle of coming up with a secondary loop to complicate the gameplay and strategy. And I really like the idea of the primary loop failure states being soft failure states that allow the player to continue and potentially be working on a larger meta strategy that is focused around a higher level gameplay loop.

I appreciate the feedback! 

Hi! This is a prototype game made in one week in Pico-8. The game does not use the mouse, but instead uses the arrow keys and x button to select.

I hope you give it another try and enjoy it. I worked hard to make it.

Thanks so much! Really glad you liked the idea!

I agree that the random floors can use some more tuning. They are normalized so it is supposed to be less likely to get something far away from the floor you are currently on, but I think the ranges are a bit large right now.

I appreciate the feedback very much! I am considering extending this prototype to a larger more polished game so it is great to hear your thoughts.

Thanks for playing!

Thanks!

Thanks so much! Really appreciate the feedback.
Since the beta release we have updated some of the values and abilities to smooth out the difficulty and make the abilities more useful. We also have made some updates to the ending of the game. But you are onto something with feeling like losing is better for the world as a whole, because your goal as the main character is to bring about the return of an old one which from an outside point of view is likely not a good outcome.

So happy you played through though and enjoyed it!

Thank you! So glad you enjoyed it!

(1 edit)

Hello everyone! 

Shadows of Huntshire is a narrative card game we developed over the last 14 weeks and are releasing today! You play as the High Priest of the town of Huntshire, breaking down your villagers so you can sacrifice them. The game is influenced by cosmic horror and has a lot of story to uncover while you try and bring about the return of the old gods. 
The positive reception and feedback from the previous versions of the game has been encouraging, and all of your comments and messages mean a lot to us and help us make improvements to the game. Our game takes about 30 minutes to play and we would love it if you checked it out and left some feedback! 

Thanks!
-Team Huntshire

https://jordangrayson.itch.io/shadows-of-huntshire


Thanks for playing! Yeah I am working on that bug right now, hopefully I'll have it fixed soon.
I'm so glad you enjoy it though!

Yeah, the level number is just a random number unconnected to the procedural level that is also generated separately. I included it as a nod to 'usernames' and other titles on social media posts which is the inspiration of the game.

Thanks for playing though!

Thanks! Glad you found it addictive, that was the goal!

Finding different paths is definitely my favorite part of the levels as well, especially when I don't see a path because I was going for speed, and then pick up on it later.

The collision can use some work to fix some little bugs, but I wanted to spend time on levels and the generation once I got it to an acceptable baseline.

Thank you so much for playing!

Hey, thanks! The map is generated randomly! 
A leaderboard would be really cool, but the next thing I would probably do is make some more level pieces to increase the variety in the random levels. I really appreciate the comment!

Thanks! Glad you enjoyed.

Hi Hank,

This egg is great! I have to say the way the egg shell breaks apart and falls to the ground looks really good! I agree with some of the other commenters that heightening the feedback while trying to break the egg would encourage me to continue to do it. I also think it could be really cool if the time/clicks it took to break the egg was based on the length of the word the egg was going to be. That way, if I was clicking and clicking for a long time, I could think "wow this is going to be a big one" and be encouraged to continue. I also think that if there was a way to view all of the words I had unlocked as well as the ones I hadn't yet (maybe displayed as ???? or something) it would be a major encouragement to continue playing and try and unlock cool or rare words. Like an eggcyclopedia. All in all, I think this is a really cool and unique use of the assets and it is well implemented here. Thanks for putting this out there!

Hello! This put a smile on my face, it's a very out there gameplay experience, but it's enjoyable. I think your object flying and spinning implementation works well, and I think there is a cohesive style in there with this strange mix of assets. The use of the explosions was also very well done and made the core gameplay loop of clicking on objects satisfying and funny. Over the course of 3 playthroughs, I tried a few strategies to get the sponsorship, but it seems that just like in real life, Sprite will not be sponsoring me. I thought I had figured it out when I realized that once I maxed a bar out to bar + 2 eggs, it could no longer go down, so I tried maxing my sprite bar then moving on to the intelligence bar, then the omega bar, but even with that, no sponsorship. So I would say a tutorial or a more defined set of goals would be helpful. However, in saying that I realize that would be taking out one of the things that kept me playing and trying again: the puzzle of the sponsorship deal. So maybe making it easier to figure out through gameplay how to get the sponsorship, without a direct tutorial is the way to go. I think even some feedback on the failure page like "you didn't have enough sprite" would go along way to make me feel like the sponsorship would be more attainable. Overall I enjoyed this experience and I think the Eric Andre music works well. Thanks!

Hi! I think the core idea here is tried and true. And your use of the fish asset combined with running legs I think makes it standout! The surreal visual style you've achieved here with the given assets is I think very unique, eye-catching and effective. In my opinion, with the current form of the game, either the jumping could be more responsive or the obstacle spawning algorithm could be further tuned. I find that oftentimes while playing, the obstacles stack up on one another, but sometimes not close enough for me to run over them and I fall in between two of them. When I see one of these gaps coming, I try and jump, but I find that when I am running on top of the obstacles my jumping can be a little finicky. I think if the jumping worked every time while I am on top of the obstacles or if the obstacles were tuned to adjust for spacing so the pattern that results in this trapping of my fish came up less or not at all, this occurrence could be solved. However, I don't think this is an experience breaking effect and I very much enjoyed the time I spent playing this. You should be commended for giving a unique visual style to such a constrained set of assets and also putting a new spin on a more common gameplay mechanic. It works well here. Thanks for making it!

Hi! 

This is super interesting and I am proud to say I made it through my week rot free! I think there is an unsettling nature to this work, and I think that is one of its strongest assets. I think the squish effect on the brain, the warping of the time, and the very disorienting scrolling background make a cohesive identity and align well with the brain rot theming. I am thankful for the inclusion of steadfast and not disorienting daily name cards. They offer a brief reprise from the onslaught of rot and allow me to recenter, while also making me dread what I know to be a more difficult day to come. I really really like the implementation of the binary shield, the description made me a little afraid to use it at first because I wanted to save it for when I really needed it, but once I gave in, I found I could use it to great effect. And the visual and physical feedback from dragging it out and creating it was something I really enjoyed. Although in my personal experience, working with binary rots my brain even more :). If I were to try and add something to this experience, I think it'd be the inclusion of an 'elite' rot enemy type, maybe a different colored word called cso project or something that actively evades your mouse, something to break up the normal waves of rot. I was also considering suggesting an increasing score system but maybe that would defeat the point of the game which feels like it's about surviving instead of trying to get a high score. All in all, thanks for sharing this game! I had fun playing it.

Hi Justin,

I really like this take on the assets, I think it's a good way to showcase them all. Coming from the perspective of someone who hasn't played Fall Guys (rip no mac support), I think there could be some improvements on how to communicate what's happening and where to look for the target picture. Maybe a big audiovisual countdown on the "screens" could go a long way here. From what I've seen from others playing Fall Guys, there's an aspect of the social side of the game in this mini game where you can see where the other players are congregating. I think implementing an artificial version of that in this project could be really cool going forward. Maybe you have little characters swarm around certain blocks and sometimes the majority is right but sometimes its not. Just king of spitballing the ideas I was having while playing. Overall though, I think looking at Fall Guys as inspiration was really smart for this prompt and I enjoyed noodling around with the ideas at play here. Thanks so much for putting this out there!

Hey Justin!

I used to help take care of the turtles in my Environmental Science class and I have to say this one has a much nicer vibe. Way less bite-y. And cleaner. I enjoyed playing this little pet game very much. I think the limited UI made me feel more like looking at an actual tank than a lot of the interfaces mainstream pet games. I also think your turtle AI is really successful here. To me it feels like a little animal and moves pretty natural and while it is pretty simple I think it really adds to the immersion and relaxing nature of your game. I agree with some of what others said that customizing the tank could be cool. I also think a little logic to polish the food spawning so it doesn't displace itself by spawning two pieces on top of one another when you click in the same place twice would actually go along way to improve the game feel and help me better focus on the relaxing vibe. I enjoyed my time with this game, thanks for sharing it!

Hi Miles, I had a good time playing Little Wizard. My wizard became a fire wizard. I wanted to answer some of the questions differently and I got fire wizard again :) So I went through a third time and ended up with water wizard.
My biggest praise has to go to the questions you wrote, they are really really great. I think they hit the right balance between being simple, interesting, and fun. I also think there are a good total number of questions, and their content & themes don't bleed into one another and that's impressive to me. Plus I think the right number of them have an arcane/fantasy flavor to instill that essence into the game which I am also very impressed by! I think audio sound effects would be a welcome addition, and along that same vein I think I would enjoy seeing a little visual flair to my cursor and selections. Maybe if the text you had selected kind of bobbed up and down while you hovered over it or something and maybe little magic sparks could come out when you picked an option. Your art here is really nice to look at and I think you did a nice job matching the visual identity of the text and UI to the pixel art. All in all thanks for putting this out there! I had a good time with it.

That’s actually a really good point I hadn’t thought of. I’d want to try it first, but I think having the cursor be a ring and then focus down to a point when you look at an interactable object is a really good idea that makes intuitive sense in my head now that you mention it. Thanks, I will definitely keep that in mind for the future.

The cursor as it is is inspired by the way cursors work in a lot of VR games I’ve played if you want to look to there for other examples. :) 

And you are right, I should have put the cursor on the UI canvas.

Glad you enjoyed the game, thanks for playing! I appreciate the feedback.

Drew I love this! I had a pet rock when I was younger and I thought it was the coolest thing ever, for the first day and a half. This project exudes the same feelings of excitement and disappointment appreciation that come with having a pet rock. I think the limited interaction but with multiple changing dialogues is really successful here and I think the overall art style is cohesive and well done. I agree with others that I think it would would be beneficial for the game to have buttons that better match the other text and assets. Another thing I thought of that could be a cool addition is a starting sequence when you maybe draw some eyes on the rock or something to mirror the initial excitement of getting your pet, only to have that fall off as you find out it doesn’t do anything. All in all though I really enjoyed my time with this. Your game description is perfectly on point and serves as a great complement to the game experience. Thanks for putting this into the world.

Hey Ron, this was a really fun pet experience. First of all, this has a great name, and I think the execution of Earl’s goth transition was beautifully done. Your art works really well here, and the core idea of your game is really smart. I agree with some of the suggestions others have had, like adding button noises or syncing with the music. Plus I think adjusting the word bubble to better fit whatever text is inside it, or orienting the text differently so the smaller phrases better fill the word bubble would help polish up this project. Regardless though this was a well done pet game and I appreciate you making it and sharing it.

Hi Euris! Wow this is impressive! your art looks really really good, and is quite unsettling. I think the UI to explain what my little gamer wants/needs to survive took me a second to understand the color system, but once I got it, I think it’s very effective. Maybe in a version with a longer development time, a little tutorial would be beneficial. Once I got the hang of the resource system, I found it relatively easy to keep my little gamer alive so maybe a scaling difficulty or random events that throw a wrench into my plan could be a cool addition, for example, a new game release or something. Lastly, I really enjoy your choice of music here and I liked the inclusion of a virtual jukebox. I think it could take the game up a notch if the music somehow responded to the status of the gamer, like becoming more washed out or distant as the gamer approaches death. All in all though this is a really great little pet game. Thanks!

Hi Euris,

Oh noes indeed! I tried so hard to get away from Thomas, but after several kilometers, I got got. I really enjoyed scrolling through my fire playlist while running over some pretty metal (and beautifully drawn) obstacles. Sometimes, obstacles would sort of stack on top of each other, which I liked, as it gave another aspect of jumping up and over multiple obstacles. But every once in a while I think they would get too high and I couldn't get over them, not sure if that was a result of something I did or not though. The main suggestion I have for this game is I think I was expecting a greater sense of conveyed speed to my chase, through speed lines, a scrolling background, or something else I'm not sure. But also maybe the lesser sense of speed is the point, creating a difference between the raging soundtrack, hardcore visual style, distance measured in kilometers, and the chase itself. If that's the case, this is right on the money. Either way though, I enjoyed looking at and playing through this rip tearing chase of cat and mouse. Nice job!

Hi Alekai,

This game is very nice to play. I think the combination of your visuals and your choice of audio creates a very relaxing and happy experience. I like the chill vibes I got making some humidity for my beautiful garden and I enjoyed trying different strategies, making all flowers, or saving up for humidity before trying to get as many flowers in as possible before my time runs out. I think the game could maybe benefit from a more cohesive ending screen, or maybe instead of that some sort of looping feeling where your plants send pollen/seeds through the air to another empty piece of land and you start again there. Because right now it felt to me like the game sort of did a hard reset when the rain came and the time ran out.

Overall though, this was really enjoyable and I think succeeded in its atmospheric vibe. Plus being a cloud was a great choice for a non-human pov. Thanks!

Hi! I really really enjoy being a frog in this game! The tongue model and the way it shoots out feels good and it looks super nice. And the bug model you've made + their flying animation is incredibly impressive and really stands out. Great stuff. I think that the hold click and release mechanic to determine is pretty deep actually and I think getting the hang of it takes some playtime and practice. I think that this game could benefit from a wiiSportsGolf-esque power meter while you're charging your tongue, and maybe a cursor indicator when you target a bug that's totally outside your maximum range. In my time with the game, I felt a little frustration aiming up a good shot only to have the bug be just too far away. I also think some nice cicada and nature noises + maybe some croaks could be a great addition to the ambiance and setting, which visually right now is really on point. Your skybox setting works as great location for this experience. Lastly, it took me a while to catch all the bugs and I feel like I would have appreciated a more satisfying conclusion. Maybe telling my time and how many clicks it took to get them or something that would encourage me to play again to try and improve. All in all I really enjoyed flexing my bug hunting skills for a (rib)bit. Thanks!

Thank you so much Miles! I agree with the difficulty critique and I'm trying to think of the best way to implement one. As you and others have suggested maybe having the eyes look sooner after the sound, having the sound decrease in volume over time, and/or giving double seconds while the eyes are in the opening animation are good starting points. I really appreciate your excitement and enjoyment about the game, thank you. Also nice score! I added you to the leaderboard :)

Miles this is super great. I really enjoy the concept and I think the fact that it made me sit there and press that button again and again so I could have my speakers blown out by the fortnite default dance is evidence that your implementation is successful. 
I see you've noted you're aware the camera can like flip around sometimes, I think that + a fairly high mouse sensitivity is my biggest critique and since its something I researched when doing the camera work on my pet game I wanted to just toss in the idea that worked for me was to use something like 
rotationX = Mathf.Clamp(rotationX, -boundAngle, boundAngle); when calculating the camera rotation based on the mouse input to sort of bound the rotations that are allowed. Not sure if this will easily translate to the way you did it, but I figure on the chance that it does I would share.
I also appreciate the inclusion of the range the sound could play in, as well as how many presses I've done. I think while that wouldn't be something a rat would necessarily know in the experiment, it actually adds to the feeling of wanting to keep going. I found myself thinking "122 is the max and I'm at 89, so how many more can it really be?"
Overall I enjoyed the memes! Thanks for sharing this.

Hey, Thanks

Tamagotchi was definitely part of my starting place for general concept as well as the visuals, so I'm glad that comes across! Building to WebGL definitely introduced a significant amount of lag, I think it has to do with my implementation of the physics in regards to the food - making the room smaller sounds like a good potential workaround for that. Initially I made the room the size it is so that you would have to walk back and forth for a not insignificant distance as a lot of the keychain pet games I've played often include the pet moving from one side of the screen to the other.

I appreciate the feedback and thanks for playing!

Thank you so much! That is a good idea to have the mood reflect somehow on the visuals, I think it would work well if it changed the color of your character. Right now, rating your mood just affects the equation that calculates the emotions of the "player" and how often they decide to interact by sending you food themselves.

I'm so glad you enjoyed it!

Hi! I enjoyed playing your game, I think it works really well overall and I think your idea is super great here. Visually, your project looks really cohesive and nice as well which is something I admire. I think it *almost* plays like a rhythm game in some aspects and that is really cool. I will say I sometimes wished that the shapes coming at me were either smaller or my ring rotated in bigger steps because sometimes I would think I matched the color correctly, but the shape would land kind of between two colors and I would still lose a section of my ring. From a selfish perspective too, I wish there was a way to get back a color once I was out or maybe transfer one color to another if I had say two pinks left but no blues. Because sometimes I would lose my last blue section and know my run was pretty much over very quickly. All in all though I had a good time playing this, thank you for sharing!

Hi! This is a really cool idea and implementation of a one button game. I was only able to play by myself, but I really enjoyed exploring the concept and I hope to either find someone to play with eventually or just make sure to come back for arcade mode. I think the blood effects and the trails behind the ‘heads’ work extremely well, and the camera work is probably what impressed me most, it feels fluid and dynamic and exciting, but it was never in the way of my experience, which I think can sometimes be a tough balance to achieve. I will say that while the minimalist UI is nice and I especially like the way it transitions between menu and playing, even after reading the itch description it took me a little while to understand that I needed to and how I could hit the ball to start playing. Being that the dot is so near to the player 2 text I though it was something specific to the second player for a while. I think reorganizing this menu even just slightly would help get newer players into the game. And on that note, I think a simple very short tutorial the first time the game loads up could be something to consider, so players can quickly conceptually understand the movement and how to fight.

Hi Arjun, this game is incredible! I am especially impressed with the way you were I think able to successfully scope your project. I think you have come up with a relatively short but very complete and cohesive experience that feels extremely polished. The visuals you used are technically and creatively impressive, but they also come together to form a cohesive art style which adds to the feeling of polish. I think you also included a great choice and use of sound in this, your effects are spot on. I do think the inclusion of a high score either on the main menu or the score screen would help add to my desire to continue playing as I would have a specific goal to reach for and surpass each play through. Thank you for sharing this game though, I am really very impressed with it.

Hi Ivory! I really like the concept you came up with for this game! I think it is a very clever way to achieve a one button puzzlers and that is impressive because most puzzle games I have played have required at least a swipe input, and usually directional input. So very good job on that front. I had this great moment on the first level where I thought I solved the puzzle but my character rolled past the goal area and I realized I needed to put another box behind it to stop it from rolling past. I did have trouble getting past the second level when my ball rolled past the goal and got stuck behind it, with a wall there to keep me from dropping a cube to fix it. I don’t know if this is an error in the level design, or if I just have failed to solve it, but as of right now, reconsidering that level design choice would be my suggestion.

Hi Ron, I really enjoy this clone. When I thought of one button game I immediately thought of button mashing, but I very much appreciate this take where the entire game involves a singular button press (minus the title). Your art looks really good and I love the tension you were able to create. I think you could’ve made the lawman’s text more center stage, but I also like the fact it isn’t, because it obscures the exact kind of game it is. When I opened this I thought it was going to be a twitch reflex challenge to draw and shoot but was pleasantly surprised to have that assumption challenge and get to play with this talkative lawman with no bite behind their bark. I think changing the text to be more center screen would help clue me in to the subversion you’ve made here, and I don’t know if that is something you want or not. If you leave the text small and to the side though, I would put it in a stylized word bubble or something so it has a more contrasting background to it. Thanks for sharing your game!

Hi Miles, this game really spoke to me, thank you for sharing it. I think the message you’ve achieved here is really powerful. Before reading your explanation, my mind was focusing on the fear of showing work to a larger and larger audience, and I thought that was really clear and well represented here. After reading your explanation, I see how it relates to burnout as a whole, and I think you also communicated how that outside audience focus on internal work and achievements is a part of burnout. I think your game does a phenomenal job expressing your personal feelings and allowing others to relate. I have been feeling similarly with the combination of the relentlessness of Major Studio and the sometimes demoralizing stories shared in Survival Skills. Overall I don’t really have any nitpicks or changes I would make, I just wanted to share how impactful your game was and thank you for putting it out there for us to play.