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KinkyFae

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A member registered Jun 07, 2024 · View creator page →

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Aww, thank you so much! Honestly I'm pretty pround of how it came out considering it was only a 3 day jam. Im glad you liked it ^.^

Thank you! I'm glad you enjoyed it! That was my favorite ending to make ^.^

That was exactly the vibe I wanted to give, just a sudden, "oh shoot, what is that?" but not derail the game. Seeing now how rough the hands were for people, I absolutely agree with you that I should have made them just deactivate once you got them off of you once. Oh well, cant do anything about it now since I cant edit during the jam time, just kinda sad that my oversight with the hands has probably discouraged people from actually finishing the game (I even added a checkpoint because I thought the last part would be the hard one lol). Thanks for your feedback and suggestions though, I really appreciate it ^.^

Thanks ^.^ And yeah, I tried to set up a ground detection system but very quickly scrapped it to focus on other things. I hoped the charge-up system would basically render it unnecessary,  but I also realised that spamming jump was also a way to get around another broken part of the game (that some of the moving platforms just...turn off randomly) so I figured it did have a perk, even if most people didnt realize it was a thing. Glad you were able to have some fun with it!

So I realize that a lot of people are struggling at the beginning with the hands, so if that is the case and you need a little help, when you are at the points where you need to crawl, you can stand up and walk normally once you are actually under the block. This was unintentional, but it does make it so you should have an easier time outrunning the first hand so you wont get chain grabbed.

Im sorry to hear that. I agree I wish I had more time to make it feel smoother, and I did have a charge up animation that just unfortunately doesn't play, but it was something I had to forego fixing due to time constraints.

Huh, thats odd, this is the first instance I hear of that being the case. How quickly did you hit the buttons. To open up the hood a bit, you have 5 seconds to hit the keys a total of 35 times to escape.

Aww, Im sorry to hear that. Admittedly those platforms gave me an absurdly hard time to get working, and even then every now and again they break for no good reason. I even googled it and responses were basically just "yeah, after a certain update, that particular movement function I used is just not super reliable for some reason" and I didn't have the time or energy to change it. Im also sorry about the hands being so annoying. I honestly tried to space and position them so the first one would never reach you and would just kinda show it existed, and the second one was only ever supposed to be able to grab you once right before you go down the pit and out of its aggro range, so Im sorry it didnt work out that way and made the experience more annoying. As for other animations, I did have an animation for winding up the jump that for some reason based on the animation framework I had set up never ended up playing properly.

Thanks for the feedback. Im super bummed that so many people seem to have found the hands so difficult, because they were meant to just be a short little hurdle to be gone and dealt with after like the first 45 seconds of gameplay. I would like to return to this once I am a better artist, just means I actually have to do that lol.

Something breaking within the final push is so on brand for game jams lol, I can totally relate.

This is really cool in concept, unfortunate that you weren't able to make it to the extent that you wanted, because I would love to play though multiple endings as well as just see the bugs ironed out. I figure you know, but just in case, being caught by the countess causes her sprite to be drawn over yours, and you just end up in a black screen rather than in the dungeon. Still, I like the idea and would like to see you flesh this out in the future!

This was fun! I did notice at one point that my progress stopped for quite a while, I don't know if I was too far away from the center point or what, but that definitely made it take a lot longer than likely intended, but I had fun with it, so well done!

Cool concept, I like different tools being used for specific people, though the trial and error is a bit tedious. If you could talk to each person and then be prompted to try to tie them or not would be a good adjustment.

I like the concept behind this a lot, my only complaints would be that the springs can be a bit funky to use consistently because of the two stage bounce height, and the density of enemies at the end of the game plus narrow corridor and aforementioned bouncy pads all together made it rather frustrating to get through as if felt like I wasn't really in control of the character, with one bad bounce an instant game over even from "full health" since there is no way to move enemies off of you. That last little bit aside, normal movement felt good, ambiance was good, well done :)

I can see the hands being annoying. Unfortunately I added their positioning rather late into the building process, so by that point I was very used to the movement, which meant to me they felt easy to out run, so I actually added the second one because the first one never got to me and I wanted to force at least one encounter with the hands, but I see that I lost sight of the fact that them being right at the start of the game when people would be just figuring out how to manage the jump would make them a problem, so I apologize for that. I hope the rest of the game was less frustrating.