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LDMONTY007

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A member registered Feb 05, 2022 · View creator page →

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When I wrote this, I didn't realize the actual issue. I'm just going to pause the oxygen loss while the player is in any menu/the PDA. I don't know why I thought the problem was just the amount of oxygen.

Yeah, once the game becomes unlocked after the jam is over I'm going to seriously put some time into this. I'll definitely fix that issue as it was a simple logic error. I had some other issues that were caused by using the beta version of Unity (I wanted to see the changes for the upcoming version). I'll most likely finish the gameplay first while fixing more bugs as they show up. 

I'm glad you enjoyed the game's atmosphere as that's the one thing I worked on the most. I wanted to use this jam to learn more about sound engineering and designing SFX. 

I really want to focus on this game going forward as it has done the best according to the analytics. Out of all the games I've made it's the only one where people found it by using search tools. Some of them were from people clicking on it in the "new" horror category. 

I'll have to make the gameplay more interactive while still maintaining the atmosphere. 

I did try to implement a joystick for controlling the ship that you had to move with your mouse but I couldn't make it feel good so I had to scrap it. I want to go back and implement it properly to make the game a little more immersive. 
 

Who made this? There aren't even any doors in it. I'll rate it 0 doors out of doors

The music goes hard

I couldn't figure out how to get to the other parts of the game without pressing the 1 and 2 keys.

🐟

Ok, Will do that. I needed more time to play the test but didn't do it. 


I'll try to keep the oxygen in mind for how long it takes to read the PDA. 
I'll up it to around 2 minutes so we can see if that works. 

Gotcha, I didn't really think much of it because I wanted the point of gameplay to be like that Quicksilver Scene from X-men, which was leaf's idea so when I coded it I never thought to make it easier to move them in real-time, so making it difficult was kind of a happy accident.

My team and I had a communication issue during the jam where I thought the way levels worked was as soon as you clicked "Start" the bullet would be shot, but at some point, we changed it to the player needing to interact with an object to trigger the bullet being shot. I felt that it defeated the point of having the time stop entirely but it was too late to argue over the design so we just kinda patched it together right at the end. Also when you say "The others being on ice when you push them makes them feel hard to control" do you mean when you are in QuickTime or in real-time?

We do plan on continuing working on this because it's a really fun idea and personally I like playing it. We'll probably update the page with a newer version after the jam ends tonight. This morning I took like 30-ish minutes to go in and make the game closer to what the team wanted.

This is a great game content-wise, I really enjoyed the use of wall jumping but when I was playing I kept missing jumps off of the wall because you had to face the wall and jump then immediately face away, it was hard to get used to as typically when wall jumping in something like Mario you just jump in the opposite direction of the wall. As in you would need to ignore movement input after jumping off of the wall for x amount of time. Also because of how you coded wall jumping you could wall jump off of anything so if you were pushing right up any of the blocks in a stair shape you would end up jumping off of the wall pushing you backward. I wanted to ask, for the double jump could you not code it to use the same button? I don't think I've ever played something where the second jump is a different button, not the worst thing, just different. Also, the colliders seem odd like there were many times where when touching an enemy I would bounce off of them and not take damage or I would hit an enemy, they would die, and their collider would keep moving and still kill me (Specifically the bats for that one). The boxes that you could interact with had very touchy physics, if you stand on the corners you constantly move in a direction and if you fall on a corner and it flips it can send your character flying. The platforming felt inconsistent because there was no leeway for running off the platform and hitting a jump at the last second, I believe mist already mentioned this one. I really enjoyed the boss level's design, very reminiscent of the final boss in halo 2. The only issue I have is that it seems like the bosses hitbox is designed in a way where you can only hit his lower body, I initially thought the boxes near him were supposed to be moved to block the enemies falling down near them but the bats always hit them back up. So when I would drop down to fight the boss down there the enemies were too close and because I could only hit sideways it was very easy for them to kill me. I think it's a good way to punish the player for not killing the knights as they flood in but in this area. 

Summary : 

Your art was great and it worked well for conveying the theme.

The movement was frustrating because jumping was inconsistent and it was odd that you had to face the direction of a wall in order to jump off it, it made the bit where you drop down and double jump to the right in the under bar/castle area much more difficult. It would be fine if you slid down the wall when pushing up against it that way it's easier to time your jump. 

The level design was great except for the bat portion because as I was trying to complete it I would constantly encounter that issue where the character would jump off of the stair portion sending me back. Also, I didn't realize you could kill the big swarm of bats because I thought it would just penalize you for stopping, not really a problem just something I didn't expect.

I definitely think your game was the most complete out of all of them and that you did a great job by creating a complete story with your cohesive-level design. 

Thanks, Mist definitely showed that the controls needed a bit of tuning but noting that the max speed was too great is definitely something I didn't notice when playtesting. I enjoyed being able to chain jumps between the sofa chair, sofa, and the table to get to the counter in the kitchen but you definitely would only have tried that if you had played the game before or if the camera showed you the scope of the level. That's something I definitely liked and if we continued development I would have liked to make a longer level after the first one and tweak the spacing of objects so it was easily communicated that you could quickly jump between everything. I was not the main level designer on this and I am going to see if I can get him to look at these messages.

Thanks, our team name was "Fried shrimp" and one of our artists Kristen drew that logo for us!