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Lokitrixter

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A member registered Oct 26, 2017 · View creator page →

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Touche

There was the initial idea of selecting a character. I was working on getting the masks working but they kind of messed with the animations. Would've been a bit more time to get that worked out, so ultimately a single character was implemented. 

Your chance of "survival" is tied to how well you can remember the tenants names and what differences may have caused a death scene. There are tells to when a door is safe to knock on, combined with who the tenant is. 

Another concept idea was to have doors that looked like iconic doors in media. Ultimately that was changed to random color to keep with the Synty assets.

All should have had audio. the scenes behind the doors aren't meant to be jump scares. If you have an instance that didn't have audio I would like to know. I watched a friend play through and heard all the expected sounds on their stream. 

Died to Sparky, and the Died to lack of oxygen. My biggest concern was I didnt know what "the way out" looked like, so no idea if I was even close or could have walked right passed it. Seemed interesting and the liminal space concept is pretty popular right now. 

Interesting concept. Only real complaint is needing to be so precise with the sausage rolls. I was under the impression that tossing  a roll would cause the goblin to go after said roll. As others said, if a direct hit is the desired result, a slower enemy to get the aiming and hitting right would be necessary.

This was fun to play. Maybe a bit of knockback or stun on enemies when attacked. Found myself just sort of run in attack, grab health, go upgrade. Lather Rinse Repeat. Needs just a little bit of polish to get it just right. Only played the Knight mode, will look at the others another time. 

The game seems interesting. I seem to have soft locked myself. Dungeon 6 I got the three runes, but when I moved one rune over to another slot, the rune in that space disappeared. I then proceeded to lose the others by mis clicking. Seemed nice for what I was able to play of it.

Very nicely done! Amazing atmosphere. Missed a few of the journal entries. Will have to go back for them. The sounds and visuals were done very well. Definitely built up the tension. I thoroughly enjoyed this.

Very nice game. Loved the vibe and atmosphere. Nailed down the feeling of helplessness and the audio only added to the experience. The spooks were nicely done, and the visuals were done nicely.

Thanks. It's intended to be a learn by the burn type of game. If you know your horror movies, video game villains, and serial killers, you can figure out a lot of the negative names. The rest is learning to read what happened and what is different about the door. Once you know what to look for, it gets easier. 

A friend of mine also capped out at 3.

Yeah I didn't grab fonts. I went with the standard Godot font. 

Definitely could work on additional music for it, not the first one who pointed out the disconnect. 

Yeah the combat is definitely something being worked on. Additional and harder enemies are in the works. I had the timing of this jam and another mixed up and found myself needing to just finish what I could and push it out. Glad you liked and thanks for the feedback.

Initially the reaper was meant to be a hard enemy. But changed it to just be a wandering enemy to escape. With more time I would have made it follow the player if detected. 

The log should show things like level up and XP gained. If it's missing then that's just an oversight as it was all in place to show. If you mean like a sound or pop up, it was intended. Some things got dropped/missed as deadline approached.


 I intend to continue developing and improving. I also made a colorized version. Thinking of merging the two as like a swing to switch between the themes.

It was good. Keep it up.

The house was nice to explore. I will say that not having the mouse lock to the window made navigation a pain sometimes. 

There were some gaps in the walls, assuming they were intentional. Something I would point out to look out for was overlapping the walls and having a flickering effect between the two meshes. Not a major thing, but something that stuck out. Collisions with walls felt a bit weird, not sure how to explain it. I was able to go through the hole in the wall on the bottom floor, assuming that was by design. 

I liked the random appearing figure. Made the place feel haunted and a nice little shock the first time it appeared.

If you are going to make clickable buttons, lock the camera. It felt awkward turning away from the guy talking to click the button to move dialogue forward. Same with the menu button. I would recommend maybe using a button press to bring up the menu options. 

All in all, a fun little walking sim. Went back just to look around a bit more at the house since I was caught off guard by the guy the first time around. 

Interesting concept. I will say I did have a few runs where no enemies would spawn and was forced to restart. 

Looks - Very nice level design. When I didn't have any enemies I was able to explore and look around. The different areas and such were nice. Lighting was nice.

Sounds - Good sound effects.

Camera - Not a fan of the motion blur and movement.
Controls - Felt slow to attack. Spamming mouse button and then moving I would be attacking a good 3-5 seconds after I stopped clicking.
Feel - Character felt weak. Not sure if that was intentional. Easily swarmed by enemies. 
Movement - Would like an option to walk backwards and still face the enemy. Made me unable to attack while backing away and kiting the enemy.

Still very fun to play, just not for long periods as the camera motion was not it for me. 

Very fun. Got to 793. Not sure of the spawn mechanic, but there are times where its just empty. But still a fun play. Took a break and wasted some time messing with it. Like the randomized characters.

Very nicely done. As previously stated the collision did feel a bit hit or miss at times, but still very fun. 

Ok looks like it's only on the secret area via the hidden wall that does that. The actual second floor works fine . I'll get the secret area updated tonight. Congrats I think you're the first person to find it. At least the first to report about the issue.

Ok let me test that out and see if I can replicate . Thanks for the information 

Yeah I believe something with the spawner is borked, but I've been unable to get a consistent result from it. Sometimes the limited works and others it doesn't. Can you elaborate on what happened when you got stuck? What action did you take or was it just from moving around. I'll look into that tonight though.

Thanks for checking it out. Let me look into that flee issue. 

Fun game. Maybe have a delay on shooting or a limit amount of ammo that you have to pick up more along the way. But overall very fun.

Ah gotcha. SampleTank 4

No. The floors are all planned and laid out. There are random encounters for enemies and the Reaper on the first level has 5 different spawn locations it can appear from.

I used Godot 4.4 dev 3. 

Glad you liked it. 

Pretty good. Biggest concern is the player can get a good bit off screen before the camera catches up. I was Caught while off screen. Might want to tighten up when the camera moves with the player. 

Very good game.

There were a few sections where the floor had weird collision like it wasn't aligned properly. Nothing too major there.

I would recommend that while the text box is on the screen disable player movement, and enable once it's gone.

I find it odd that the left/right moving platforms don't have you stick to them. But this is the second time this has been utilized, so possibly a choice. 

Overall very fun.

Thanks for checking it out. I am an old school JRPG fan at heart, and I love random encounters. They do happen a bit more than I intended and the limiter for it does not seem to work entirely.

Good game. Could definitely use some sounds. Is there supposed to be a win scene or anything upon reaching the top? I tried interacting with the thing on the right but nothing happens. I wound up just jumping off the sides of the tower. 

Camera movement could use some tweaking. With the tiles and background it can cause a slightly nauseating effect when jumping or falling a long distance. 

The choice to not have the player move with the left/right platform was a bit of a shock. 

Overall very good game.  

Very fun. Love the puzzles. 

Very nice. I was thinking the black space was empty space and would fall.  I think that would be something if you keep going to add a bit of difficulty.

Very nicely done. The promise of secrets got me jumping/running into random walls to see if anything was there. Need to get the third ending.

Very nicely done. I set a challenge to finish a "pacifist" run and was able to make it to the end without a single shot fired, and only took one hit, so not bad. Could definitely benefit from some music while playing.

Thanks for playing. I fixed the soft lock issue we discussed. Shouldn't be able to attack so quickly now.

Very reminiscent of Missile Command. The initial wave being so intense was a bit of a shock. But as others have stated the leveling up and getting better was a nice touch.  

Fair. I'm more a fan of random encounters. Hence why it's random both in when and which enemies will attack. 

When in combat to the left of the player is a progress bar. I admit it's kind of hard to notice at times. Out of combat there isn't but it does regen every few steps.

Excited to enter my first game jam. Looking for ratings and feedback on my game Bit Tower Dungeon.  https://itch.io/jam/1-bit-jam-4/rate/3031680

Looking for ratings and feedback https://itch.io/jam/1-bit-jam-4/rate/3031680