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Lokitrixter

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

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Ok gotcha. Wasn't sure if I was missing something. 

Found the object and it went to the pumpkin patch, but nothing else happened. It started spraying some purple light, but nothing else occurred.

Very nicely done. I like how the goal names give a hint at what to do to achieve without too much handholding. Was a nice experience. 

Game was nice. Unsure of the movement system. It didn't seem to be a necessity to walk around. If you were able to freely move the camera, you could move around corners and such. Also seemingly need to be close to items to interact, which  is fine, but if I have 2 actions why isn't one move closer and the other pick up? Is a weapon the only chance for attacking? Found myself surrounded by cultist, and while in a power suit, I would have imagined I could at least punch a dude. But it was fun, and the random looping scenes were nice. 

Very fun game. Was caught off guard by whatever was following when you enter the main hall. Was trying to take in the area and was killed. Maybe calling attention to the creature following would have been nice. Otherwise, very fun and great work

Very fun game. Did take a bit to realize I was out of ammo. UI could use a bit of scaling. Maybe a different sound if firing when out of bolts. Was pretty focused on the enemies on the floor that the ones at the top were not readily noticed. Not sure how hard it would be to implement an indicator of which direction you are hit from. This would probably help with noticing enemies. Very fun though.

Nice little experience. I assume the halls are randomized. I did fall through the world. Had the key and went back around a loop and went to grab another key, and found myself falling into oblivion. Definite PT vibes. I think I completed one full play. 

Interesting runner style game. Definitely need to mute to play. Is the flying guy intended to be caught? tried a few times, and kept hitting something to jump over. Did feel mostly smooth, but when I tried jumping over the first obstacle it did feel like I clipped into it a bit. Pretty well done otherwise. Definitely would need good backing soundtrack to play

Nice game. Nailed the vibe. Played for a bit, just sort of wandering around. Was the camera focusing on the car during examinations intentional? Seemed a bit odd, but figure it may have to do with using that car to leave.

Interesting game. Is just looking at the enemies the correct method? Generally made it to the second wave, but would die pretty easily there. It seems the player has their own health but is not indicated anywhere what that would be. Might be helpful to show that information, since it can impact gameplay. Is there a way to intensify the beam to hit more than one enemy? 

Very nice game. The description and setting gave me Home Safety Hotline vibes. Nicely done. Would definitely like to see this fleshed out. Maybe Day 2 a different set of anomalies and things to do.

Some of the things you have listed do not actually affect the door. BUT you did get most of them correct. There are some things that are red herrings and don't have an impact, but due to the random nature, you could have something SEEM to be a tell but in fact was just RNG.

Glad you like it. The cues were definitely meant to be learned along the way. Thanks for taking the time to play and review. Much appreciated.

Felt very classic Resident Evil. Nicely done. Think I looped about 1-2 times, not sure if there is a definitive end. Had fun. 

Very Nice atmosphere and vibe. Has a bit of Fatal Frame inspiration to it. Definitely like the using camera to reveal things mechanic. Well done.

Interesting concept. Really dig the isometric view angle. Was a bit hard to see where the items needed were. Possibly having them highlighted would help with the aimless wandering I experienced while playing. A few spelling mistakes, but nothing too egregious. Nicely done

Tried to play, but the mouse sensitivity made it near impossible. Even the slightest movement had the camera going crazy. looks nice, sadly unable to play due to camera control

Very nicely done. Was looking forward to this one when I saw it yesterday. Was hoping for a bit of Viscera Cleanup Detail, and that vibe was definitely there. The action icon took a little getting used to, as with VCD you can just mop whatever, but once I was over that hurdle, it was a lot of fun. 

Played a bit, felt a bit slow with a 10 second timer. Could have been better implemented with a turn for turn combat. If more characters were active at once, I could understand having a timing system, but this felt unnecessarily slow. Overall pretty nice game, some sort of health indicator for the enemy would be nice to have. Player starts with a lot of different skills, so nice to just hop in, but should know how much MP each uses. Just a few minor tweaks and this could be a bit better. All in all pretty nicely done.

Here is a look at how to essentially destroy the runes. They do not reappear once gone.

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.