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MarkPain

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A member registered Mar 10, 2022 · View creator page →

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It was the windows version - sorry for the late reply

Great ambience, really nice use of lighting - one can tell you took care to find balance between light and darkness, and the sound design worked well for it too. 

(I think alt+tab broke things for me at the start, so for anyone else having trouble refilling the generator, just restart)

I died on the win screen :'(

Nicely polished, looking forward to seeing more mechanics in future puzzles :)

Ah I think I just figured it out - I had a controller connected while playing on keyboard - disconnecting the controller stopped me from losing control when possessing the enemy on the right (for some reason)

I was also just jumping into the pit, but you're supposed to un-possess while in mid-air, huh?

Seems to work now, so I'll play and rate finally haha

Sure, so I possess the left enemy, chop the one on the right who runs over, then I jump in the pit but instead of spawning the spirit like you suggest would happen, it just resets the scene immediately. If I possess the enemy on the right, I simply lose controls and have to alt-F4. If I possess the left enemy and then kill the right enemy and then un-possess, the scene resets once the spirit hits the floor or a wall. Very strange if I'm the only one with this problem haha

That's really kind, thank you! :)

It's about time money grew on trees.

A good start and very cool concept - I'm sure you have plans for ingame time to progress which would make the player's actions affect the world, and I bet the innocent can become murderers, so giving them full everything would come back to bite the player, and the innocent they murder? :o

Hope you keep developing this! :)

That equipment mechanic was both unexpected and fun :)

Pretty cool, I loved the effect when it shifts from intro to game!

Oh haha thanks I had no idea, I thought the build handled it :x

(1 edit)

Not sure if I'm doing something wrong or not but if I try to possess the rightmost enemy, I don't gain control and the spirit stops spawning, and if I possess the leftmost enemy, I can kill the other enemy and the one I have control over, but I can't see how to remove the green barrier?

Ok figured it out - Fun game with a good mechanic! Hope you continue to build it up :)

Very fun, I think I must've played for an hour trying to get past the level that requires 15 bones

Haha yeah, I think most of development was just the player controller - I really underestimated things! Thanks very much :)

Nothing amazing by today's standards but still decent: i7-7700K, GTX 1080, 16gb RAM, internet is Australian but still fine since I'm pretty sure the whole game is downloaded before the start of play. On reflection, surely it can't be framerate because others would have to have better systems than mine too and I seem to be the only one with this issue lol

I've also tried playing in Edge (I usually use Chrome) but no difference there either

Thanks kindly!

Nice take on the use-your-own-corpse mechanic, I couldn't get past the spike slide wall but I enjoyed what I played through, well done :)

Couldn't make it to the end but it controls great and I liked the sound work a lot :)

Nicely done. I'm not sure the last room was working as intended but it's a fun little game, congrats :)

Very nice, I loved being a tiny ghost. Well done :)

Really fun and I liked how the boss fight worked. I didn't really notice a way to lose, but if if the idea was for the game to be more like a power trip with puzzle elements then all good :) Great submission

Not bad! I'd like to see you come back to it and work the kinks out :) Congrats on submitting!

Pretty cool, looking forward to seeing the full thing :)

Yeah sounds fair enough

Nice work on the narrative, it's always good to see someone work on story since most of us forget to haha. I thought it played well but an idea for future might be to start the game paused and let the player pick their own spawn location before unpausing, then after they die, repeat that loop? Longer lifespan, or varying lifespan for each spawn location would open up a lot of puzzle possibility for you too :) Good work!

It's a perfectly valid strategy ;)

Looks great, runs great, and definitely has the best first person controller I've seen in the Jam so far :)

VERY addictive - stuck through it till I completed each grave despite feeling like some of the number requirements were cruelly high haha. The dice sound works perfectly in a very satisfying way. I think there's an interesting inherit problem with the game though where rolling a die 6 times and still not getting what you needed feels frustrating. If it's currently truly random, there might be an argument to be made for fudging the chances a little bit in the player's favour ;) Well done though!

Good fun, the effects were great, player control felt good to me though a teensy bit floaty. I couldn't quite get through the castle water jumps but finished the other levels and liked them, good job.

Thank you!

Thanks! I think more UI would have made the controls a little more intuitive for anyone not used to the genre but I underestimated how long everything would take. Same deal with the damage feedback.

Haha, Freelancer was my main inspiration so thank you, it's a travesty that there isn't even a gog version!

I tried re-creating your bug by flying off to the planet and turning around but they were still there so I'm not sure what could have happened. The camera far clip is set to 6k I think, so that's a mystery to me!

I did plan to have hit feedback on enemies and the player but just ran out of time. Thanks again!

Thank you! :)

Thanks!

This is a very good start, it's clear where you're heading with it so I hope you keep going :) I bet you've already planned to do this, but adding physics to the caskets along with the player could be a good mechanic, maybe have a damage threshold to watch out for ;) 

Thank you!

Also nice music :D

I thought that too so I tried jumping all across the area I could but I basically can't reach the first platform on either side and am trapped haha. Could it be a high framerate issue? Like if jumping is based on frames but not multiplied by time.deltatime? That's all I can think of it being

If it's just a bug, you can upload an updated version now if you want, since bugfixes are allowed :)

Thank you, that means a lot. As I said to someone earlier, if you liked this, check out 'Freelancer' some time as that was my main inspiration - you might like it! :)