Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Emma

66
Posts
8
Followers
12
Following
A member registered Aug 03, 2022 · View creator page →

Creator of

Recent community posts

I kind of wish the projectiles started a little slower. It is possible to go out of bounds and never be hit by anything.

I like how the music changes as your speed changes, and the vocal tracks add a nice layer of ambience. I wish it were easier to tell where I had just come from and where I hadn't been before. I felt like I was going in circles.

I like the battle system, but I don't understand the "aid" option. After I select it, there are two options, but pressing "Z" on either doesn't seem to do anything.

I like this puzzle. I think it would be nice if you could pull up the note any time after you first read it.

I was a bit confused at first, but I eventually figured out I needed to open the windows. It doesn't seem like they all open though, and it would be nice if there was some sort of indicator that a window is openable vs. un-openable. I ended up just memorizing the order of the windows and which ones open.

I like the narrative, but I feel like the opening is a little jargon heavy. The faster shoes are a nice straightforward power-up, but I don't really understand the effect of the stealth coat.

This game is well paced, and I enjoyed it.

I like the idea of a platformer with a limited view around you. It leads to this situation where deaths happen pretty spontaneously because you don't always know what's below you. Spontaneous deaths aren't necessarily a bad thing, but it would be nice if you could reset the game after you die instead of the game closing. 

This movement feels very fluid, and I like this game quite a bit. However, I keep getting to the same point, and the game just closes abruptly. I can't tell if that is just the end of the game or if the game crashed. 🤔

I think this game is absolutely lovely. The phantom's little comments during gameplay were a nice addition to the ambience. It might be helpful to have a hotkey for resetting the current level.

I like this game, but I find the control scheme a little unintuitive and kind of wish I could use a joypad.

I liked the cute residential pixel art. It might be nice if there was an easy way to know how many pumpkin bags remain.

I really liked the sound effects in this game, specifically the🔋battery sound effect. If I were to suggest changing one thing, I would say that this game could use a little more progression. It might be nice if the one larger level was broken up into a few smaller levels that each gave the player a little room to get acquainted with the platforming in a safe environment before jumping into a longer level. 

I like the ambience, and the lore on the game page sets the stage well. I kind of wish the movement was less sluggish.

I like the mechanics of protecting the fire from enemies and keeping it growing with kindle, but the controls feel a little weird to me. I think that is because right/left controls clockwise/counterclockwise, and sometimes, that leads to situations where left is right and right is left.

This game is very polished.

Any game with spider in the title is definitely up my alley, and this is no exception~! I loved the sense of progression. Each mechanic builds on top of each other into one cohesive thing, and it is beautiful.

This game is amazing. You had me at "spider", but I really do enjoy the whole survival-horror thing this game has going on.  The sound design is fantastic and makes the environment genuinely creepy.

I like the core game mechanic, and this game looks pretty (except for the font color on the title screen which could be more accessible). I kind of wish it ramped up in speed a little faster.

I like the way candles work. They act as an ammo source, but you also have to keep the flames going or else they all eventually burn out. This discourages the player from camping on one candle which is nice.

This game is very creepy and I like that, but I got stuck when pressing "E" over the blood soaked slab didn't do anything despite the prompt saying "E". All in all, the ambience is really solid, especially the audio. I enjoyed walking around and exploring the map.

I like the parallax effect on the background. The way that pumpkins are both platforms (in the light) and enemies (in the dark) is cool 🧊.

This game is very beautiful. I liked the use of lighting. The fact that the turn has changed could be better communicated. The information is at the bottom of the screen, but the sprite representing both players movement is the same which I find slightly confusing.

I like the death animation and the hands are quite spooky.

I enjoyed the core concept of this demo. I think that one way to make it more difficult would be to put the vision switch on a timer instead of being user controlled.

I like the meshing of 2D and 3D assets.  The choice to represent the changing of seasons as archways that you can walk through is a neat artistic choice. I wish it was a little easier to tell when I am interacting with something.

I appreciate the pacing of this game. It is very well paced. I enjoyed the introduction of the jam theme to the puzzle solving. I feel that the way it was introduced made the difficulty progression of the game feel much more natural, and I appreciate that the game didn't just start with the player controlling two things because it gives the player a chance to get acquainted with how these puzzles work before introducing more complicated puzzles. 

I absolutely dig the color palette and overall art style of this game.

I enjoy the core mechanic of being able to drag objects around with the cursor while platforming. It might be helpful if there was a way to separate objects which have been accidentally stacked together while dragging them across each other.

I really like the unsettling tone that was established by the music and the inability to see what is around you. It might be cool if there was an auditory indicator or a stronger visual indicator for when you are moving vs. when you are colliding with something. I enjoy the subtleness of the square shaking or not shaking depending on if you are moving, but sometimes, it can be a little hard to tell when you are moving.

(1 edit)

The `play` property inside of the soldiers and shadows needs to be updated  to the global value every frame and the `playlevel()` method also needs to be called at the same time. If you are missing either of those things the input won't work.

I very much enjoyed playing this game because it gave me a scare. The 3D models injected into this 2D space serve very well to heighten the overall spookiness.

I enjoyed the use of lighting and sound in this game. Incorporating the control information into the game world is a very nice touch which helps make this game feel polished. It might be nice if there were more hints as to what you are supposed to do. I didn't understand that you had to put a relevant object into the light at first, but that made sense once I was aware of it.

This game gave my a genuine scare the first time I died, and I enjoyed it very much. The core gameplay of sneaking around blends very well with the jam theme.

I enjoy use of sound effects in this game. I also think it is really cute that the text displayed on the screen becomes gibberish when you spam the "E" key near the computer, almost as if you were mashing the keyboard.

(1 edit)

 I really enjoyed the atmosphere that you established.

 I see that you uploaded a web version along with the EXE as a downloadable. If you were to click the "This file will be played in the browser" check mark under "Uploads", this game would also be playable in the browser, but you would need to upload another ZIP if you still wanted the executable version to be downloadable afaik. You might even be able to feel safe checking off the "Mobile Friendly" check box under "Frame Options" because it appears that touch input works fine in your engine.

This is an excellent submission. The use of lighting both contributes to the atmosphere and introduces an extra element of difficultly.  This whole game is quite polished, and I very much enjoyed playing it.

I like that there are spikes in places you would be likely to jump into; however, it doesn't seem like they do any damage to you. It might be nice if the tutorial went into more detail about how dream jumping works. At first I thought it was a bug when I could jump multiple times in a row, but the more I played, the more it seemed like an intentional part of the design.

I enjoy the progression system, and the monsters are very cute. It would be cool if the maps had obstacles that you had to move around or if you could only attack enemies within a certain radius.

(1 edit)

I believe I have located what is causing the lag. The `Soldier` and `Shadow` classes are being instantiated inside of the `draw_window` function.

#  line 73 of main.py
def draw_window():
    for i in range(0, 31):
        window.blit(tile1, (tilepos[i]))
    sold1 = Soldier(0, Soldier_positions[0])

This is a large memory allocation to occur on every single frame, so ideally, it could be moved to where you are assigning the lists of positions `Soldier_positions` and `shadow_positions`. Then, the necessary code from those constructors could be moved into the `draw_window` function directly.

After making these changes locally, this is how the game runs on my machine: