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NeitherDucks

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A member registered May 25, 2023 · View creator page →

Creator of

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Thanks for playing and for the feedback!

I was expecting the difficulty to drastically go down once the player would know the layout of the map and what can be "walked" under, so I added quite a lot of twist and turns, and dead ends you could get caught in while escaping, but balancing giving the player escape routes, while not letting them escape too easily was difficult. I agree that the player collision isn't very good, I adjusted it a couple of time, but was never really satisfied with it. I'm not sure if it's my use of one-wide path in the map, or the collision shape of the player itself. 

For the hiding mechanic, I think my choice of using space bar make sense for the gameplay aspect since it's the most accessible key, but it does make it less recognizable than a letter key, for sure. A title screen with the controls listed would have probably helped with that (while also telling you that there is, indeed, a hiding mechanic).

Also, I'm glad you like the name!

Thanks, I'm glad you liked it!

Pretty fun and interesting concept! I built a very wonky castle that went to the edge of the screen, I'm also glad the game let you build sideways. I like the theremin-style music, and the change when the Great One shows up. Also like that he's silhouetted, fits more with the unfathomable theme.

I did manage to "merge" some blocks together somehow, and the tentacles are giving out too many top pieces I feel, I think having to exchange a few for decorations is cool, but I had to exchange 10 or so before getting back to some squares at one point.

I liked how the music changed to warn you of the danger. The bats growing in size are also a nice touch, but I feel like there was some collision issue with the bombs, as they would blow up in my face quite often when I was close to a large bat and aiming for it.

I liked the end screen, doesn't really match the style of the rest of the game I feel, but nice anyways.

Really like the ambiance of this, especially once "outside" with the red suns! Music is on point and add to the daunting feeling, was expecting to get jumped in the corridors. The gun feels satisfying, even if I would like to see some recoil or something else to prevent the player from just constantly firing.

Difficulty wise, I think it would be great to have some feedback about the enemies getting closer to you and hitting you. Also the sprint made me laugh! Once I saw it I just ran around amassing a bunch of enemies and then killing them from afar, it was funny but made the game really easy.

Overall, I quite liked it, would like to see more enemies and different level with the same vibe.

Nice puzzle game, good graphics and music.

Looping monster noises got a bit on my nerves after a while, especially when missing timing with the boulders, which can get really frustrating. The "thief" level particularly, one missed timing to get the monster to open the path to the door and you have to redo the entire level, waiting on the monsters to get into the right spot again.

I like that the first few levels teaches you the mechanics without holding your hand, and it becomes a bit more obscure after a while, which is good for the difficulty.

I'm not a super fan of puzzle game to begin with, so don't take it to heart, it might be just me being a dumb.

Pretty fun, I liked the music and sounds. Visuals are also good, those spider are hard to see and blend with the background, but I'm having Minecraft invisible spiders flashback, so I'm going to say it's intended.

I'm not sure, but I feel like you are not going as fast when you are going in a diagonal (pressing two buttons) as when you are going straight, so I ended up just going in large circles around the map. I got wreck by the giant spider on wave 5 I think, don't think I could escape, would I've loved a movement speed upgrade! Other than that, yeah, shield visuals, I could see the purple bar going down, but that's such a small part of the screen to focus on when so many things are coming your way.

I did like the variety of monsters and that you get larger version later on, pretty neat, might be a touch too big though, couldn't see a thing haha.

Fun game, with interesting core mechanics. I do like that sometimes you have to hold and move on the spot to let the enemy pass. I find that the labyrinth-like level is also a good idea, except for a point I'll bring in later, but it make you try to learn the level while grabbing the gems in case you have to make a run for it.

I wasn't able to finish the game, since an enemy was camping the only entrance to part of the level where a gem was. I tried to pull it away but got caught by the others quite quickly. Even though they are ghosts, it feels a bit unfair that the enemies can go through walls once they detected you, it make it so that depending on where you are in the level, you can't escape. I'd also love to see a prompt or something that tells you once you've been detected (something my game also needs I think), because since it changes to real time, everything moves even if you are not, so it might switch when you are not expecting, and get caught pretty quickly.

I liked the little story, good premise. The game is quite difficult at first because you aren't sure what killed you, afterward it becomes a little bit easier when you learn to spot the enemies. I would've liked to see a reset button in game, with how much the player is expected to die. It's also not really clear what the goal is, at first I thought I had to collect all the notes, since it's mentioned in the UI and passed by the end a couple of times.

I was also expecting not to attract the enemies unless I was really close when the flashlight is turned off since you could turn it on and off, but it doesn't seem to be the case.

Fun little game!

Should be working now!

Hello, thanks for the feedback! I've uploaded new versions, the web version should properly pick up the js file now. As for the Windows one, it's working on my end and I tested it at a friend's this weekend, so I know it works, I recomplied it differently, so you can give it a go again but if you'd like I can also compile it for Linux tomorrow.

Nvm, it's going to launch, but I forgot I don't have all the assets with me, so the main tileset will be missing. I'll fix it when I'm back home on Monday.

Hello! Sorry about that, I forgot to package it. I've done that now (should also works for non-arms as well now), so you should have the regular MacOS experience now.