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Northwarp

23
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4
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A member registered May 10, 2020 · View creator page →

Creator of

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Great world you've created, love the cinematic approach. Wish there was some combat elements or some kind of puzzle mechanic to get a full sense of your vision. The movement felt a little bit clumsy but the overall feeling was amazing for the time limit. I can appreciate all the work you did for the UI flow, dialog, camera, sound design, etc. and the awesome character design. Can't wait to see more.

This was awesome. Good work on getting some competent feeling AI, it's funny how if you look at the AI in a certain way it feels like they're 'having fun' twirling around and spamming abilities. Nice little loop, wish it just kept going!

Cool little aim trainer experience, reminds me of flash games I would play in the Computer lab in elementary school and the hand-drawn style really works to create the feeling that you're looking into someone's idle (albeit grim) imagination

Had a really great time with this game, the music kind of vaguely reminded me of the Computer Chronicles theme song which is very fitting haha. Super satisfying and fun to watch "simulator".

I think that's a product of me mostly focusing on getting somewhat competent game systems together and then squeezing some of the theme later in the pipeline 😅 I think that's a valid lesson for the next jam I do to focus on theme first and not spend lots of time on things that ultimately didn't end up being relevant to the experience.

Thanks!

A little auto-aim here, bigger projectile's there, a dash of hints, you're right these things will help smooth out the experience - they're on the list for a post-jam version I'll be putting up soon.

Thanks for playing!

You're right about the moving with controller being better and aiming with mouse being better. I think I will adopt control schemes found in other games to smooth out the disconnect between the two input methods.

Thanks for playing!

Thanks a bunch, I created the character models / environments / textures / VFX myself, the animations are from some Unity asset store packages listed in the credits. You're right, adding more visual punch and juice for impacts is high on the priority list!

Thanks for putting up with the messy controls and bugs, you're right there's a lot to iron out in all areas. I will be putting out an updated version after the game jam ends so hope your experience will improve then if you're willing to give it another go!

Well you perfectly sniped my inspirations! Thanks for playing ~

Awesome art and atmosphere

Was fun to play along and hear the devs reactions. I needed some guidance on the last puzzle but otherwise was fun to figure out the unexpected solutions to the puzzles. Great cohesive experience!

Cohesive game, had several 'a-ha!' moments and unexpected uses of the elements was great. Awesome!

The last few 'doubt' hit boxes really got the best of me but good execution in terms of making me pretty deliberate about my movement choices. It would be interesting to see how this concept could be explored without the very deliberate dialogue (i.e. let the player come to some of their own conclusions about this persons memories through their own interpretations of the world you've created)

Thanks for the comment, I definitely agree with you about the permadeath, it would have been the last thing to make it in if I had just a few more minutes of dev time haha, sorry about that!

Couldn't really figure it out but had fun knocking over all the fishies

My baby was excessively yeeted, but I could see the concept working well with better controls!

Yay, I'm going home! I think this entry shows what a touch of cinema can do to elevate an otherwise quite simple experience

I would have liked some feedback for the shooting when I click, such as a charging effect until it actually fires, since it feels a bit sluggish until you can get enough upgrades to be whizzing around and shooting at the same speed of your click but awesome work, especially with the 48 hour turn around in mind!

Excellent mechanic, maybe it's just my space bar which is very bouncy or it's intentional for the design but I would have preferred using basically any other keyboard key or mouse button to trigger the boost. Other that that great idea that could definitely be expanded into a really addicting and fun game.

Visually and thematically evocative game, wish I could move a bit faster when I'm retrying a level for the 10th time but other than that it all melded into a cohesive experience.

This city has terrible public transit - doesn't help pedestrians like to hang out on the tracks though. Simple mechanic but interesting and had my attention until the end.