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NPJarcade

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A member registered Oct 04, 2016 · View creator page →

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Thanks so much for playing and for the detailed feedback. 

I struggled a bit with the monster design and ended up just going back to an old design. I'm glad the eyes and SFX worked well though and that you mentioned the lack of jump scares. I really wanted to avoid cheap scares and wanted to go with a sense of un-ease instead.

Character movement felt pretty good to me and the environments were well done.  I really like the retro art-style and the subtle lighting was great, it felt a lot like an early PS2-era game.  The torch wasn't too bright which I liked as it made everything a bit spookier and harder to navigate.  Awesome that you put that intro cutscene together to set the scene too. 

Interesting mechanics which make for a unique game.  I like the idea of having to move in sync with the enemy to not get caught.  I think the horror aspect could be intensified with some artwork for a player character tip-toeing around, but appreciate the time-contraints.

Awesome art style!  I love pixel art in 3D.  I really wanted to grab the shotgun and fight the monster though!

Very unsettling.  Great sound design and a really creepy aesthetic.  The ability to look behind you was a nice touch - I was expecting something to be lurking behind me, but it was even more off-putting to not see anything there at all.  And the breathing getting faster and faster was great and  helped to add a sense of unease.  Great job! 

Really liked the atmosphere of this.  The claymation-looking guy (Gottfried?) was really cool, and the way his face gets distorted and squashed over time works really well.  There is a really eerie tone to this that keeps you on your toes and anxious of whatmight happen next.  With a proper ending I think this could be a very unique little horror experience. 

Very cool concept with an awesome ps1-esque look to it.  Taking pictures with the camera works really well, and I loved how the photo flashes up in your face, like a self-inflicted jump scare.  Very creepy atmosphere all round and the sound design and music work really well here too!  

Awesome art style and a really unique concept for a horror game.  It works really well, especially the creepy teachers who don't always act normal!  Sound design was great too - I love the way you can feel the teacher watching you while you're looking down at your paper. 

Thank you for playing and for the kind words!

Thank you! :)

Thanks so much for playing and for your feedback!

I added the candles at the last minute as it was so easy to get turned around while exploring. 

The monster is a bit relentless and might need some balancing.  Sounds like you got quite unlucky though as it does randomly move around the level and shouldn't stay in one place for long.

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This is such a cool idea for a puzzle game!  Easy to pick up and play, and I like that you added a playable tutorial to learn the mechanics.  I loved it, and I think this could make a really neat and addictive mobile game! 

I ran into a bug where I killed the last enemy on screen but also died at the same because I didn't have enough health, but then when I reset the game the exit was right next to me.  Was that supposed to happen? 

Also:


Is the game randomly generated and did I just get very unlucky with the amount of enemies on the screen? :D

Very interesting and great atmosphere!  I found it visually quite confusing where I was at times and got lost and turned around easily, but if anything that adds to the sense of claustrophobia!

Loved the sound design and the HUD looks great too.  This sort of thing would be a great entry for DungeonCrawlerJam! 

No idea what I just played but this is awesome.  Sound design and use of samples is great and very creative.  Lots of juice and an extremely polished entry! 

Thanks for the feedback :) 

I agree the ceiling collisions were bugging me from the start and I couldn't find a fix that wouldn't break something else, so I decided to avoid small corridors for the most part, but definitely something that can be fixed in any future updates.  

Thanks for playing! 

Fun and satisfying, and it runs nice and smooth with simple controls.  Very easy to pick up and play and I like that you provided so many difficulty levels to keep things interesting.  Great job! 

A unique take on the theme which I really liked, having to navigate your ship whilst also aiming at the same time - it gets quite tricky as the game progresses! 

I would have liked to see more power-ups, maybe something that upgrades or changes your engine trajectory, or a shield or something to add some variety.  

But overall a fun little game.  I liked that you added damage indicators for both the player and enemies, and very cool that you wrote it all in C too!  

Fun little boss-rush game!  Very challenging once the bananas start flying about all over the place but good fun trying to learn the monkey patterns and avoid them.  Plus I liked that you also have to avoid your own bananas if you miss.  I also like that you included the health bar as a giant banana in the background - clever!

I managed to get 'Banana Boss' rank - is that good? 

Also, I'd heard Holinza's funk collection before and love that stuff so it was awesome to hear it in your game :D

So cool that you made this in your own custom engine!  It's a smart idea and fits your chosen theme really well.  I liked that each level introduced a new mechanic which meant you had to think outside the box.  

The animation is good and readable which is impressive with such small sprites, though a bit of a shock when I accidentally squished the bunny :D 

This is really cool and a unique concept with lots of interactivity.  I like how it's just one guy tasked with docking and repairing all of these abandoned ships overrun by lil' monsters.  The gameplay is simple and engaging once you figure out what each of your tools do.  I love the 3D effect with the environments and the overall art style works really well.  

Great job and a perfect game for such a low resolution! 

Oh and the game page looks great, real clever that you fit the screen into the overall aesthetic of the game. 

Wow, thank you!  That's some really nice feedback :)

Really appreciate what you said about variety in each level and keeping things interesting.  I was worried with such simple mechanics it would get a bit repetitive, but I enjoyed thinking of ways to keep the gameplay engaging.  I wanted the last level to be a real test of the player's skills, so am glad to hear this was effective too! 

Thanks very much for playing :D 

Thank you so much! 

I wanted to give each creature its own theme and play around a bit with dynamic music that changes as you hop through the levels.  I'm glad you liked it and found it relaxing too! :)

Thanks for such positive feedback! Having now played some of the other entries I realise I'm quite lucky to have had the full two weeks to add as much as I did!  

Glad to hear the dynamic music paid off and that you enjoyed it all the way through :)

This is such a dumb game but I love it!  The characters are hilarious and I love how they bounce around when they get knocked off their little bikes.  More modes, maps and maybe a two-player mode would have been fun, but honestly the best thing about this is how simple it is.  Definitely a fun adaptation of the unconventional weapon theme! 

The 3D audio works really well too in understanding where the opponents are - a nice touch.  

Weird, unique and fun!  An interesting take on bowling!  I like the wacky and glitchy music.

Great atmosphere and excellent sound design.  The pixel art and animation is top-notch too, and I like what you did with the parallax and foregrounds.  Also, it works well having the player sprite so small as it keeps you on your toes wondering what's lurking nearby..!  The multiple endings are a nice touch too. 

Cool concept and a unique idea for the jam!  Very stressful when the timer gets close to the end.  I like that you can pick which puzzle you want to do for practice, though I wasn't able to solve all of them in one go under 60 seconds.  

Art is nice and clear, easy to understand what to do once you start clicking around, and I like the colour palette too.

I was playing Dark Souls earlier and think I've had enough of poison swamps for one day! :D 

Loved the art style, especially the big gator checkpoints, love what you've done with such a limited colour palette.  The characters you can talk to throughout the swamp were awesome and creepy too. 

Really cool, solid little platformer!  I love the art and animation, the colour palette is really nice and colourful too, and it all works really well for a low resolution game.   Also loved the music on the second level, cool that it was all taking place on a moving train!  

I would have liked to see more enemy variety in the later levels, but the amount of personality crammed into those tiny sprites is very impressive,  especially the crow design!

Loved this!  A perfect game for the jam - nice and compact with great art, animation and really good level design utilising all the mechanics.  Loved the simple story, though kind of sad... but the music works really well and the intro was well put together.  Impressed with how much you managed to do in the time frame.  

Unique little game, fun to play but difficult to master. 

I like how the grandpa's facial expression changes depending on the balance.  The shadow of the see-saw is a nice touch too! 

Hey Werxzy,

Thanks for playing and for all your positive feedback, I really appreciate it!  I'd love to expand this one a bit more and am thinking it might make a fun little mobile game. 

I've uploaded a web version now too :) 

Hey BoiDude, thanks for playing! And awesome to see such a high score!

You know I'd love to come back to this game one day. I had a lot of fun making it and still have loads of ideas for extra features (and to fix that annoying camera for sure)! 

Nice to see people are still playing it though. 

Impressive scope for a game jam game!  I liked the inventory system, picking up items and moving them between inventory slots was responsive and easy to manage.   Environments were well designed, lots of variety to the decor and I liked the spark effects and attention to detail.   Sound design was great too and really well implemented, it added a lot to the sense of being alone in an abanonded space station. 

I would have liked an in game tutorial, especially as the enemies didn't seem to stop coming at me when the game was paused while I was checking the controls.  I also managed to soft-lock myself at the start of the game, where I accidentally dropped the yellow key card and it fell through the floor, preventing me from entering the next area. 

Combat wasn't very engaging for me.  It was interesting that you added a level up system with stat progression and some RPG elements, but I wonder if more could have been done to enhance the combat and make it more exciting. 

Interested to see where this could go!   

Thanks very much!  I stuck with the NES colour palette for the sprites/textures which gave it a retro feel.  I even decided to limit to three colours per enemy, as if they were made on original hardware (albeit without any limitations on 3D!).

Hey impmja, thanks so much for all your feedback and compliments - I really appreciate you giving my game a go! 

I really enjoyed working on the music, great to hear you liked it.  It was stuck in my head for days during development, so I had to put it on mute towards the end to avoid going insane..! 

The phonetic typing sounds were good fun to implement too, although on reflection probably not the best use of time for a game jam!  I had planned on adding secret words you can spell out too, or even bleeping out attempts at swearwords just for fun, but this didn't go anywhere in the end. 

The combat is a bit slow, the flow of the text is fixed to a set timer and not skippable unfortunately.  I appreciate you playing the game on VirtualBox, not sure if this also had any affect on the game speed however as I only tested it running on Windows.  I would love to test the game on Linux myself as I have no idea if the game has any issues running on a Linux system. 

The intention with the spellingtons was for them to throw out random words that the player would have to spell quickly in order to defend against them, but sadly I didn't have time to implement this mechanic in the end.  

No strafe mode available at the moment.  It was tricky limiting the available controls as the entire qwerty keyboard was taken up by the spelling mechanics in the end.  However I ended up removing the ability to cast spells or type messages outside of combat/spell walls/riddles after all, so perhaps could have just used WASD/QE in the end!

Thanks for all your awesome feedback and nice to hear you enjoyed making little raps out of the audio, (I was definitely doing the same during development)!  Love the idea of a couch co-op mode with wizard rap battles!  That is an insane, but potentially very fitting idea to such a wacky game. 

Thanks so much for playing and for your feedback.  

I completely agree about the map and combat encounters,  I would have loved to add some variety to the spells and damage types to add a bit more variety, but I'm really glad you enjoyed it, especially considering you're not a fan of typing games! 

Thank you for all the appreciation of the graphics and sound design, these were definitely my favourite things to work on.  Animating the wizard portrait to mimic Doom-guy was definitely intentional, so I'm glad you picked up on that :D 

Thanks Slippers!

I have to admit, the audio was all done using text to speech as I didn't have time to record my own lines (as much as I'd have loved to).  I somehow managed to get the text to speech bot to make that squeal noise, so there was no way I couldn't include it in the game! 

Really appreciate the feedback, and so glad to hear you enjoyed it, especially the audio as I had a lot of fun putting the music and sound effects together.  

Thanks for playing!  Really apprecaite the feedback.  

I definitely agree about the combat being very slow, giving the player the ability to skip the combat text would have helped a lot.  

No problem that you didn't finish it, I appreciate the level design is reliant on being a maze with not much else to aid the player in their sense of direction.  The idea was that the red vines lead you to the tree roots which need to be destroyed to unblock the exit door, but agree this could have been fleshed out a bit.  

Thanks for your compliments on scope, it's such a hard thing to manage with game jams.  I was really impressed with how much you managed to cram into your entry, so thanks for taking the time to play mine too. 

Hi BeardedCynic, thank you so much for playing and for such valuable feedback!  Really awesome to hear you stuck it out until the end.

Thanks for your feedback on the prose, I made a mistake choosing to make everything rhyme, as towards the end it made it much harder to write in the riddles in particular, I'm glad it paid off however!

I completey agree with your feedback on variety, the combat is probably the weakest element of the game due to this, as the main gimmick with the typing only goes so far.  I would love to add spell variety,  with different damage types etc.  One of my original intentions was to have an enemy that can 'curse' you, which removes certain characters from your keyboard.  I also played around with having a 'mana' pool which limits the total characters allowed in a word until a recharge, but all of these ideas were scrapped due to time contraints at the end.  

I really appreciate your feedback, and will definitely give your game a try too!