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anold house

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A member registered Jun 14, 2020 · View creator page →

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So many cool visual techniques employed here to make it all feel fuzzy and real. Incredible color choices in the day/night cycle. It's such a joy to just stand in place and look at. Thanks for making this :)

Thank you for making this cool game! I'm excited to see the next iteration.

this should be a whole genre

Thanks for the hint ;) 

I replayed and read the dialogue a bit more closely, which helped clarify where to go. Still ended up bailing after too many failed attempts at grappling my way out of the warm up zone above the start. It's hard for me to maneuver the playerbody with wasd while holding down x at the same time (left mouse option?), and the punishment for failure seemed pretty steep (waiting to fall for a while, go grab the hook and get back to where I was when I died). I also felt like the range to land a grapple shot was too short for how I wanted to swing, by firing in front of me, so that when it connected I was at the top of a swing. Maybe it's just not built for that kind of movement. 

I think I would have benefited from a slightly more constrained onboarding section, with geo built to show off the ideal use of the tool, and maybe with a ground beneath so messing up didn't hurt so much ^-^'

lolll the stress badges are great

Hey, I'm intrigued with this game, but got a little lost at the beginning. I got the hook, but the level ushered me into this long track of glass platforms that seem to go in a circle around the whole level, inside of a big tube. Not really sure how to get out, or if I made a wrong turn... love the art style and the sounds the hook makes :

Good luck!

This is a cool concept and has been nicely executed. Congrats on your release! The mouse sensitivity on the camera feel too high (for me). I also think it would be cool if the tree foliage had a smaller collider, so they felt a little more cushiony. I love how it looks!

Oh dang, thanks for posting the code. I'm trying this out.

Having a great time exploring this. So many more connection than there appear to be at first! A bit of a specific question: how would you describe (or how did you achieve) the dithery, color-banding effect in the forest area? This might be present else where in the game, but that's where I noticed it! Thanks for making this, and making it available :]

Hey, just wanted to say I really loved this. The subjective view of the player-character is so strongly felt throughout, in the finite levels, the varying modes of control, the edits. It's wonderful to play something with such variety of storytelling tools and density of detail, that's also somehow light as a feather. Congratulations to you three!