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Patrice Metcalf-Putnam

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A member registered May 02, 2020 · View creator page →

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Thanks for the note!!

We currently started remaking the game from scratch to get rid of a lot of technical debt causing issues like this 😅. Always glad to hear people enjoying the game, and makes me more motivated to get it properly executed and released 😄

Woopsies! Thanks for reporting that - fyi you remember what day you were on before it skipped?

You're very welcome!

I think I melted money to get gold? 🤔 I forget exactly how I made money to begin with...magic of some kind possibly?

Loved the concept, and it worked great for providing some really satisfying puzzles! Great use of sound effects for footsteps and dragging gold blocks. Good level design / game design. Really liked the use of electricity. Cool effects as well with god rays. Music fit the game really well. Really well done all around.

Some bits felt more challenging than they maybe ought to be (had the hardest time getting on first pillar in first level, in order to jump to chandelier😅).  Also sometimes dragging on blocks felt slightly off when they were in a pile, like wasn't clear which one you are pulling.

This game had me in stitches. Brilliant take on the theme, fun and challenging little mini games. I very carefully avoided the doggo the next time round and...yeah...  😂

The third game was very challenging and slightly confusing - wasn't sure why sometimes the red bar seemed to go up super quickly and other times not at all. 

Really cute! I am not good at precision platformers, so could not get very far at all T_T, but the basic movement and sound effects, music, etc, felt very nice and smooth. I watched your video on the full playthrough, and could definitely see a speedrunner having a lot of fun trying to get all the way through without dying. The level design is visually appealing / engaging with a sense of danger, especially near the end, and the music suits it as well. Very end scene is well done and fits the theme perfectly.

Love the aesthetic. Super cute. Touching yourself to turn into a statue is such a cool mechanic, then using your golden statue corpses to get around is great. Animations are chefs kiss. Very juicy, especially jumping. Instruction cloud is great to get acclimated. Like how there's different ways of dying. Deja vu integration is perfect. I did have to bail eventually on the laser level. I think my jumping skills just aren't up to par, as I'm not great at platformers. When trying to push the cart over and also avoid the lasers, I just couldn't quite do it, so had to quit after....ten tries?

The only thing I found annoying was the "fooled" death - for the life of me, I couldn't figure out what was different in the statues, etc, and found myself checking everything in a paranoid state.

Ambiance is really cool, and a neat concept to bring colors back to the world! Quite a bit of content for a game jam game, and new mechanics introduced at a nice pace (plus introduced with detailed explanations).

The info screens feel a bit abrupt and on at least one occasion I hadn't finished reading when it went back down. For fooling the player - having the outlines sometimes not appear feels unfair/not great from player perspective, as did a lot of the hidden pit rooms. Definitely felt more like a rage game, which I don't have much experience with / not my typical cup of tea, so it's hard to give constructive feedback.

Love the music, love the little effects like sound for picking up items, simple concept executed really well. Visually very cohesive. Chill vibes from start. Having such a comprehensive hint system for a game jam game is a super polished step. Also love how you have different ways of getting to certain items. Thoroughly enjoyable experience, thank you!

Couple thoughts while I was playing: The question mark looked like a z a little bit. Kinda wanted ability to simply click vs click and drag items in. Hint system might have been a bit too much at times - telling me hints that gave me a little too much info, might have preferred clicking on the hint button a little more when needed (when I played through, I only clicked on it once to find out what it was). I did like immediately get the final item on first try, which I was pleased with 😁

Really cool idea! Also love the animations you have, especially for creating islands, and just all the content is really impressive for a game jam. 

I will say it's quite hard to play just because there is so much content, introduced all at once (via tutorial), so it's really hard to retain all that information. I think I accidentally ran some programs, but wasn't entirely sure how I did that? Would have almost liked less content, but to have that content explained in a more gradual way. 

Great job!

You're so sweet! No, we don't have a Patreon, and discord is definitely best place for updates (and potentially play testing new features!) 😄

Thank you so much!! 

We are still working on the game, slowly but surely. 😊

Thanks so much! A character creator is something we've been thinking about adding for some time, and will likely get to eventually! 😄

No worries at all! Was super gratifying to know someone liked this game enough to come back to it a year later <3

Ohnoes! Can you let me know what browser (and version) you're using? Was just able to play the web build in Chrome and can't replicate this issue D:

I hope so too! xD

A lot of misc personal and family stuff has delayed development, but we still are actively developing and making plans! :D

Happy to hear you're liking the game!

For the download issues, another Mac user had the same problem, but it seemed to fix itself when downloaded through the Itch app (https://itch.io/app), vs downloading directly. Let me know if that works!

Thanks! May I ask what you plan to do with the code?

THAT INTRO, and the story, and the audio -- what a joy. 

I was a lil confused on the controls, but eventually picked it up!

So much communism and so cozy! Was easy to get into, and the voice acting was great. I made all the friends :D

This game speaks to me. But is it a disappointment when a game about disappointment is NOT a disappointment? :-O

I could dust covers all day long 10/10

This game is SO CUTE. The art is great (my favorite anim is going through bushes so satisfying), music is SO COZY, and such a fun concept to steal back your sweater! Well done to everyone on the team 😄

Confirmed fixed! 

Gonna play through the rest of the demo now :D 

Love the characters and ambiance! The slider 2x4 slider puzzle I got in "the deepening" is unsolvable though? Like, eventually got fed up and opened up a slider puzzle solver, but there was no solution.

Omg that was bizarre and I loved every minute xD

Art was perfect for the creepy atmosphere and story, the characters were memorable, and that's a tricky kind of game to pull off in a short amount of time! A lot of nice little clues and nudges really helped to make this game come together and make it so the player doesn't feel stuck, so major props there. The writing was hilarious, and the little notes all around were well done.

I did get a bit confused and didn't realize that searching the containers was essentially like saying "I think it's this person!", so I ended up playing a lot of the arcade game to calm my heart xD after needlessly searching. I think also I didn't realize I could search Queenie's bed until right at the end of the game, so I thought it was just the lunch bag or the trash can were my search options.

Your original game got corrupted and you still managed to have a tutorial (and it's your first game in Godot)?? Mad respect. Super cute art, love the little animations for the main character, and sucks your game got corrupted when making a game about saving a heart from being corrupt :(

Wow, big undertaking as a second game for a game jam! Also great questions on your game page. Right now, I think focusing on player feedback and controls could make a big difference. Like, right now, there's not a big feeling of "Woo! I did it!" or "Dang! so close!" when finishing up a patient (could potentially have a few different "failure" screens like if you put in one too few hearts or something, maybe there's a mini animation of them walking then collapsing).  As-is, I'm not 100% sure if I did get any of the patients right after playing through.

The drag and drop of the organs was also a bit touchy at times, and even something simple like making the organs on the ground react to being moused over would help a lot in knowing where the hit box really is for the organs. You could have a lot of fun here with sound effects like mushy organs squishing. Also, if you are going to have different tools bound to different keys, good rule of thumb is to also have a way to click on the tools in the UI, or at least have them labeled.

For the lounge area, I also found it a bit tricky to read, and think you should focus on the surgery gameplay, maybe even having something like a timer so there's some sense of urgency to finish the surgery faster.

But all in all good job, and I'd encourage you to take it farther!

Great jam game! The music really worked with the main mechanic, and I found myself really drawn in and concentrating. A few more juicey graphical and/or audio effects when getting on beat or off beat could amp up this effect, but it's already engaging as-is. :D

This is a cool concept! My combat skills are not great (I'm more of a tank type of player where I'm not so good at moving and not getting hit xD), but would be interesting to see where you take this after the jam.

Might be cool to have a little bit of the heartbeat mechanic built into the player character -- like lil tiny sparks on the beat, so it's a bit easier to time attacks if you're not super great at keeping a beat.

Haha, that intro was great, and really cool art style!

One thing that was a bit annoying was how the game end button came up *right* where I was clicking on the heart, so I kept accidentally restarting xD.

Actual child! My niece :) (well, all except for the tantrum yelling xD)

Good note on less random generation! I haven't looked much into best practices on how to do this well (like maybe making it so no more than, say, three of the same item?), but it can definitely completely change a player's perceptions on first playthrough.

Super interesting! 

You might want to try updating the description for the controls to include the actual keys. I played a couple times and just wasn't sure if I was doing anything? I tried moving around first with WASD, then with arrow keys, but thinking maybe I got stuck or something? Also tried clicking around and pressing enter and spacebar, but nothing seemed to change. Adding audio feedback when moving would have also helped this, potentially even having that feedback give me a sense of speed, like, am I walking into a wall? Or am I going somewhere?

Nice job really going all in on a wildcard!

That was a last minute change??? Yeah, it really brought the whole game together!

ah, the constant struggle between new content and polishing!

thanks so much, and thanks for playing it on stream! 😄

haha, I wonder if you were able to decipher the audio better than a child free player!

haha, keeping the giant arms was one of the biggest debates on the team. I animated them that way at first as a joke, but then kind of fell in love with them like that xD.

Good idea on working up to the big tantrums / big reactions! We ultimately didn't just for simplicity's sake during jam time (since changing it up the same way we change up the faces/hearts would basically be quadrupling the animations and...ugh xD), but I might go back in and play around with them with a clearer head :D

Cute design and a lot of potential! The character design is great, and love the little animations.

I played the windows version and noticed it was a debug build, so read the logs a little as I was playing if I got confused. I think the biggest thing missing was feedback on the mini games. Like, for instance, as soon as I got the capsule colors right, that mini game just ended (without being able to even see the finished capsule), and I was taken back to the main room. I also noticed on the needle mini game where you try to hit the center, the log was displaying things like "you win," but as a player just looking at the game screen I had no indication I was doing anything right.

Great job, would be fun to see with a few small improvements!

What a great jam game! I got to I think 2460 before I lost my last limb xD

Controls were intuitive, loved the bleeding effect on the one mini game, and I think the basic mechanic was really well done. It was a bit of a resource management game in that regard, looking at all the percentages across all the limbs, and trying to figure out if you should mend or beat the heart. Felt like a good length, with good pacing. 

Love the gif cover image as well. :)