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Quintin

37
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29
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A member registered Mar 18, 2023 · View creator page →

Creator of

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Hey thanks for playing! Sorry for the confusion. That room tends to make people swim in circles. If you’re having this issue a good rule of thumb would be to simply try and descend deeper (or ascend on your return trip).

Thanks for checking it out! I agree that it’s cool to see the cave from that perspective. Maybe I’ll add a noclip mode :) Also, if you want to read a little bit about it I just added a “how it works” section in the description on the game page.

Thanks a lot for playing and sharing your video! This was very fun to watch

I really love this strange aesthetic. The meat UI is fantastic haha. Also, I thought the music was excellent. My issue is that I kept dying within seconds at the very beginning. I nearly quit, but I did finally manage to survive and got to see the rest of the game. Maybe adding a countdown before the level starts could help a bit. Anyway, cool game!

I enjoyed this one. Clever game idea, and cool visual style. Watching the monster walk around was fun. Some thoughts: I think cutting down the number of body part types would benefit the pacing. You could have arms and legs consist of 1 part instead of 2. Also, I think it would have been interesting for the game to tell me how well I matched the template after completing the monster rather than during. One more note: sometimes the game would not let me place a part after positioning it and I was not sure why.

Very cute and fun game. I loved the sounds the ghosts made. Some ideas: I think it would make for a more engaging gameplay loop if there was some kind of ultimate attack that I’m charging up every time I defeat a ghost. If you did do that you’d probably want to spawn even more ghosts to compensate. Also, maybe consider adding a vertical dash attack, or some kind of explosive ‘ground-pound’ attack. There’s lots of fun stuff you could add. Anyway, great job on this!

Cool concept! I think the art style is great, and I really like the way the ghosts look. Although I agree with what others have said about the screen effects being too intense, and maybe the ghost grabbing animation lasting too long. My other issue is that I felt a little bombarded with dialog at first. I think it would help if you made me press a button to continue to the next piece of dialog instead of playing it automatically. Lastly, it seemed like running into the ghosts was unavoidable at times. Anyway, a very cool game with a lot of potential. Good job!

This was super difficult, but in a fun way. Also, it both scared me and made me laugh. Nice job!

I’m a big fan of rhythm games, and there are some cool ideas here! Some thoughts:

  • I think the rhythm patterns were too long to memorize, at least at first. Consider starting off with just a few notes echoed between you and your opponent, then make it longer and longer.
  • The fact that the rhythm of the button presses doesn’t match 1:1 with the audio is kind of at odds with the memorization aspect.
  • There were a few issues with clarity. I found it hard to understand how well I was doing, or if there was some kind of fail/success threshold I needed to meet. The first time I played I didn’t know what to do for like 75% of the song but I still passed, which confused me. Add more feedback!

Very enjoyable. The weapons felt good to use, and I discovered that you could do something akin to Doom’s “quick switching”, which I had fun with. Also, great visuals. Just an amazing job all around. One note that I have is that maybe you could consider automatically adjusting the player’s aim such that when you swap weapons they are aiming at the same position. Although that readjustment might be an intended part of the gameplay, in which case ignore that idea

Thanks for the kind words, I’m glad you enjoyed! I’ll add locking the cursor to my post-jam TODO list (I completely forgot about that)

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This one was really fun. Good difficulty scaling. I can see the Vampire Survivors inspiration, and there’s obviously a ton more ideas from that game that could be incorporated here. My one thought is that the mana system feels a little bit awkward. I played 3 times, and in two of those runs it really hindered my ability to attack (the fun part), and I was unable to build around it. I think that could be improved by just increasing the base restoration rate though, or restoring much faster after waiting for a few seconds. Anyway, great job!

This one made me particularly on edge compared to other entries I’ve played. Great job with the audio! I think it would be scary (and helpful) to hear a distinct sound when the monster sees you.

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Thanks a lot for playing! I’m sorry to hear you got lost. For anyone else reading this, there are a number of arrows scratched into the walls that guide you in the correct general direction. Although they are pretty easy to miss, and may or may not be effective. In hindsight I should have just added a ton more (especially in one particular area). I’ll probably do that after the voting period is over.

I also could not finish because I got stuck on something, but what I did get to see was very intriguing. It had a distinct, dreamlike atmosphere that I very much enjoyed. The music was a big part of that I think.

Thanks for your feedback. After the voting period is over I’m considering adding a ‘dash’ on a cooldown, as well as slightly increasing movement speed in general.

Thanks for playing!

I was in the same rabbit hole a while back, which definitely inspired this. Thanks for playing!

Thanks for playing! I’m glad you enjoyed

Very cool visual design, reminded me a lot of Blade Runner 2049. And the ghostly crew member stalking you was super eerie. My one complaint is that the camera was a bit dizzying. My suggestion would be to tone down the shake and maybe remove the turning effect while strafing. Anyway, great job!

Thanks so much for sharing your playthrough! It was a joy to watch.

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These are really great! Thanks for posting these

Here's my solution for Mouse: (I couldn't figure out how to do a spoiler tag type thing on here)






I loved that one especially :)

The mechanic became super fun once I realized how to combine it with double jump. My only issue is that I wish the game didn't stop your horizontal momentum so much, it just feels so sticky. Also, beautiful art style!

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Thanks for playing! I'm glad you enjoyed. I'm also a big fan of falling sand. Actually, my original idea was to make more of a toy simulation like that.

Thanks for giving it a try!

Thanks for playing, I'm happy you enjoyed! I saw this bug happen once on someone else's machine, and I could never reproduce it. I was kind of baffled to be honest. Do you have any idea what you did to make this happen?

The delay between failing and hearing them run up to you is a great touch. It got me every single time. Also I'm very bad at this game. Someone else mentioned this already, but I would love to see the game show me exactly what I got wrong, I think that way I might have actually improved. Otherwise no complaints, it was fun. Nice job!

Thanks for playing! Yeah.. I definitely agree with you about the UI. Admittedly, I put off doing the UI stuff until the last second and at that point I didn't have much time left. I think it shows lol.

Nice game! I absolutely love the look and feel. The music was giving me Hyper Light Drifter flashbacks. Small suggestion: Show dots/highlights that indicate where you're about to move

Awesome mechanic. I ended up playing with it a lot and trying to imagine how you might have implemented it. Anyway, this is my favorite horror game submission so far. Nice job!

Nice game! I found it relaxing and surprisingly addicting. Best score I got was a 2

An interesting little interactive experience. Nice to look at. I found it oddly unnerving. 

Btw, was there supposed to be audio? I can't hear anything..

Hi, thanks for playing. Glad you enjoyed it. I was originally going to have vertical folding too, just kind of started designing levels before my code supported it lol. Also that's a good thought about really long circuits, I'll definitely keep that in mind for when I eventually develop the game further (I would love to).

P.S. I tried out your game and it's quite fun! I love the way you show the limit of where you can compress (the darkening + soft shadows).

Here's my puzzle game: https://quinti.itch.io/splice-core

Thank you!

Very much agreed on the controls thing. Also thanks for playing!

Thanks for playing, I'm glad you liked it! I would love to develop this game further, I've got so many more ideas for it that I didn't have time for during the jam. It was so fun to work on too. I'll probably release a longer version sooner or later.

Very enjoyable. I found myself thinking very carefully and planning things out. Good difficulty level in my opinion. Also feels like a full game! My nitpicks pretty much come down to some issues with clarity (pits/walls, turn sequence, long diagonals, as others have already stated). Quality of life suggestion: When I try to drag a piece onto a square that's already occupied, swap those pieces positions, or swap the already placed piece into your reserve if you just dragged the new piece out of your reserve.