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Rain Gray

19
Posts
A member registered Nov 15, 2019

Creator of

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100% agree.
It’s just due to lack of time we didn’t make it. Just like characters traits that supposed to affect quests progress and was created on paper but didn’t make it to release feature. 

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Hey guys! If you stuck and dont know what to do, here’s a quick walkthrough:

SPOILER ALERT!!! if you want to solve all riddles by yourself, then don’t go any further (Still, game do have secrets and this video won't help you find it).

then good luck to you and keep coding!

For me it's 5 stars out of 5.
Totally hilarious, competitive and fun. Also, the mechanics are quite unusual, implemented well, seems simple, but in reality it is not easy to master. I don't remember seeing this anywhere else. I was laughing like crazy all the way through the finish line!

Thanks to the authors!

oops, that was awkward.

It seems to me that you first need to decide what exactly you want to get in the end.

If this is a shooter, then you need to think about the behavior of enemies. Let them be faster, more aggressive. Let our hero try by sound to understand from which side the enemy is approaching him and constantly turn his head in search of an approaching target. Take your favorite game in this genre and try to implement the approximate behavior patterns of a pair of opponents, to understand what makes the game interesting with them.

And of course, in this case, it is worth experimenting with the mechanics of weapons. Maybe it will shoot quickly, but then it will take time to "cool down". Maybe on the contrary, it will gradually shoot faster and more accurately, but spend more and more charge.

All this should be related to the mechanics that are implemented by the enemies. If there are a lot of them and they run in a horde, and we decided that the weapon will shoot quickly, but cool down for a long time, then this very "long" should not become fatal for the player, but strain him enough to make him worry about timings.

If this is still more of a wander-search, tied up at recharging stations and searches, then it would be great to make the sections of the levels more colorful, so that one block of houses differs from the others in details - there are only one-story buildings, here the windows are completely broken, here there is graffiti on the walls. This will make it easier for the player to understand what area he is in and whether he has explored it. It is possible to add bonuses in the form of hidden resources - markers that immediately mark the doors of the quarter as incorrect, a power bank that temporarily increases the maximum charge of the phone, a flare, the illumination of a charging station in the area.

In fact, there can be a lot of ideas. And you should just prioritize "what the project should be" first. Then make the most basic idea simple but fun mechanics. Don't be afraid to experiment with it. It is during the game jam that you need to drive at full speed. But now you have time to try different approaches. Always ask yourself "what if" and "what do I like about other similar games" - don't be afraid to "plagiarize" anything. Everything you can think of has already been done before you in one way or another, the only question is what ideas you choose and how well you implement them. And here, if you are a programmer first of all, there is just an opportunity to shine and make a well-functioning technical part.

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The game looks very original, I like the style. The music is upbeat.

But the shooter part is not clear to me - the enemies are too slow, aiming at them is not difficult, there is no threat from them. Therefore, it only delays the gameplay, as well as too long charging stations.

And the sad part is - I couldn't find my door. Only some hooligan graffiti on one of the walls, as well as an empty park.

In a word, the art design is definitely a plus, but the rest is worth trying to improve. So keep going!

Windows Defender raised an alarm when trying to start.

Are you sure you're not trying to steal my cookies?

A game in a fairly well-known genre, where you give one command to several characters at the same time. Fits perfectly with the theme of jam.

Performed well and technically no complaints. It is played quickly and easily, if it had more levels, it could be a good option to spend your free time.

Its only drawback, as for me, is the lack of some kind of danger for the characters. I'm not sure that in the game you can generally make a mistake and fail the level. On the other hand, we have a lot of games that are ready to punish you for a wrong step, so just relax and guide the heroes to the finish line through simple puzzles - maybe this is what we need?

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Beautiful, polished, smooth, perfectly suited to the theme, challenging, but at the same time completely understandable in the essence of its mechanics.

I'm not a big fan of straining my brain, but the game was able to completely absorb me and it is definitely worthy of your attention.

The only thing I can complain about is that the controls could be a little more flexible, so that it would be easier to move the character through large levels, and not press the buttons for each individual step.

Let me guess, its a room with spikes on platform? It's the hardest one. 
If it is so, then first you have to put your Companion in danger, than treat him with kida disrespect. And then even leave him. But not for a long. And keep him in sight as much as it possible. 

I hope its not to obscure and at the same time not too obvious hint. 

Nice game.

I lacked the responsiveness of the controls. Hitting the timings was sometimes difficult. But in general, the game is well-made and the very idea of bungee jumping is fun.

Pretty simple and fun game.

The art is very nice, the music charges the mood.

But I do not feel at all the subject of connections (I read the comments and understood the position of the authors, nevertheless).

Also, I didn’t read the descriptions at the beginning and thought that other participants should be jumped over or even crushed, like Mario does it with turtles and gumbos. =D
For a long time I could not understand why the collision works so poorly at this moment. stupid me.

Thank you very much for the kind words. We are incredibly happy to hear that.

Thank you very much for playing our game!

Have you played Alien on NES? I had Vietnamese flashbacks about exactly this after a couple of minutes.

Unusual, very atmospheric, with suspense. And it is difficult for people like me - those who do not know how to memorize sequences well at the level.

Perhaps more people will appreciate the game, if somehow simplify the process for them - show part of the level map open in previous attempts or mark previously checked sockets as "wrong". It can periodically give more light for a short time or allow you to escape from the enemy in certain ways.

Thank you very much for your kind words and such a detailed comment.

We totally agree with the polishing part. For example, the very doors that appear and disappear as if by themselves should have a corresponding indication on the security cameras (which activate them). But alas, a week is a very short time for what we have come up with. And despite the fact that we threw away a lot of content (boss, toggle abilities, other rooms available after obtaining these abilities), we still did not have time to finish these undoubtedly important points.

In any case, we are incredibly happy that people find good sides in this game and share their emotions. Thank you very much for playing our project!

Well done!

The game immediately attracted attention. I really liked the style and atmosphere. Both the artistic component and the music are at a very cool level.

The gameplay does not give any challenge, but is understandable and enjoyable. It has the potential to create something big.

I think if you made it in just a week, then you should keep working and eventually release a great indie.

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Considering that this is Lyra, I will try to evaluate the contribution of the authors of the Mystic Forest.

The idea of tribes and strangers is an interesting one. Visually demarcated zones "house-tree" and "borderland with strangers" work for the atmosphere. But it is sad that the border of the map is left so clearly and not covered by any tricks.

On the models, of course, there is still room for work, but in general they do not seem to be problematic when playing.

I did not figure out how to use the spears, and in general, the true purpose of the circles around the tree was not completely clear to me. A more straightforward indication on the interface would be nice.

In any case, thanks for your work. I played a few games and could have stuck some more, but I need to look at other projects as well!

Great job!

The beginning seems a little drawn out, because you are not allowed out of the room where there is nothing to do while listening to the announcer. But this is only for 15-20 seconds, and then there will be interesting puzzles. The latter made me tense my brain, and then my spinal cord.

Played with pleasure. And yes "now you thinking with po... astros"