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Autofire

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A member registered Jun 30, 2017 · View creator page →

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These must be magical foxes. They really don't care about my fence, huh? Also, I'm not sure what I'm doing wrong but I can't pet any of the foxes... :(

But otherwise it's pretty good! lil' game that I assume gets pretty hectic if you get far enough in. Kind interesting that just murdering them is easy, but then you'll never get those poor dead foxes out of your yard.

This version hasn't been used for anything yet... this started out just as a system for a VR game, though, and that worked pretty well.

Oh man, that red character... lol you wouldn't believe some of the crazy things it used to do xD

But that's just using the exact same character controller than the player character is using. It's there more just to show that the character controller will respect other characters as well, rather than simply phasing through them like it did once-upon-a-time.

This is really good! It's kinda funny... I had a similar idea, interpreting "Out of Control" as "running out of control," and control being a finite resource. I wasn't able to make my game, so I'm really glad to see someone else putting the same spin on the theme.

I love this take on it, though. Using the idea for a puzzle game is fantastic, and your level design is quite good, too. Early levels are easy, but as things go on, I found myself thinking more. It never gets that difficult, but that's perfectly okay. Also the levels feel varied; after the ones where I got stuck for a while, there'd always be one or two that seemed less difficult, giving a bit of a breather.

Precision platforming in a puzzle game is something I'd usually say is bad, but since your levels are so small, it's ok if some jumps are tricky. You only lose a few seconds, so there isn't much room for it to get frustrating.

And you have a really nice bit of visual polish with the pickups, and the entire art style is just nice. I really like this!

Who has THIS MANY FENCES in their garden? >.<

Nice idea! Fun rampaging around, being a killer bunny. Kinda wish I'd be able to continue rampaging around after I got enough points. (At least until the clock runs out.) If I could, then I'd be able to see how many points I could score above the target.

Ah ok, thanks for pushing it back a bit!

Hmmm... interesting theme! I already have a few ideas.

Hi! I missed the first DataBlade jam, so maybe I'm missing something, but...

Where'll the theme get announced? Will it just be on the jam's front page? Or somewhere else?

Already gave some feedback via Discord, so I'll just repeat a lil' of that here.

This is a nice, zen sorta game! I like it a lot. There's a bit of jank (with controls, physics, etc.), but that's normal for a game jam project. The red egg-things are a great way to encourage the player to try different routes... adds a lot! But then there's also no pressure to hurry or get them all in one go. It's just... really chill. ;)

Thanks! it took a while to get the movement feeling good, both visually and mechanically, but I'm pretty happy with how it turned out.

Woah, this is pretty rad! This seems to just... work somehow?

Great job, and thanks for making this! I'll play around with it a bit more, but I'm impressed enough that I'm seriously considering donating. (I want to play around with it a bit more, but this is a huge step up from what I had before.)

What's the license, btw? I get that it might be a little bit finicky, considering that you're working with Aseprite stuff, but I like tweaking Unity extensions when I need extra features. I just wanna make sure I won't be breaking any rules, etc.

Wait, how does this not have any comments? This is really good! The layout makes it so that it's interesting the first time through, and I really like how the descriptions on certain things (the lamps, the mirror, the pictures) changes once you've had the first tea. It really gives you a sense of gradually revealing the true nature of the house as you go without making you actually wonder into new areas.

Definitely very neat little game!

That's... kinda weird. It is made using Anura, which isn't nearly as well known as Unity or Unreal... so I could see Chrome or Windows complain about it.

Not really a whole lot I can do about it. At this point, the engine version is really outdated, so the devs can't really fix the issue themselves. Upgrading probably would mean rebuilding the project... and this one is pretty poorly written. That'd be a bit of a nightmare to do.

Long story short, not a whole lot I can do to help. S-sorry... One day I want to rebuild the game from scratch, but that's not happening any time soon.

Oh, don't know how I missed this! Yeah, there was some point during the jam where I updated the movement and made it feel better.

A dinosaur.... with lasers? :thonk:

(1 edit)

Really creative! But is level -4 the end? Or am I missing something?

EDIT Devlog says -5 is the end. Wowe, this is tricky then. I'm stumped.

Oh crud, sorry it took me so long to reply! I saw the notification but at the time I was busy, and then Itch removed the notification and I never got back to it

  • I do agree that pacified is a little too weak, and it should be more significant. It should probably happen a little more often or just have a little better of an effect. Maybe some sort of confusion effect would be better?
  • Reboot originally did restore MP but I found that it was pretty abusable in certain situations. I probably should have left it in, though.
  • Huh, I didn't realize anyone would want to have a guard as a normal option. I was replacing it because I never used in any RPG I played, but adding it as a normal skill would be fine. I technically could have 5 options in the battle menu, but I wanted to keep it to just 4 because I felt it was cleaner.
  • The android can be poisoned? I thought I made him immune... whoops!
  • There's a flee command! I blame RMMV for it not being clear; you hit left on the keyboard while choosing a command for the first party member, and a flee/fight option shows up.
  • I thought I turned off all of the TP stuff. Sounds like an RMMV bug, or maybe something with one of my plugins.
  • There are some new equippable items, but with the exception of the gun, they are hidden behind secret paths.
  • I regret not having a healing spot at the very start of the game. I think that'd help alleviate issues with drop-rates and stuff.
  • What do you mean, the dialogs were missing? That's kinda odd...

Thank you so much for the giving the game a try, and thanks for all the feedback!

    Cool idea! Took a bit of time to get what was expected sometimes, but I like the idea and the progression feels pretty good!

    Wow, pretty great! I kinda wish that it were possible to increase the screen size (even if it means stretching stuff), but I'm guessing it might be an engine limitation. (Or maybe there wasn't enough time; but that's not a big deal.)

    I also kinda wish the reminisce screens would always go back to the first image whenever you re-open the dialog, but oh well. It's kinda nice how it sorta loops... kinda encourages you to just stand there and figure out what's going on. But it also means you just hold still and stare for a while.

    At the end, I thought the other character was dead. I sat there, looking at them for a while. And then I let go of the button and the end played. It was a bit of a relief!

    This game is screwed up. That's not an insult. (Out of curiosity, what did you have planned for it?)

    Alright, final version is up!

    (1 edit)

    There's not much time left in the jam, but I'm really close to having enemies done. Thanks for giving it a try so soon, but there'll be more to come!

    This feels like the cross between abstract art and a video game.

    I don't know what else to say.

    (1 edit)

    You can contact me via autofire555@gmail.com

    Yay! I did put a lot of work, at least into the characterization for Switches and Blades. Not so much the plot, but it's there I guess.

    Thank you for hosting this. I didn't do a very good job of pushing S&B when I first made it so not very many people played it. So it's nice having an opportunity to have more people see it. (I've been meaning to put it on Roast My Game for a while now, but I haven't gotten around to roasting someone else's game yet.)

    Glad you liked it; the positive feedback means a lot to me!

    This is the first I've heard of gdwc, so thanks for letting me know. I'll look into it.

    Not really sure where to put this, but...

    Obviously, most of the art is not my own. I did do some edits to make Nit-1N look more like a robot, etc. But otherwise, none of the art is really my own, unless you count map stuff. (I don't.)

    I just got 95 points... is sad.

    Bad things:

    • Waves need to respawn faster. Maybe they go faster later on?
    • Others mentioned this, but damage feedback is a little weird.

    Good things:

    • I like the mechanic. It's simple enough to where basically no instructions are needed at all, but it's still interesting.
    • A bit of story! Noice!
    (1 edit)

    (Played without sounds. Might not be the best way to go about it, but...)

    This game is pretty cool! My one gripe is that being able to switch directions feels like it kinda trivializes the game as a whole, since you can always stay in the daylight. But other than that, love the idea, and it's been implemented quite well!

    Oh, and good choice of style. It looks really nice, and it's entirely consistent.

    Thanks!

    Okay, according to this, it looks like this might have the fix. https://answers.microsoft.com/en-us/windows/forum/windows_10-performance/msvcp140dll-is-missing-in-my-win-10/1c65d6b0-68b8-4b59-b720-3e6a33038389

    Please let me know if this helps! If it does, I'll update the installation instructions.

    That's odd!  What version of Windows are you on? I've tested it on 64bit Windows 7 and 10. I haven't tested 8, nor have I tested a 32bit system.

    In the meantime, I'll pass it along to the engine devs and see what they say.

    It's quite fun! I love the idea as much as the game loves to kill me! What determines when you level up? It seems mildly random, but I doubt you left that entirely up to chance.

    If you come back to revise the game a bit, I'd suggest highlighting new messages. That would really help make it easier to know what just happened on the last turn.