Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

rustysabre

88
Posts
14
Followers
961
Following
A member registered Nov 15, 2017

Recent community posts

Well, I can't guarantee how much time I'd be able to put into it, but I'd be happy to take a look.  I've been a developer for more than 30 years and for quite some time I actually helped people beta test games, so I'm used to working with some rough stuff where software is concerned :)

Looks pretty nifty.  Any thoughts on an ETA for a demo (if there's even going to be a demo)?

That's too bad.  Sadly, I don't have the friends or the controllers for local multiplayer :)

Does this have AI opponent options or is it strictly multiplayer?

Yeah, I grew up on this kind of game, so I'm used to hovering around EVERYTHING to try and find interactive objects :)  I did mean to mention the ruler thing, as well.  The first time I did it was after I had already caused Rhonda to storm out of the room, but she still complained about it!  I guess she was yelling at me from the hallway?  Anyway, I know this game was totally for fun and silliness, but if you feel like tweaking at all I would suggest either not allowing that once she's gone or having a different response from either the werewolf or Klaus.  And yes, I know that's a lot of explanation for a what is effectively a sight gag :P

That got me intrigued so I went back and did manage to be able to relax :)  I just missed one of the items I could explore the first time around.

Well, that was... different :)   I will say that Roger screaming gave me a chuckle every time.  What did you use to create the game with?

So, I pretty much concur with all of the sentiments already expressed.  It was a fun little game, switching between the dog and ghost was cool, and the controls were sometimes frustrating (mainly when the wall jump and glide were competing with each other).  And boy was that ending cruel, especially after dealing with the hall of ghosts :)

Well, now we know that I don't know German :)  Anyway, sounds good to me.  I just bought it and sideloaded it to my device.  I'll let you know how it goes.

Does the game itself have English text as well, or is it just German? (sorry, not sure what language that is).

This looks great and sounds intriguing.  Can't wait for the demo!

Any thoughts as to when the first version of the new system will be available on the web site?  I have not tried the web version yet, but the screenshots look pretty slick.

That was cute.  In an era where it seems like most hidden object games have to be "adventure" games with a plot a mini-games and all that, it's nice to see one that goes back to the basics of just finding objects.  The interaction is nice and somewhat novel (once you figure it all out), and the visuals are great.

I would say there are two main issues for me.  The first is that it was sometimes hard to figure out what exactly you were trying to accomplish.  In the end I was able to complete it, but it just felt like some goals should have been a bit more obvious.  Second, some of the tasks were just tedious.  If you're going to have several "get multiples of these" quests, maybe a few less items per, specifically the cats and birds.  And while searching the windows was clever, that was also a bit much, especially since the interface to drag open the windows was a bit finicky.

Overall, I think this is a great start to a hidden object game, and I hope you have plans on expanding it in the future.

So if I'm reading the little bit of discussion that I can find on the topic correctly, is the only true "save" when you complete a section of the game?  For example, I was down to "one task left" on the garden cleanup and I had to quit.  Now I have to play the whole level over?  Not sure how difficult it is to implement a "save on demand" feature, but that almost seems like a necessity in modern gaming.

I enjoyed this as well.  Might be the first game of yours I've actually finished :)  It was a bit frustrating not knowing how much progress you were making in the boss battles, and the pseudo 2.5 D-ish? visuals sometimes made it confusing, but overall it was a nice journey for the few minutes it took.

So I realized I forgot to actually comment about the game (that's what happens when it's late and you're tired!)  I love the aesthetic.  It reminds me of the old Saturday morning live action kids' shows where they'd doodle something on a drawing board or something and it would come to life.  Obviously the game play is quite simple, but the atmosphere is so compelling that it manages to suck you in until that last upgrade is complete.  Good job!

So once you max everything out does anyone ever get mad?  Also, is there an actual end game or will it happy run until oblivion if you let it?

Saw that there was a Windows download update for this and had to play it again because I honestly couldn't remember what it was.  Still a great little game, and while it's a simple technique that I'm sure has been used in plenty of games, I love the streams created by the fans.  For some reason it seems to work better here than in so many other games that implement something like it.

Do it!  Do it!

Those backgrounds are awesome!  You should make an adventure game :)

I think you should consider developing this into a full blown game.  Between the grab and swing mechanic and the ability to toss a variable number of bones around you could definitely make some interesting level designs and puzzles.

Great concept.  Took me a minute to figure out the whole grab and stretch thing, and there were a few glitches in the jumping and reforming that made it a bit more challenging to play, but it's a very creative mechanic and overall the visuals look great.

Conceptually I love this game.  I just can't seem to build up enough money to get even one upgrade.  Anyway, would you consider adding the arrow keys as a movement option?  I think that would help me a lot.

Hey, cool, you released part 4 already?  Wow you're quick :)

Very nice.  It's like tower of Hanoi but not as stressful :)  It would be interesting to see if there were other mechanics you could throw in there (not sure what, but that's why you're the game developer!)  I agree with theColorCyan that maybe there could be something more to the "glitchy" ones, but at least it adds a bit of variance.

Seems like it has a lot of potential.  I did keep running into what I assume is a bug on level 2 where every time you die and regenerate, a couple seconds later you die again even if you don't collide with anything or fall in a pit.  Then the level plays normally again.

No problem.  Figured it would be a good idea to fix it in case there were any "less than ambitious" folks out there that wouldn't bother searching when the link went to the wrong place :)

Pretty cool soundtrack.

And just an FYI, your link to the Voidblazers itch project is actually going to the Beholgar Steam page instead!

Would your preference be for people to buy the game here or on Steam?

This was really cool.  It's neat to see what developers can do with limited real estate and a little ingenuity.  So what's the next room we're going to have to escape?

Well you know, if your project name was easier to discover... :P  Sorry, couldn't resist.

I completely understand.  Too bad I didn't run across this project a lot sooner :)

You might want to consider a name change.  Not that I have anything against "The Dark Cave", but there were at least 4 other projects on itch.io with that name.  The game looks pretty cool, though.

I liked the visuals, and as already mentioned it had somewhat of a Limbo vibe to it.  As much as I hate to say this, I would consider not having the respawn feature, or at least having it less frequently (or maybe that would be something to consider if you expand on the experience).  I didn't even realize there was stuff I could throw, or that I use actually supposed to "use" the sound creatively, and I still finished the game in just a couple of minutes.  I think it's a great start to something, though.

Cute game.  Took me a bit to figure out what to do on level 6, but I finally conquered :)  I assume that was the last level in the game?

I'm not usually a big fan of "twitch" games, because I'm too twitchy, but this was a lot of fun.  The visuals are great, too.  So if it's not too spoiler-y, and since I'm not sure I have the fortitude to play through it again, is that key in the third screenshot actually in the game somewhere?  I don't remember seeing it.

Love the visuals, though I don't think I was quite as excited as everyone else about the "game play".  Felt more like a walking simulator than an actual game.  The pager concept was kind of nifty, though.

Got it, and no worries.  My problem was I just downloaded it from the original explanation email you sent instead of clicking the itch.io link and claiming it.  I've got the latest version now :)

How do Kickstarter backers get the updated version?  I went to the page specifically for the Kickstarter, but when I click the download button there it just says there are no files currently available.

Very nice.  The graphics are great, and love how almost every level introduces either a brand new concept or a twist on a seasoned one.  Would love to see more of this game.