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SadClownGames

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A member registered Jun 26, 2019 · View creator page →

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Thanks! The gun doesn’t shoot on beat, but I unintentionally made the cooldown match the bpm. I might work on an enhanced edition with cut content once I finish some other refactors I’m doing.

There’s a lot at play here and I think the resource management shooter was done pretty well. The level was a nice vibe.

Funny little romp

Thanks for the heads up, I just published a release with sensitivity settings.

I’m glad you like the 3D UI, I’ve been playing around a bunch with it recently. Played your game and it was excellent too. I love how violently it corrupts itself at the end.

Highly enjoyable little shooter. Visually very clean (before everything gets corrupted). The textures really make the low poly models effective. I appreciate the map geometry corruptions, something I never got the opportunity to implement myself.

This is a ludicrous amount of effort and work for a game jam. The level design is really good and the corruption effects are even better.

Cool platformer! The datamoshing obscuring your view the more you use it definitely forces you to plan ahead when you do your jumps.

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As intended if your gravity register gets corrupted to be negative :). It’s either run over or you have to choose another ‘jumps randomized’ corruption that flips it positive. Thank you for playing!

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MEGA WARNING:

There is visual and audio fuckery that happens in this game, if you are sensitive to these types of things, take caution while playing the game:

avoid these corruptions if you're brain might hurty
Better Level Ups - reduces your ability to tell whether you are taking these corruptions
Mosh Pit - extreme visual effect
Free Jazz - small chance this will suddenly make the game very loud 

Really great game, love the progression.

Such an addicting game, nice!

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This is a cool room designer, everyone needs toilets in the kitchen.

Great anxiety simulator, unfortunately I couldnt finish it because I didnt have a 2nd controller.

Love the art style and how frantic it gets at the end of the day, cool game!

I love the art! I'm really impressed with the rogue-like progression that this has.

Still working on it! Don't have any timeline but you can follow the progress through my twitter.

You may need to replace your PSU.

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CONTAINS SPOILERS

This is my first time playing, and I've only experienced the game prior through watching twitch streams on day ~30ish prior to this update. I played until day 50. I mention a few times about looking up secrets. The secrets I looked up were how to enter the dark hole in the cave, how to enter the bunker, and places to dig up items like the EMF detector. I do feel like I cheated with the EMF reader, since it's right next to a POI, which I could have found without a guide had I more patience, and I probably would have found the keycard had I put more effort into investigating the bunker.

I enjoyed the game a lot.  Discovering secrets was really fun and satisfying when there was some indication that a spot HAD a secret. It felt like putting a puzzle together.  You have really good game design intuition and it shows through how addicted I was to the game. There was a few moments where I just stared at my screen in disbelief because of how well some events just flowed into the game.

Observations and feedback and incoherent brain dump about the game:

  • The rep system is very powerful when you're at "Loyal", and I'd do my best to max it out asap if I was using the food decay and tolerance system. Would like to see some advantages and events that aren't just getting free food. Maybe make the rep scale non-linearly so it's easier to increase at low rep and harder to increase at high rep, since if you know what you're doing, you can max it out in a day.
  • I bought the wall fixer thinking that I could use it to remove the cracks on the walls and floors of the base, which wasn't actually the case. Hopefully I can remove them in the future. There's also some non-removable grime on the base that I hope to be able to remove too.
  • I built a gpu miner with 3 fans and many GPUs and it eventually overheated. I heard the explosions but didn't think anything of them since I've never heard it explode before and the puffballs make the same sound. Definitely my own fault for letting 8+ consecutive explosions go uninvestigated. I don't really understand why the fans exploded too though, it seems a bit punishing to lose everything but the rack when you overheat, since they both have large costs to obtain.
  • It seems like the secrets and hidden items of the game are 30% discoverable naturally through regular play and hints, and the rest are completely hidden and only findable through spending a ton of time testing obscure things. Is that intended to be how the game will eventually release? Or will more secrets have some sort of hint/indication for how to find them? I'm not saying to make all the giga obscure super secrets have hints, I'd  just rather not have to use a wiki to find half of what the game has to offer.
  • Omega Kerfur trivializes half the gameplay prior to obtaining it, absolutely massive and vital upgrade that really enables the player to explore more.  Maybe there should be some amount of maintenance or upkeep cost to having it? It's easy to get once you know the steps to do so, but I dont know if you're wanting to balance the game towards players having prior knowledge of stuff.  Also the petting animation being so slow and drawn out feels weird and not as fun as stock kerfur. I look forward to replaying on a later update and trying to get like 10 of them.
  • Kerfer pathfinding will get stuck on stuff I place in the hallways. If go to sleep and kerfur is set to patrol or return to me, it will smash into them and knock them over, which sucked when I had a hallway shelf holding all my tools.
  • It's hard to tell how damaged I am. 100%-50% HP have the same look to me, but maybe this isn't how health works and I misunderstand. HP in general is hard to gauge, but I never really had a problem with dying unless it was explicitly my fault.
  • I put like 10 cameras around my base, I finally caught an entity on one of them and was ecstatic. Would love to see more features involving cameras or other surveillance systems. Maybe an upgrade for a monitor dedicated to showing a cam-feed?
  • I played without the funny setting nearly the entire time. Having watched streamers, I knew about maxwell and argemwell, so I'd type it in the console and look for them. I didn't realize that it was a funny setting only thing, so because it didn't respond with an error message, I just assumed that the 'go find maxwell' text had been removed. I dont really understand the purpose of the funny setting, since even with it off, a lot of the events I got were pretty goofy in their own right. Maybe you should indicate what the funny setting does so people who come in expecting the streamer's experience arent missing events and features they want to see. The only reason I didnt turn on the funny setting was that I thought it'd ruin/replace the scary events, which isn't the case.
  • Going to the cave entrance and getting "I dont want to go in there" when I have my flashlight on, is sort of obtuse when the solution is just to be holding a light source. The only difference is that the flashlight is glued to Kel's head or whatever. I could just be unimaginative though, maybe add a baby idiot mode for people like me without a twitch chat to tell me everything.
  • The day length setting got me confused and I played a bit on 50% thinking that it'd be 50% the normal day's length, but it was actually double.
  • There is an entity on the southeast corner of the radar that moves in and out of radar range. If you have the noise alert and upgrade the radar speed too much, it will beep constantly when this entity is active because it's constantly detecting them go in and out of range rapidly. It still beeps constantly from this on slower radar speeds, but it's more tolerable.
  • I lost the night vision goggles in the middle of the forest and never found them. A feature that helped you find or replace lost items, especially the one-per-file items would be nice.
  • The metal detector is really weird to use, feels super inconsistent in a way that I dont know how to describe. I point it in a direction, get a white/green beep, go to that exact point on the ground, and it will be red and nothing buried.

Thank you so much!

Yep there's definitely several softlocks right now, next demo/showcase I'll have it a lot more stable.

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Trying to use the tool for some simple 3d pixel-y objects, one thing I found is that I have to enlarge my 64x64  textures to 512x512 to avoid very blurry textures. This really isn't something I want to do a ton, since it's an extra workflow step and would probably carry that extra file size into my game. I'd really like it if there were more features to accommodate this use case. Increasing the scale helps a little, but the max size limit of 2 is not enough to get rid of all the interpolation bluriness for a 64x64 texture.

This is really good! So much quicker than sketching out a found in Vital, I dont see an option for .ogg saving, though which would really make this fantastic.

Jermario was suspended from racing for the season because he went on a crack binge lasting more than 12 days and mailed more than 4 pounds of white phosphorous to his competitors.

I'm glad!

Thanks! Right now there's just the meat grinder map and Jermario. I'm hoping to add two more maps and two more characters in the future.

Love the shader on this, I also wanted to do a dither shader, but didn't really want to risk players being unable to distinguish enemies. It works great for this though! the night time is super effective with the shader. If I was to change anything it would probably be adding some text to the timer like "Halloween in Xs", just to remind the player what they're doing.

This has really cool visuals! Love the mirror pond mechanic, and the interactive environment.

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My daughter's name is Cungus and she is precious. The character art in this game is incredible.

Thanks! I have to add that the dialogue system is nodecanvas, which was a humble bundle acquisition a while back, it's quite jank so it's not entirely stock though.

This is really cool! There's a few oversights in the building rules that honestly make a really funny looking ship too lol.

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The first pickle-like game, very nice!

Oh wow, now I definitely understand the value of instructions. I wouldn't consider this a rage game at all because I became accustomed to the controls! There's a specific way you're supposed to use momentum and gravity in the game to do acrobatic maneuvers. The most basic one is to jump and turn off the auto balance as your character is bouncing upright, which of course sounds way more complicated than it is, but is also a pain to explain in a way that is understandable. I think what I could do is include step by step instructions with graphics for the intro area. Honestly the only area where jumping like that is super necessary is the beginning, because I wanted to teach the player the movement mechanics.

Thanks for the feedback, I didn't expect people to have so much trouble with the controls especially because the voice tells you how they work, with right click allowing you to "control" the wobbling. The game page has a list of controls, but it seems there are two pages, a jam one and a game one. I guess I should expect players to be less patient when the controls are unusual and provide a better explanation.