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SilverEdgeGames

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A member registered Jul 15, 2019 · View creator page →

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Fun polished game! The laser boss destroyed me  with a few shots (I am sure there was a trick to it hinted at the beginning but I didn't read it because reading for suckers lol)

I would have liked to have seen some sort of power-ups (like a shield, health boost, or laser spread) because the extra "bad guy" added lots of clutter to the map and the reward for killing them wasn't 100% clear.

Also, your ship health UI is at the bottom left, which is opposed to the boss's health, was too much focus shifting. With everything going on the screen, I was not able to at a glance how well I was doing.

These are small nitpicks. That game is very well crafted and polished. I review it highly because I can see a lot of effort and care went into its design. 

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Rogue legacy random dungeon / upgrade system. persona 3 command menu. shadow hearts judgement ring. romance saga 2 combat Setup. At least that's what I used as inspiration.

The whole time I was singing "That's Beyblade".  I kept crashing into the boss on purpose hoping to take it out.

If you had a way to increase your spin speed via rapid button pressing or quick time events that were triggered by running over Mario Kart speed-up floor booster or even speed orbs that you collected on the course that would have been amazing to keep and tempo of the game!  

If for some reason the top had particle effects that triggered when at top speed and a 3d model of a dragon appeared overhead, I would have lost my shit.

Overall I enjoy your game.  music was great and the top concept was perfect for this game jam.  My only wish is could go faster and smack the boss with my top speed.

Thanks for the feedback.

Truth be told I had run into many bugs with dungeon generation and I didn't get the combat system working like I wanted to (Romancing Saga 2) till the 31st. I also tried out the timelime attack sequence which I wasn't 100% sure would work because I've never tried it before this game. I was running on 1 hour of sleep for the last 2 days and Unity locked up for +3 hours trying to import the model 3rd boss. (Kraken that would have been fought in space maybe throwing asteroids that player). 

If you can find the bosses try fighting them because I made open sequences to them and there attack animation pretty fun. Timeline sequence let you do alot more with camera angles.

I will definitely make webbuild. I did didnt because saving the credit earned each run is super important to progress and Web build doesn't let you save.

Combat balance is completely broken and for a game jam, I was okay with that.  I would have added item use, skill, and limit break which would appear as a gauge in the revolver menu selection.  The skills would be randomly assigned to each character class and be different for each playthrough. Items you would pick up in the dungeon or the player could start will them depending on which upgrades you had. Also, there would be blueprints that you can find in chests; allowing you to create new weapons to add to class load-outs.

This visual was supposed to be more high end but I was having issues with the "Protofactor Alien" humanoid animations. I also ran into an issue with the Environment I was going to use where a weird light shine appeared. There is technically an enum that I can switch which will change the level from low-poly or high quality; changing all the walls, floors, and ceilings on run time.

Sound effects and background music weren't added because I ran out of time and was 1 developer. This will be added to the build after the game jam. 

I hope you will try out version 0.0.1 which I usually do after a game jam to clean up and add some absent features (like sound effects and maybe a tutorial)

Thanks for the video, I watched it and I'll watch it again once I'm mental back into the project.  The lute showing up with great sword is a simple bug fix that I'll look into for the next build.
If you really think the game has potential I can defiantly put more effort into it  and spend some money on unity assets to make the world pop more.

Thanks for your support

That all fully polished stuff I am afraid. I'll take a look at the barkeeper soft lock.
if you haven't explored it yet there is starting of dungeon if climb toward the mountain. (two rooms with bad lighting and new bad guys that are harder to kill).
Dungeon been papered out but not fully constructed and it will probably get done for version 0.0.2; some time after the unity summer sale.

Hotfix C is up hopefully that fixes most if not all your issue. Let me know if you run into anymore.

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Hey, thanks for the reply I'll look into these issue.

Controller support technically isn't full supported but there is logic  set in place that hasn't been fully tested (due to time constraints for the jam) Unity probably sense you had controller plugged in and used that as the Input scheme.

The "Attack" bug is when you equipped the "on Guard" sword (animation not hook up properly with main character)

officially you cant unequip item without re-equipped another weapon (ran out of time) but I'll add it in hotfix C

I'll take a look into the potion issue. 

Their should have  out tomorrow with fixes and improvements. 

Hotfix B is out.

  1. Chips (barkeeps) conversation should now work.
  2. Missing dialogue choices may have been a run time bug in relationship onClick() so that may have been fixed (let me know it wasn't)
  3. Add version number on title screen make sure your game says Hotfix b
  4. Added better dialogue choice on hover and off hover effects for user feed back (if you can't see them then let me know) 

Hey sorry about that. I just tested out my build. The only issue I found is that your cant talk to the barkeep. I put out a  hotfix 2 days ago,  make sure you have the current build because there where was a issue with space baring your way threw intro dialogue that caused weird locking issue issue.

I'll work on it today and see if I can fix these bugs your brought up but I will need your help to narrow it down.  To me it seem like it not registering mouse input controls on your end.

As for controls.
open menu is  escape then interacting with other menu option you have to click the button.

for dialogue, spacebar or clicking on the line with move txt forward on talking lines and choice can only be select by mouse clicks on the buttons.   (I'll add keyboard selection in the next build)

So here the question you finish the title intro then get teleported to the town. Who do you talk to first / what do you do? Let me know the steps you take for soft lock and I'll see if I can get a build you my end of day.

As for guide:   

1. Find 2 chest hidden in town that will give you weapons and make combat easier

2. Go to the guild hall (building with statue)

3. talk to bard at then end of the room.

4. travel outside of town towards waterfall. fight boss. (Recommended  lv +3)

5. use the Gundilim fireball and bard song to keep your party afloat (I've also added 3 HP potion and 3 mana potion) if you don't have those then you don't have the hotfix.

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Well here Is my game hopefully you can add it to the jam.  Extra credits added one of my games late to their jam years ago but I have no idea how to do it on your end.

https://silveredgegames.itch.io/so-im-the-second-girl-to-be-summoned-to-this-wor...

Hey, can you submit my game to your jam. The building for the shaders has is taking way longer then it should (+40 minutes) and I am pretty sure I am going to miss the cut off considering I have to rebuild to make sure the title screen starts first

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I'll upload the webgl version to itch.io when game jam lets me.

until then if you don't want to download it.

https://simmer.io/@creaouds/manor-of-monsters

Things I changed: v0.1.1

  • add house to title card sprite.
  • spelling and grammar error.
  • Update spawning so that only max of 2 of each type of monster can be on the map at a given time. 
  • Balances the chaos out a bit.
  • A* pathfinding

Glad you liked it. I am aware of the clicking issue I'll fix it in the update and hopefully add A*pathfinding for vampire and werewolves (cut corners bc of time constraints)

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"speak words" was a little short when looking first example symbols .  S = pyramid thing, A = L shape thing.  There was gabs missing. I am not sure that was intentional or if 2 letter = one symbol. The second puzzle game me a shield and the info said "??re"  (I think). The only other writing on the wall had 2 new simple I never say before and never used the shield.
Maybe it a bug, I am will try the game out again. I just found myself walking in circle look for other clues.

Games is not very clear. Description gives a hint how to get pasted the first door but  even make an alphabet list there symbols missing to get passed the next door. I pretty sure I didn't miss anything in the room so better UI feed back would go a long way to help the player.  

Good:
Neat idea with switching to the shadow world!

Needs work:
The tutorial sign about the switch to the shadow world could have been placed better. I am only saying this because I tried to jump the gap twice bc reading tutorial is for suckers and I am bitter.  Also, where are the checkpoints

You sir are dick. Great little game if you like the abuse. Awesome blood effects

Pretty fun. Found a bug (webGL version) if I get teleport to the middle window I can't jump (up or down) and I am lock in that zone until killed.



https://silveredgegames.itch.io/star-girls

  • 6 unique girls with their own stories, items, unlockable costumes and favourite date locations. 
  • 3 dialogue choice. Play the kind of rookie you want to play; be it charming, smart or a badass. Every girl has their preference.
  • Bullet hell combat system that can be customized to your playing style by upgrading your stats through training, buying fighters and assigning the right star girl as your copilots.
  • Original soundtracks that are tailor-made for each planet you visit.
  • Hundreds of unique lines that are voice acted and lip-synced with facial animation.
  • 20 CGs that are unlocked by events and endings.
  • Multiple endings that tell how your actions changed the character's future.


    The game on average takes 2.5 hours to win over a girl. With each girl having their own story and bosses play times might vary if you're trying to get the harem ending or accidentally get friends zoned by one of the girls.
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Hey thanks for playing the game and the feedback.

It was a game jam so I ran out of time in the last level (fire particle weren't working and I spend way too much time on them). 

- The "end game" complete screen was rushed... I was working on a boss for that last level (golem thing) but that was cut. There was several story panels  that I didn't have time to implement.  

If enough people want a more fleshed out game I'll  send another weekend or 2 on it and release a director's cut (while keeping the game jam version up as well)