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Ovidiu Barac

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

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Absolutely amazing game. It just looks so good, feels so polished, and the level design is amazing. I love the premise of the skeleton wanting to see the sun, it's so wholesome and vague, and the soul trying to guide the decomposed body is just so natural. The chain that holds them together is so real, every time you try to separate them the soul is pulled back, the screen shakes, that satisfying sound, you just feel it. The challenge comes from trying to open your mind to see the world differently, the soul helping you realize that your perception is flawed, much like in real life you could say. It's the kind of game that punishes you for not playing perfectly, not always being careful that there might be hidden dangers, and after many deaths you know the world perfectly and you feel amazing for passing through it flawlessly, due to your past failures. The levels are carefully crafted, and I love the fact that at some point the map loops back to the last checkpoint and opens up a new area, making the world not feel linear. This reminded me a lot of Bloodborne, just on a small scale. 

Then you gain the ability to double jump, opening more areas once again. Just when you were starting to rely on your soul too much, everything is flipped with those seemingly Celeste-inspired blocks that only the body can pass through. You now have to carefully protect your soul with your body, while still making sure to reveal the path with the soul, just like in life your "soul" guides you, but with your body you can destroy your soul. Maybe I'm giving this game more meaning than it was intended, but I just love that it can be interpreted this way and it fits so well. As you go further towards the "real world" there are many more dangers for the soul, signaling that it doesn't belong in the physical world. The ending is cute, you finally get to the sun, but you could definitely include some sort of animation for a more satisfying conclusion. The same goes for the beginning, some awakening animation would definitely fit. The text does a good job, however.

The dark graphics with a little light here and there are so simple and so atmospheric.  The sound design is amazing and it is just silent enough to make you feel lost, with that ominous soundtrack. One small complain here would be that the sound you make when you walk, though boney and atmospheric, just hurts my ears when I walk too long and hear it looping, there are too many ticks and it's kind of scratching my ear, I would like too see it made a bit softer, hope you can understand where I'm coming from. The jumping sound, however, is very satisfying as you don't have to hear it looping and you can just hear the bones. Loved the minimalist "3d" animations on the UI. I have to ask, is the game made pixel by pixel or did you use a shader or something like that to give the impression of pixel art? The ghost looks like it's the latter, while the skeleton looks like it's made pixel by pixel, that is why I am confused. Either way, it works really well. The cursor just doesn't need to be on screen, although maybe that's just because it's webgl. Definitely remove it if you can. The game does a great job at explaining mechanics without any text. I think the character controller is a tiny bit too sensitive, as this is not a fast paced game and sometimes you walk too far and that adds to the challenge, I don't know how intentional this is. It is so easy to lose when you touch the black blocks with your soul that it makes certain parts very frustrating. I feel like hard and frustrating are different things, it just feels a bit unfair when you don't think you touched it and you lose, especially towards the end. If this isn't your intention, I recommend making the ghost collider a bit smaller, to be more forgiving.

Overall fantastic game. If you accomplished this in a week, give yourself 3 months and make a full Steam release. You could surely make something great in that time. You could flesh out the story, add more mechanics and even improve the graphics, even though it looks great, more layers could be added. You definitely don't seem to have a problem with pacing or level design, so I feel like now that you have this game you can easily add a lot to it. I am definitely reading too much in the story, but I love the fact that it's ambiguous enough to let me do that. Fantastic game, probably my favorite from the jam. Good luck in the future!

The story seems good now that you've explained it, but I feel like it's not clear enough in the game. Try adding little story elements in game, like small easter eggs that give you more context, maybe little hints that something is off and things aren't real or something like that.  By indicators I mean not telling the player through narration what to do and where to go, but maybe adding little UI elements like waypoints and objectives, something like that. The narration audio quality was a bit bad and I couldn't understand it at times, but I suppose that's not your fault. I did download it, but the controls were still a bit clunky, I'd suggest tweaking with the character controller a bit. Thanks for being so receptive!

Thanks! I definitely want to add more mechanics and more variety in the future, but I tried to keep it simple for the jam. Thanks for the feedback!

Thank you very much!

Thanks for the review! A lot of the criticism seems to be about not being able to tell when they can see you and I definitely will update it to make it more clear. I'm also figuring out how to make for less down time for the player, by making you need to kill. Thanks for the constructive criticism!

Thanks! I'll check it out.

Thank you! A lot of people have told me about the fog not being clear enough, and I will definitely update it to make it more clear! Thanks for the feedback!

Nice idea, something more fleshed out could be made out of it but there is a lot to improve I feel. The controls are not very responsive, and the story feels a bit random. The narration is a good idea, but I don't think you should just tell the player what to do, there should be indicators for that in game. Good luck in the future!

Thanks for the feedback! I'll be sure to check your out.

Really fun, atmospheric game with an Undertale-like feel. I liked how small and cute everything was, the concept is simple and it delivers what you'd expect. You could definitely make it endless with random customers and some sort of rating system for the shop that you need to keep up, and it goes down when a customer leaves a bad review. If you do something similar, definitely port it to mobile. I liked the personality-filled dialogue. Unfortunately the theme doesn't really fit, but it's a nice game. Great job!

Really solid game! Loved the introduction, amazing art and animations, playful theme and an interesting concept! I appreciate the different headlines when you lose, there are many details and it feels polished. The animations of the guests when you close the door in front of them is an appreciated detail. It's quite challenging, sometimes they started doing something embarrassing when there was someone already in the room, but that wasn't as big a problem as it seemed. It definitely gets hard to track where Dracula and Frankenstein are, you might want to make them pop a little more, but then again this might be by design to add to the challenge. Sound design is good, it fits the theme, overall fantastic game!

Nice classic game, works well and the art is cute. Could definitely see it ported to mobile. The music fits, however the same song was used in another submission, to avoid this I recommend learning to mix different sound effects and tracks to give the game a more unique sound. Great job!

Thanks!

That sounds good, moving fast through the sewers would definitely help. Good luck!

This is a nice game! I would like to see all of the information on the game page put in the actual game , as it's not very clear how it works. I definitely like the sewer system, but I didn't really find myself using it because it was so easy to just kill one person, wait 3 seconds, and go kill the next. I suggest increasing the cooldown and adding more people to make the sewer more needed, because the fun part is really creeping up from a sewer, getting a cheeky kill and hiding again.  Overall, if you make it a bit harder and put more emphasis on the sewer system, it could be really fun!

Fun game, I like your take on the theme and the malfunction mechanic works well. 

I like the art, always love to see a good parallax, the music fits and creates a nice atmosphere, the controls are responsive and I love the fact that there are multiple endings. You could definitely give it an actual name, make it a bit longer and it would make for a nice platformer!

This could be a fun mobile party game if you flesh it out a bit and add some art. Some indicator to which rooms are already checked would help as well. Not bad for someone not used to Unity!

I love the art and I thought it was a fun story, however I would have liked some more story elements, not just a text introduction at the beginning. It also doesn't fit the theme very well because of this reason, because the story fits the theme, but there is not much story in the actual gameplay. I like the battery mechanic but I feel like it should be harder, you should really be punished if you use the sword too much. I can see why you used the arrow keys for movement, but I feel like it's a bit counter-intuitive, especially because it's only explained in the game description. Overall a nice game with a potentially nice story, you could definitely turn this into a fully fleshed out game!

Fun little point and click adventure! Loved the art style, the premise is good but you could explain it a bit better in the game, not just in the game's description. Overall a nice little, atmospheric story!

Thanks, I definitely focused more on the atmosphere than the actual gameplay. I might try to add different mechanics in the future.

The game is definitely fun once you understand it, however I feel like an interactive tutorial is very much needed here, as I found myself  trying to just go on a rage and kill as many people as I could, not making use of the carrying bodies mechanic. I found the controls responsive, the art is beautiful and the overall idea is  fun and it plays well with the theme.

Thanks! The way it works is they see you when they are facing you and they are out of the fog, I hope that was clear enough.

Thank you! That's definitely an idea to consider, might try that in the future

I loved the story, I felt immersed and I like how you can take different paths and learn more about what happened. Good job!

This is definitely a fun game! At first it's a little confusing, but the hidden scrolls do a great job at telling a story while also giving you hints on what you're supposed to do. I like the speedrun feel to the game, at first I thought it was a bit slow but it definitely grew on me as I tried to complete the game and not waste a second.  It gets more fun the more you play it. I would have loved to see a bit more randomness, but that can be forgiven. Great job!

I'm glad you like it! I was working on a scoring system but I didn't have time as I made this game for another jam.  I might implement that in the future though! 

Thanks for playing! I'm glad you enjoyed the mechanic! I was working on a scoring system and also more animations and weapons, but I ran out of time, so sorry about that. 

What a unique idea! The game is fun and plays well!