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Peter Siri

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A member registered Dec 12, 2019 · View creator page →

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The Eerie Level Design and Atmosphere are what caught my attention the most so far. I haven't understood the task handed to me by the NPC under a time constraint and the feeling of dread increased as time ran out.

My only complaint is the difficulty I have with navigation because I was accustomed to moving the first-person camera with Y axis inverted.

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The incorporation of time reversal in a clocktower-based platformer is brilliantly executed.

Using the stopwatch as an informal way of monitoring the passing and direction of time while the surrounding phenomena can be reversed at the player's will adds a layer of puzzle-solving for each level with rotating platforms and button keys that unlock entry to the next stage when pressed by a weighted object.

The presentation in both the game and the Itch.io link fits the clocktower ambiance that ties into the jam's selected theme. The sound effects also provide feedback to the player jumping around moving parts of the clock tower. The vintage music is icing on the cake.

The platforming controls merely involve horizontal movement and jumping while time can be reversed with left shift. The player can also reset the level with the R button in response to an irreversible problem.

The moment I run this, I feel the dread of being a man in a suit running along the edge of a top-down arena with infinite ammo and a slow rate of fire before earning a body count big enough to select an upgrade in real-time with a monologue in his head saying "Whoever comes, whoever it is... I'll k*l 'em. I'll k*l 'em all". Before letting it end, I cry

🥲 I guess I'm not gonna graduate on time...

I actually find this maze game enthralling. It keeps me at the edge of my seat as I race against whatever creeps up on my avatar.

Hello,

I am currently thinking about joining this month-long jam. By the way, could you tell me which time zone the jam schedule is referring to?

sweet

I'm blessed to have seen and played more than a few Armored-Core-inspired game projects recently, yet I believe that this one really captures the essence of piloting a nimble, yet heavily armed mech. There is a near-realistic sense of momentum for each chassis that requires some mastery over the essential movement mechanics, such as timing the boosts accordingly and strafing around buildings to avoid taking hits. A couple of hours worth of repeatedly suppressing hordes of NPCs - each wave carrying more artillery and belligerence than the last. The battle level currently available can last as long as the player survives.

At least one thing I would like to have is a way to stay airborne or raise altitude without jumping from a building. Overall, I am looking forward to some new content from your IP while I wait to hear more on whether fromSoftware would release another mech game.

The video link I'm sharing speaks for itself:

https://youtu.be/6JX-kDCUZTs

Traversing from one planet to another by pressing jumpbar twice feels so intuitive, I feel like I could run around for hours collecting capsules. Very impressive.

moving a magnetic sprite onto magnetic platforms is quite ingenious for a simple 2d platformer controller. It really trains me to learn how to manipulate the sprite's magnetic charge.

wow, I'd kinda like to see that

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Hi, Reign.

I saw your post on discord when I woke up at 9am PDT and I was gonna thank you for keeping my server posted, but then I noticed your profile was gone. I couldn't connect with you via Discord. Is everything alright?

I do apologize for not getting up earlier in the morning. This is why I ask people to share their time zone and schedule. I typically wake up around 8:30 - 9:00 at Pacific time, and I know the jam started at 11am at your time zone. I would like to know if this is going to be an issue.

That sounds impressive. I've never added custom sounds to a game project before, I figured my time zone is a few hours behind from yours. If you haven't had a group so far, would you like to join mine before I add you to my private discord server?

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Thanks. I'm letting my other classmates know. What's your current time zone, by the way? Also, would you like me to invite you to my own private discord server?

Will the optional theme be announced next week before or when the jam begins?

Hello, my name is Peter Siri and I am technically a senior undergraduate at San Francisco State University studying computer science in pursuit of a game design career. My specialty weighs heavily on game development with Unity3D, yet I'm also familiar with Unreal Engine 4 and some Rust-based applications. My plan will be to refurbish my skills with these tools during my Spring recess before this game jam begins.

As of now, I have invited my classmates and some other students from my campus to tag along. In case only a few of us will undertake this exciting game dev journey, I'd like to have someone who could make at least a few basic sprite animations that I could tinker with on a game editor. If possible, I could also use a sound editor and narrative designer as well to help bring the subject of the game to life.

My hope is to make a small project, preferably a 2D player controller. If you wanna fill in a role, dm me through one of my profiles below
Discord Username: U4icstrAfr#8780
GitHub: https://github.com/Pierrikata
LinkedIn: https://www.linkedin.com/in/peter-siri
Twitter: (20) Thirapit "Peter" Siri (@SiriThirapit) / Twitter
Art Station: https://t.co/4WnuacAlWr

Personal Emails: peter.siri@live.com, traylblzr419@gmail.com
School Email: tsiri@mail.sfsu.edu

I was struck by the main character's animations; every pose and movement seems to resonate with her unwavering personality, and together with this beautiful composition at the forest levels, I'm kinda getting these Ghibli vibes.

One of the main issues I had was the buttons programming; when I open the executable, I was first prompted a window that allows me to adjust my controls, but I had to play the character a couple of times to understand how the key bindings work because the action names were quite vague.

While I acknowledge that this is a student project, what I find lacking is a more developed story that would flesh out her character arc.

I also wonder if her inability to grab onto ledges was a design decision to push players into making more precise jumps and downward attacks.

I'd be happy to hear how the game showcase turned out for the people who made this game, and I congratulate them making a game with exceptional hand-drawn animations.

Thanks for letting me try your game. I was mesmerized by the dashing and multidimensional platforming.

This is the second game from UMich that I played, and I like the way the combat is put together; how different enemy types and barriers force the player to adjust tactics accordingly. I did feel a bit overpowered by each additional minion I can summon after visiting a shop. Nevertheless, my attempts to acquire more currencies were balanced out by additional enemies that spawned afterwards.

Nice work, guys.

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Probably the most fun I had with a 2D- action platformer; it merges beautiful levels with a well-put-together traversal mechanic that includes wall-sliding, wall-jumping, a teleportation device, and slow-motion for greater accuracy.

For me, it does handle well with a controller as I can use my left or right analog sticks to guide my teleport trajectory.

An empathetic game about a "familiar" who is searching for his witch in a society that despises his kind.

The main feature is the dialogue system in which the player chooses how the main character will respond. Each dialogue choice builds the world that the characters are living in, and it's probably because the characters are not just providing exposition for what is going on; they speak as if their lives are driven by these circumstances. The player can walk up to anyone he comes across, with some events actually triggering a dialogue scene.

While there's not a whole lot of content yet, it's a breadth of fresh air that shows me another effective approach to narrative design.

I first played this on hard difficulty and was very pleased by how the game encourages me to use all of its basic mechanics.

The player can perform melee attacks in all four directions and also use them to destroy barrier and bounce on enemies as well as certain objects.

As in this current version, the player can throw an infinite amount of axes and change its trajectory with the left joystick or directional buttons.

Below the health bar is a bonus attack bar that fills with each attack inflicted on enemies or certain projectiles.

The gameplay may be quite simple, but requires a variable amount of skill and patience depending on each level.

The voices of each major character also adds to their personality.

The one thing I do wish is for Alexa to move at slightly higher velocities.

Overall, this is a fun game that is reminiscent of some earlier 2D platformers.