Your style is quite interesting. I really like the almost ethereal aspect of a lot of the pictures.
I'm currently looking for an artist to create NPC portraits and cutscene images.
If you're interested, my Discord contact is Sol(us/ace)#8314
Hello,
For the past two years, I've been working on this solo project called Fading Away: The Bleak Tale of Leanen. While I do have a demo currently posted in the project page, that is the build from March of this year, and everything except the music was my work. As can be clearly seen, it is flagrantly amateur. Not long after releasing that build, I was joined by a few other developers, but due to various life circumstances, the team fell apart.
Right now, the project is quite different from what you see in the demo, both in implementation and design. While the basic structure is the same, concepts are better-realized, thanks to the discussions I had with the group members.
I hope to hear from you! Even if you are not interested in becoming a member of this team, I always welcome feedback or discussion with people of similar interests in game aesthetic or narrative.
Links:
https://solusace.itch.io/fading-away
https://www.youtube.com/channel/UCPcndoaXGSiR-0u_mD4Dw8w
Programming:
I myself am a very amateur programmer, and much of the code already in the game reflects this. Really, there is much that is beyond my skill level, so primarily, I am looking for a programmer with experience in the Godot Engine to continue the programming aspects of the game, and possibly refactor, if needed.
At the moment, I am working on UI and actor functionality.
Art:
Like before, I've little skill or experience with visual art, so I would need an artist (experienced or not) to create suitable and stylistic assets for the game. The graphics that can be seen in the game currently are sort of the style that I am going for (I can elaborate on this over DM), but I am open to other styles if you think a different one would work better. Also, skill in skeleton animation (in the Godot Engine) is a huge plus, but is not required, as that is how the objects in game are currently animated.
Right now, the highest priority is to create NPCs, based off of an already-made base template (i.e., hair, face, clothing, etc.). After that, item icons would be needed.
If you're interested or have any questions, please either comment here or send me a DM through discord!
Sol(us/ace)#8314
Hello,
For the past year and a half, I've been working on this solo project called Fading Away: The Bleak Tale of Leanen, and I am currently looking to create a small team to help make sure that A) The game is completed, and B) The completed game is of good quality.
https://solusace.itch.io/fading-away
Programming:
I myself am a very amateur programmer, and much of the code already in the game reflects this. Really, there is much that is beyond my skill level, so primarily, I am looking for a programmer with experience in the Godot Engine to continue the programming aspects of the game, and possibly refactor, if needed.
Art:
Like before, I've little skill or experience with visual art, so I would need an artist (experienced or not) to create suitable and stylistic assets for the game. The graphics that can be seen in the game currently are sort of the style that I am going for (I can elaborate on this over DM), but I am open to other styles if you think a different one would work better. Also, skill in skeleton animation (in the Godot Engine) is a huge plus, as that is how the objects in game are currently animated.
If you're interested or have any questions, please either comment here or send me a DM through discord!
Sol(us/ace)#8314
Thanks for playing my game!
I've begun work on the next addition to the game, which is roughly double the size of this demo (and even then, that isn't the entirety of the full plans for the game!) With all of the stuff I've learned from this demo project, more content should come at a faster pace. Thanks for the follow. =)
Thanks for checking out the game!
Your last point is very interesting. I never intended for him to be looking back at you, but I do see it now, and definitely agree with you on that haha My main hope was that the player wouldn't be looking at the PC/NPCs in profile, so I tried to give some dimension to the sprites, but I'm glad that another aspect got added to it,
This game is very effective at implying horror, rather than outright showing. I really like the usage of responsiveness to some of the questions, which adds a nice feeling of being watched. The low hum in the background almost feels like a combination of both calmness and unease. Overall, I think the sound design is my favorite part of this game. Good work!
Projects like this are a favorite of mine! Its great how you made it not only a for viewing movements, but also an aesthetically-appealing one. The music is a very fitting addition haha I agree with what others have said about a tutorial. It could help out a lot.
I'll be eagerly awaiting the updates to this project!
The upgrade mechanic is very interesting and creative! I love being able to change up the modules and alter the gameplay.
Graphically, I think something higher-res would be needed, especially in the text. The anti-aliasing makes some of the words very difficult to read, and there were times I skipped picking modules because it wasn't clear what the description said.
I really liked how the physics of the player and the enemies worked. The projectile gradually gaining speed instead of being at a constant one was a great touch. Also, the visual indicator for enemies spawning was really great for planning out movements. I'm looking forward to more!
Please check out and rate my game. =)
This is a cool and nostalgic take on Minesweeper. I like the general quality improvements and the unique twist on it. My only issue was that the player isn't protected on the first box, and there were several times when I'd start a new game, and the first box I clicked was a game over. That's why I'm thankful for the Undo and Restart options that you added.
Great work on this!
Please check out and rate my game. =)
The mechanic here is really creative and fun. Fortunately, the game is rather difficult, without ever becoming frustrating. Like someone else said, I'd love to see some skins for the player. Different colored trails would look very cool against some of the backgrounds, which, by the way, are so well-done! There's a lot of potential here.
The mechanic here is very cool. Admittedly, on a Proof of Concept project, I wasn't sure how exactly this would be used in a full game, but nonetheless, it is still something that has a really interesting groundwork. After a few minutes of moving around, I got the idea of how the shapes worked, and could navigate pretty easily through the test area. I'm looking forward to what you can use this for!
Please check out and rate my game. =)
This is a really well-made Portal-esque game! The grappling hook aspect was a fun and interesting mechanic to use, and I spent quite some time just messing around the chambers with it lol Something like an "endless" mode where you'd have a huge chamber with those blue things everywhere would be something I'd definitely want to try out.
My only problem is that the player tends to slide when I stop moving, so the game has that sort of "ice floors" feel to it. This was troublesome in the lava levels, but not that much of an issue elsewhere. I did encounter some problems where the fans seemed to shut off at random, but I'm not sure if that was a bug or design. I can't wait to see the full version!
Please check out and rate my game. =)
I love the visual design for this project. The player physics took some time to get used to, but it wasn't anything that hinders the game. Very relaxing to play, yet still challenging enough to require some effort. I also really like the option to turn on a speedrun clock; its a very welcome addition haha
Keep up the good work!
Please check out and rate my game. =)
The tone here is really well-done! I wasn't expecting the final boss, and it was both creepy and really interesting to face off against. The ending cutscene was very cool.
I did find the game to be a bit easy because of the high movement speed and most enemies dying in one hit, but that fortunately doesn't detract from the enjoyment of the game. I can't wait to see more!
Please check out and rate my game. =)
This is a really interesting system idea. Setting-light systems can be hard to use, but this seems like a very solid foundation for many types of gameplay. The progress clocks is a creative way to track things. I imagine one could master this system very quickly. Good job!
Please check out and rate my game. =)
I posted a brief comment on the page, but I'll also add this.
Some of the hitboxes don't seem to match up with the sprites. Primarily with the saws in the first stage. It could be the hitbox of the character itself, but I can get killed by one of the saws, even when I'm away from them by about half the height of the character sprite.
The idea of a platformer that requires some very precise movements is a great one, but its also something that would need a lot of polish on on graphical display. With some work on the visuals, you could have a really intense and challenging game.
Likewise, if you could check out my game, I'd be really appreciative. =)
Physics are good here, I agree with the others that there should be some kind of checkpoint. At least at the start of the current level that you're on. Also, it may just be my browser, but the menu buttons are shifted all the way to the left side of the window, upon a death. Regardless, you've got a fine platformer going on, so keep up the good work.
Despite being a co-op game, this can be played solo quite easily. Not that the game itself is easy, as it is pleasantly challenging, but that the control layout suits single-player just as well as multiplayer. Controlling two characters is still a very interesting idea! Keeping an eye on both screens seems like a difficult thing, but after a while, it becomes second nature. The visual design is very good, with a calm color palatte and a well-done parallax effects.
Really impressive work!
Please check out and rate my game. =)
The gameplay is really smooth and polished, as are the graphics and sound. Surviving past a day was quite hard, since I had to go and collect rocks/water, but halfway through the task, I'd have to return to the campfire to eat, as there's so little time given to react to the warnings.
The main loop and mechanics are great, but in many cases, its hard to really understand what it is that I am doing. In some ways, that could be aided with different graphics, or even some kind of pop-up that tells you what you are carrying or what needs you to interact with it. Having to manage a growing plant mechanic while also not letting hunger get too high is an excellent aspect of the game, but its just a bit hard to actually perceive that while playing.
Overall, there's a great concept here, and potential for lots of interesting gameplay!
Please check out and rate my game. =)