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StandOnEdge

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A member registered Jun 12, 2020 · View creator page →

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Yeah...didn't get nearly as far as I'd like, but still now I know to better practice/manage my time in the future.

Yeah...that seems to be the common issue.  Definitely something to take into account for the future!  Glad you enjoyed the graphics.

Very neat!  The tentacle monster was a cool touch, seeing it for the first time from the scout room was a cool surprise!

Overall pretty cool.  No bugs and interesting story.  Was a bit confused about the escort quest segment (kept going too fast and leaving her behind) but quickly figured it out.

Really neat!  I very much enjoyed the cutscenes, added a nice bit of charm to it.  The wind physics were a solid touch and a cool way to take the idea.

Thanks!

Glad you liked it and thank you!

Thank you, glad you liked it!

There is an ammo system (the white dots - they spawn over time during day at the flame).  Just another thing that really needed a tutorial haha.

Thank you so much by the way!  I was able to reproduce it on my end with those instructions.  You have no idea how helpful that is.  I should be able to figure out what is happening from that and avoid that mistake in the future.

I feel like it's a solid take on the theme :) 

And don't worry, seems like you're not alone.  Definitely need to include an actual in game tutorial next time around...and prioritize my time accordingly.

Still, thanks for playing!

Yeah...that seems to a common pattern unfortunately.  Lesson learned, next time prioritize an in game tutorial as well as control remapping.  

I'm glad you like the sprite work, this was my first time trying to all of that myself so I'm glad it went over well.  

Thanks for playing!

Sorry to hear that.   Part of that is likely due to my poor instructions / lack of a tutorial (my bad).   The 'tree/bush' thing can be interacted with at the start and once you have 2 wood you can also interact with the spots marked by the arrow.  The center flame is only interactable once the fire starts weakening (which only happens at night).  

As for the 'flew up', can you describe that in more detail?  That I have less of an idea for why that is happening.  

Regardless, thanks for playing and apologies for the bugs!

Thanks!  That helps a ton!  Still have no idea why that is happening but it tells me what is failing at least.  

Yeah a couple people have been saying that.  It seems inconsistent, but I'm not certain what is causing it.  I presume this is the first boss?  Any details you can give (like did the hit animation stop playing or just the health bar stop updating or all of the above?)   I'm sorry to hear you ran into it.  

Thanks!  Yeah, you're not alone in that.  Definitely should have tested more with keyboard to make sure that felt well.  Or at the very least allowed you to map your controls to whatever you want.  Ah well, the more you know.  Thanks for playing!

Glad to hear!  Yeah...one of my to do list items for next time I do a jam is to allow the controls to be configured.  That and sound, though that always feels hard to get something that fits well.  Still glad to hear you enjoyed!

Losing abilities was a really cool take on the theme.   Camera gave me a bit of motion sickness when moving to the left/right but the boss design/atmosphere was pretty cool.

Thank you kindly, glad you enjoyed!

Thank you!  Yeah the plan is to start building a larger collection of audio for game jams so I spend less time searching.  As for the boss collider, that's intentional...kind of (there are some issues I've discovered with it) in that you can't walk through the boss but you can dash through them.  

Interesting.  I'll look into that, thank you!

Thanks!  Glad it fell on that side of the HP curve!

We're you using a controller or keyboard?  Keyboard I totally feel that - I did most of my testing with controller and so which keys to use was a last minute idea.  Eventually I want to learn how to rebind keys.  Appreciate you taking a look!

Do you mind explaining more what is happening?  Is the boss totally immune?  Or is it at certain HP thresholds (someone else commented on that)?  Are attacks not firing?  Or are they hitting but doing no damage?  Did you use the pause button at all (it's bugged but wouldn't think it would cause this)?  Thanks in advance :)

Thanks!  And you are correct, there is no audio.  I didn't have time to search for/implement any unfortunately

Thanks!

Thank you!  Yeah...originally I was going to have a mini tutorial level where you can practice a bit but that ended up getting scrapped due to time.  Glad you enjoyed!

Good to know!  I honestly forgot about that.  I'll probably wait until after the jam is concluded just in case  but good to know for the future.

That...is really odd.  Outside of the brief duration when they flash white (and admittedly a bit longer for the Necromancer's skeleton minion -- just long enough for the hurt animation to play) they shouldn't be invincible ever.    Do you know what attack they were using / you were using if you don't mind me asking?  

Glad to hear it, thanks for playing!

Thank you!  Glad you thought so!

Glad I landed on the right side then!  Balancing between horror and just stress from a timer was something I was thinking of when designing.  

Rather gorgeous design, the music and art were on point!  A cool idea and while the objective was clear, it wasn't as clear how to 'end/finish' the game.  Still I rather enjoyed!

The screen transitions on game start / death were a really nice touch (and the fact that the death screen knows how you died and had a unique message was nice as well).  The screen growing dark as you charged the disaster was a cool idea too, it communicated you can't hold this down too long without having an actual bar/meter for it.  Overall, rather impressed with the details here!

Very fun!  The air meter felt generous enough that each level felt do-able but wasn't too generous that the challenge felt lacking at any point.  Everything was very clear such that I didn't have any problems figuring out what to do and could focus more on solving each level.  Well done balancing everything and planning things out.  Nice job!

The presentation felt very good, I feel like there's certainly some potential here!  However similar to others, I also ran into issues with the camera and collision (I fell off the edge of the world very quickly).  

Rather solid idea!  I like how the game gets darker the lower the oxygen gets.  I also appreciate the settings menu (often overlooked but I can appreciate the extra effort).  I liked the idea of the random generation of the maze, but I feel oftentimes that made some configurations difficult / impossible without an additional indicator of some sort.  Still, a very solid entry!

The visuals are amazing (really like the intro cutscene / sword slash scene) and the idea of slowing down the flower petals when taking a breath is cool.  I unfortunately also ran into the frame rate jump issue others are commenting on.  Still the seeds of something really cool are here, nice job!

Glad to hear, and thanks, it was a rather lucky find but super appropriate given the game.  Very happy you enjoyed!

Thank you for your kind words :D I'm glad you like the art style!  It's definitely something I'm trying to practice on my own time between jams as I feel like it's my biggest hurdle to making a bigger game.   

I did learn a ton!  And even some stuff not relevant to this game/jam, but definitely in the next!  

Again, thank you <3 

Yeah...lack of obstacles was my biggest regret for the project.   Like I had a few in there, but they weren't plentiful (and if I had a bunch of the same in a single area, that would be bad for different reasons)

Certainly a fair critique.  I tend to try and bind WASD and arrow keys to the same inputs, but I'll admit it slipped my mind this time.   

Thanks for the review!