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Stringsnapper

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A member registered Oct 28, 2022 · View creator page →

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Really nice PS1 retro horror vibes from this one! The graphics and lighting works really well! 

I think you got the controls mixed up in the description. For me "X" was interact and "Z" was light match. Other than that I think the controls work great for this kind of game. 

I seem to be able to go out of bounds from one of the corners of the large room with the sofa and armchair. Is there supposed to be another room there? 

The sound design was nice and minimalistic, but I wish the music would loop instead of going silent after a while.

I am honestly not sure what to do with the pieces I collect. I just walk around picking up stuff. I found a spider but it doesn't seem to do anything yet. I guess the full game loop has not been implemented yet? Looking forward to try the game again if you plan to keep working on it! 

I think you have something here that could become really cool.

I did like the idea and can see the resemblance to the original game. 

The sound design could use a bit more polish but it is heading in the right direction. The .exe version sounds miles better than the browser version! 

The graphics are simple but I think they work. Would be nice with some kind of shader or filter to increase the "spookiness". Maybe give it some VHS or PS1 vibes? :)

Not sure if there is a problem on my end, but I don't seem to encouter any enemies or obstacles. I just collect the urns and then I'm able to leave. Maybe implement the spider from the cover to create a stronger connection between the game and the artwork. 

Thank you!

Maybe it was the scarecrows? Their attacks are a bit easy to miss (they shoot from a distance). We should make their attacks a bit more visible and add some more feedback when the player takes damage .

That was exactly my thought. Maybe some lightning effect like the one on the wand :)

Thank you for playing! 

The keys can be tricky to find, but they unlock the switch chambers. If you activate all three switches the white door will open.

Thank you for playing and your feedback!

The secondary scythe attack actually requires you to perform three regular attacks first. We should maybe add some indicator to make that more clear 🙂

A fun little game that fits the theme quite well. Haven't played Ghosts and Gobins, but looking at youtube playthroughs I can see the resemblance. 

The main level feels a bit unbalanced. Maybe make it so that the zombies spawn a bit faster? Now I could simply just skip all of them to get to the boss, which took a big difficulty leap. Took a while to beat the level and I was tempted to simply say that the boss was too difficult. Now I'm more inclined to say that the first part of the level was too easy xD

Would have been nice with another level!

The level editor was a really cool feature. The bats seem to fly out of bounds though, and there don't seem to be a way to quit to main menu from the editor.

Thank you for playing!

Unfortunately that is due to the limitations of the engine we are using. Easy FPS Editor CE is great for rapid development and prototyping, but very limited as far as scripting and configurations go.

Thank you for playing and your feedback! We appreciate it!

The game is running on Easy FPS Editor CE, which is a nice but quite limited little engine/editor to make retro fps games.

We'll get those issues fixed asap.

The janky hit detection is probably due to the pumpkin entity being quite small and fast. Could probably be just a matter of adding some transparent padding to the sprites.

The clock and the vampire icons are actually handlers for some of the game mechanics. They are not supposed to be seen but have their own icons for development purposes. We could probably hide them by boxing them in.

We'll look in to the pacing of the cutscenes. It would probably be better to get back to the main menu after the ending. We'll try to convince the engine to handle that 😆

Perhaps I was a bit unclear. I mean that I would like to pause the game from the FSM and display a button. Right now the level-up happens intantly without pausing. 

(1 edit)

I have a decoration that acts as a player level counter. It has an FSM that keeps track of the player xp and level and increases the player health on levelup. I would like to pause the game and display a button on screen on levelup. Is that possible in the current version of the engine?

(1 edit)

Whenever I try to create a git repository from a project I end up breaking the game. There is a "Something went horribly wrong"-message when I try to build. Seems like the editor doesn't have access to objects in the .git folder when building which causes errors (IMO it should ignore the .git folder when building). This is the message from the error log:

Source: mscorlib
Reason: Access to the path 'C:\Users\{my_user}\AppData\Local\EasyFPSEditor\V1.10.5\Builds\Death Rogue\Data\.git\objects\00\c7f089e2deb02f066caf8dc9c66864cf1d4a18' is denied.

I now believe that the issue is that the first else-statement gets executed regardless of which if-statement it is in. That means that nested if-statements are not possible in this way. I ended up solving it with a procedure instead. I should clarify that this is a loop script. 


procedure trySpawn
willSpawn = 90
diceRoll = RANDOM(1, 100)
map.spawnPoints=0
if $diceRoll > $willSpawn {
    posX = RANDOM(0,64)
    posY = RANDOM(0,64)
    entity spawnat "bat_angry" $posX $posY 0
    map.spawnedEnemies++
}
end
if $map.spawnPoints > $map.spawnCost {
    call trySpawn
} else {
    map.spawnPoints++
}
status "spawned Enemies: $map.spawnedEnemies"
(1 edit)

Hi! I'm new to the Easy FPS Editor CE and I'm trying to figure out why my if-statements don't work as expected. I have a loop-script that is supposed to spawn enemies at random with a delay by ticking up a "spawnPoints" variable that is used to "purchase" enemies. Enemies will then only spawn if a "diceRoll" is higher than a specific value.

```

posX = RANDOM(0,64)
posY = RANDOM(0,64)
diceRoll = RANDOM(1, 1000)
willSpawn = 940
// Check if spawnPoints are enough for spawning an enemy
if $map.spawnPoints > $map.spawnCost {
    // Check the dice roll
    if $diceRoll > $willSpawn {
        entity spawnat "bat_angry" $posX $posY 0
        map.spawnedEnemies++
        map.spawnPoints=0
    } else {
        map.spawnPoints++
    }
} else {
    map.spawnPoints++
}
status "$map.spawnPoints"

``` 

Somehow the inner else-statement gets executed instead of the outer, even though I can see that the spawnPoints are lower than the spawnCost.

Feels like I'm back playing Battlefield 1942 again! Keep it up!

Really fun game. It actually got my adrenaline pumping! Love the intense music!

Just noticed some issues where the spawn at the start of the level sometimes is off-grid which lead to instant death. 

Thank you for your great feedback. Yes the hit detection for the zombies was a bit buggy. Fixed it in a more recent version but did not get around to uploading it yet. Also working on some cool blood vfx right now. Will try to work in more visual feedback overall.

Really nice! Love the simple yet elegant design of the puzzles. Had to really think about some of them. Would love to see more in the future!

I tried to submit without first creating the project on Itch (this is my first Jam). Somehow an old project that is no longer playable was submitted automatically, even though I submitted the correct project right after. Is this possible to fix?

Wrong project that was submitted: https://stringsnapper.itch.io/wordslam

Correct project that was not submitted: https://stringsnapper.itch.io/drunken-bar-barian