HELLO i am NOT A STREAMER and have SOMEHOW AVOIDED THOSE GAMES but was ALREADY PLANNING ON PLAYING BAROTRAUMA WITH SOME HOMIES SOON and also i have played A WHOLE BOATLOAD OF HORROR GAMES and HAVE A LOT OF AESTHETIC AND GAME DESIGN OPINIONS IN GENERAL THAT I AM KEEN TO EXPRESS THOUGHTFULLY AND RESPECTFULLY and am also A GAME PROGRAMMER BY TRADE so overall i may be a COMPETENT AND HELPFUL TESTER I THINK.
and if you're hungry i happen to be a skilled chef whose signature dish is THE COMPLIMENT SANDWICH
swanijam
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this is awesome! and super helpful for illustrating why quaternions are worth using. - that said, do you think you could add a view that doesn't use quaternions, so that one could induce gimbal lock? you could show how the same input for euler and quaternion produces gimbal lock in one but not the other.
HEY I LOVE THIS!
also i have 2 bugs to report
1. i fell through the world in level 1 by trying to walk off of the upper stairs onto the lower stars. I wasn't able to reset or pause so i ended up having to start the whole game over
2.My graphics settings defaulted to Low quality. Playing on low quality, the [SPOILER REDACTED] doesn't work when you left click. I wasn't able to make progress past Level 3 until i restarted and played on the recommended quality setting.
BUT MORE IMPORTANTLY THIS IS VERY GOOD
This was amazing!! I absolutely love the writing, transforming a simple and interesting puzzle into a thought provoking and emotionally motivating story with an ending the completely floored me. If you ever put this up for sale after LDJam or made a longer version, I would gladly buy it :D. Thank you!!
@gasgiant Do you have a twitter to follow? the username on your itch page doesn't seem to exist. :U
i love the art in this game, especially the environment art! super cool. It's been a really long time since i played but it reminds me of Aurelion Sol from league of legends c:. The jump in this game felt very unrepsonsive and i felt like i couldn't run away from things or position myself well. Also i like the intro arts.
This song is a banger! Great mood and fun enough that i played for a while. Reminds me of Montaro. I think it's important in dodging games to make sure the player is small enough to weave in between projectiles, or to give the player an invincible dash, so that they don't end up getting trapped by the random spread of projectiles. Also, the movement should be 1:1, instead of accelerating, so players can make precise movements to dodge stuff
I got stuck in this spot in the fourth (fifth) level?
I'm really, really in love with this music, and I think the slowness fo the character gives you a reason to try to solve the puzzles instead of just doing trial and error. I also think the slowness goes along well with the music.
However, I tried for a long time to notice a change in the music associated with each door, and i didn't hear any, so i did end up just guessing.
I really liked this one! I could definitely play this for a long time. I think if the enemies behaved more predictably , the player could have more fun strategizing about every move. This reminds me a LOT of the type of gaemplay that makes Crypt of the NecroDancer one of my favorite games, and that one thrives on the pedictable patterns of the enmies, and the less predictable patterns you have to figure out on the fly when they're combined. Keep up the good work!
I love the art and music in this game! Super cool mechanic with the wolf following you in the dark. Cool design to have the player figure out the map layout with their torch lit and then rely on memory when their torches go out. I think if the torches had ~twice the radius they have now, and the player had the current, small radius of vision when their torch goes out, they could have a real chance at surviving in the dark while it would still be super important to have the torch light. Also, super funny puns and quips. Great work!!!
nice! impressive that you did this in 1 hour! I got two comments: in a game where the player is constantly shooting, it's really good to have multiple shooting sounds, otherwise any noise will get annoying, and, in a bullet hell or shmup it's really important that the player always has enough space to manuever around and between bullets, so that avoid projectiles is interesting and challenging but fair. Check out Enter the Gungeon for one of my fav examples o that. Good work!