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Rembo

21
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2
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A member registered Jul 02, 2018 · View creator page →

Creator of

Recent community posts

Really nice presentation, I especially love the title graphic

Love the idea, and I think you did a good job explaining the mechanics as they're introduced :)

Really brave decision to make a 3D game in such a short time frame. Definitely paid off!

Letting the characters fall into each other's worlds is very nice design decision and adds more depth to the levels.  Really cool little game!

Had to restart a couple times after getting wedged on bits the level. With some polish it could be a nice game, and it's already fun to float around as the character.

Thanks! Yeah thats definitely a bug, we're working on refining the movement for a post jam release :)

Very cool art style and enemy design!

We're glad you enjoyed it! It seems we have a lot to work on movement wise

Cheers :)

A really fun concept and it fits the theme nicely! One suggestion would be to emphasise the 5 second timer as the black on grey can be hard to see

Very tight shooting controls too! I'm surprised your project isnt getting more attention

Our interpretation was that you give up control of the sword at times in order to trigger circuits in the level, but I agree that the level design could do more to emphasise that loss of power.

Thanks for the feedback!

Thanks! Maybe that control scheme was  a bit of an oversight, apparently we only tested it while the cursor was within the game

Cheers for the feedback :)

Yes, some kind of invisible aim assist would help a lot with the trickier shots. We'll definitely look at adjusting our level design so that you don't have to aim off screen

Thanks for the feedback!

You've done a really good job of indicating to the player what the next controls will be, and limiting those control changes to just left and right is perfect.

Well done! 

The way these puzzles exploit years of WASD muscle memory is simple but oh so evil. I love it

Really interesting take on a proven formula! I would suggest having fewer guards in the early levels and perhaps making each guard's colour slightly clearer. Definitely fits the theme!

Really interesting take on a proven formula! I would suggest having fewer guards in the early levels and perhaps making each guard's colour slightly clearer. Definitely fits the theme!

Hey thanks, we're glad you enjoyed it :)

Hey thanks for taking the time to make a video on our game! Well done in getting over a minute, and cheers for the feedback you gave at the end :) We'll look at incorporating / addressing that in future games. Good luck with your youtube channel :) 

-rembo

You can play our post-jam updated version here! https://kejoku.itch.io/dont-wake-up

Hey, thanks so much for going through the effort to make a video on our game! I think your gameplay was really representative of the experience, even though there are certainly RNG aspects to surviving for a long time. I hope you'll be around to take a look at our future games, and all the best for you and your channel :)

-rembo

ps thats me @ 400s  ;)