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TheCoolSquare

10
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4
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A member registered Jun 10, 2020 · View creator page →

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I'm pretty sure the crash happens one time and then disappears lmao I still can't reproduce it.

This is so sad!

I'm still yet to figure out the exact cause for the crash, but it seems to be a pattern right now that new players experience the crash. I am still unsure if this is related to an engine bug I uncovered during development, or just some bad C++ I wrote in a hurry.

Funny concept. I liked the multiple different musical pieces for each bench.

Thanks so much for sharing your gameplay! Unfortunately it does seem that everyone I watch eventually gets stuck on a dust bunny at one point or another...

Loved the sound design and the art has a great "creep-factor" and feels very cohesive as a whole.

Yeah I did do that actually and the left stick works fine for movement. Checked out the other buttons as well while I was at it and there didn't appear to be any issues.

Can confirm that the controls seem screwed for dualsense controllers. Physical up maps to Right, Right to down, Down to Left, and most interestingly, physical left button doesn't map to anything at all. I suspect this may be the deeper cause of the other dpad buttons being "off by one"

Feels very Super Metroid. I didn't like that I couldn't move while charging a strong shot, but I think that was because the browser was eating the inputs (ctrl-a, ctrl-d)

I enjoyed the art style and the game is surprisingly fleshed out. The save game system was a nice touch. I wasn't able to beat the flameforged demon but I can't hold it against you because I have a *very* nonstandard keyboard setup so not having control binds puts me a big disadvantage. Not being able to revisit past areas is a bit of a let down, as farming a few extra souls could have helped me get the gear to beat the boss.

Very fun take on a game that leans more towards Castlevania than Metroid. Movement is crisp and combat is just challenging enough. Only criticisms is that the Circle weapon trivializes the boss fights and on controller movement was mapped to d-pad up/down instead of left/right (this might be a PS5 dualsense issue).