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Tsunscreen

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A member registered Feb 07, 2019 · View creator page →

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My ideal transition I think would be to have areas (like a corridor) where walking from one end to the other would crossfade from the current dream to the next. Similar to what is there already but without taking control away from the player. Something to try in the future though.
Glad you enjoyed it! (and found my goofy cat pic)

Thank you!

Good point on that one gate, that area was pretty last minute (which kind of fits anyways).

I'm probably going to be doing the next LSD Jam too, so that should be fun, but hopefully also some other random stuff in between!

That's really nice of you to say, thank you!
It's almost a little meta, but that one "untitled" area really was just unfinished until shortly before the end (It was going to be a museum), but rather than cut it I doubled down on its unfinished-ness. Glad you enjoyed!

Everything feels so polished! I love the mood of the foggy nighttime park, somewhat because of the sound design I think which overall across the different areas really sells the atmosphere for me. I can totally see how this could become a full game, but even in this demo it feels like there's so much going on!

I love the fmv-like hands, and the music was great! Was not expecting a psychedelic rock trackat all lol

Cool vibe, and I dig those doorways/portals

This game is absolutely cooked (in a good way)

This is really cool, always love the vibe of first person grid based movement. Feels like there's some good depth to the game as well!

For convenience heres a video of the song so people don't have to download anything:

This was really cool , not one I'd ever think would exist! The bullet hell is definitely pretty hard but still feels good. Just when I thought I'd won however I got annihilated by the boss lol

You nailed the look/sound, and the ships all looked really cool, the player ones especially. Could maybe use some extra juice and some more variety in bullets on the enemy side, but still really impressive for a jam!

Thanks! I really didn't want to program a menu system so that's how that came about, but I think it worked out. The music for the 3rd level was actually the first thing I did so glad you enjoyed it (and were able to beat it)!

The black hole mechanic is really neat, and the ship designs were really cool too. Nice entry!

Tank looks and feels good! The hardcore difficulty is definitely aptly named

I've never designed one of these before so I wasn't too sure how to handle difficulty, but glad you enjoyed it!

Thanks! I had grander plans at first but went for polish instead. I'll be sure to check out yours (and others) when I get the chance.

Glad to hear the controller worked! I could only get my PS4 controller to work on desktop. Thanks!

I said I used that in the description lol

Okay, fair enough haha. I won't say it straight out here in the comments, but everything did happen,  just perhaps not physically... (the device in that experiment is key)

Thanks for the comment and video! Will definitely check that out in a bit, always neat to see what people think. I was worried the plot would either be too subtle or too obvious, but glad you enjoyed it! There is certainly room for more... I tried to give myself a decent base haha
Anyways, thanks!

Cool idea. I hadn't realized I was going to be the one going through the dungeon so I barely remembered it haha. Looked good once was it all put together though. As it's been said, it's very easy once you're in the dungeon itself, but I like the idea. Pretty neat!

Anything with roguelike sounds like a cool combo to me. Really liked the way the car controlled, so nice job there!

Simple, but great execution. Nice!

I would definitely try and remove the WebGL version until it is fixed. It just doesn't work. I downloaded it though and it's all good. This was admittedly one of the combos I was thinking of at the start,so I'm a bit biased when I say I like it haha. You implemented it well!

Something about the T posing queens was funny haha. I wouldn't have minded a map or camera controls to better see where to go though. 

The style is sick. I think it would've been cool if the ammo packs gave more than a single bullet. Could increase the health of the cops to compensate. Would maybe make it harder to waste ammo. Still cool!

Yep, not the first person to say that about health. It's not tied to you, the player, but the base in the center. So taking damage means something reached the base. Good to hear about the rest though! I just sort of winged the art for the demons so I'm glad they were well received haha

Ah, yes. I'd just sort of hoped no one would try and scale the edges of the maps, but I suppose I should've checked that myself haha. The tomato demons were probably just on the opposite side from where you were looking. Anyways, thanks!

Thanks! Yeah, I didn't communicate the health very well. The base takes damage when the monsters run into it, so it's unrelated to where you are as a player. I thought about adding player health too but ran out of time. Definitely could use some more polish in areas. Appreciate the feedback!

Very nice! Without reading the description "horror pacman" was also my first thought, so you nailed it!

Shame it's not finished, but you got a good start on it! The idea sounds like it could be fun. Reminds me of some custom Halo game mode. At the very least I always find game jams to be learning experiences regardless of whether I finish them. Cheers

I dig the combination. You could probably get some pretty cool results with different guns of varying fire rate/recoil, but for a jam game this definitely gets the idea across!

Aww, thanks. Yeah, enemies could've used some more variety in multiple ways, but glad you enjoyed it! I'll make sure to set aside some time later to check yours out too. Cheers