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Watchinofoye

44
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A member registered Oct 02, 2018 · View creator page →

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Thank you! 

I'll try that when I have a moment :)

Thank you!

Thank you! 

Thanks for this.

I like to put absurd things like that. I'm just a little disappointed I couldn't add more (even if the NPC who dirties the floor on purpose is not trivial either).

Thank you.

Yes, the difficulty needs to be improved. The ghost is almost unbeatable. In the beginning, the hunter followed the ghost even through walls. I think I should have kept that.

Thank you ^^

"Also expected that a person would only be able to clean the things that were the same color as their shirt, but could do everything with every human." 

Ah, nice idea! That would have been great! 

I also think the game needs some adjustments for the difficulty. The ghost is pretty strong compared to the others.

For the bug you mention, I've tried at some moment to make the interactions only possible when the ghost is possessing, but I didn't managed to make it work. Very frustrating...

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Very good precision platformer, with pretty vicious spots sometimes. 

Couldn't resist the temptation to finish the game. Well done :D 

I pretty like the humor in the game. Well done ^^

Thank you very much.

Yes, my girlfriend told me that would be nice to have a key for releasing the body, but I forgot to implement it. On the other hand, I find it more of a challenge for the player to feel trapped in a body when being chased by the hunter. ^^

Pretty good looking. That's too bad there's no subtitles to understand what the voice is saying (I'm not really fluent in oral English) so I probably miss some context here.

Hello,

I bought this pack a while ago and when I tried to use it, I was quite confused by some tilesets. For the objects and character sprites, it's fine.

For the floors, it's more complicated. At first I thought they were autotiles (with the edges on the sides and one or more tiles in the middle for filling), but no. In fact they are 192x192 tiles for the filling with a last 192x48 tile for the bottom part. This is the only way to have tiles that match well.

And finally, for the walls, it's a mess. It's quite difficult to see how to arrange the tiles so as to obtain clean walls. It looks like 48x48 tiles but I end up with artifacts of other tiles or missing bits. So either it's badly done or I really don't understand how to use these tiles. And I'm leaning towards the first hypothesis, judging by the pre-built room number 12, where you can see visible cuts in the walls. It's really ugly!

Otherwise, the pack is relatively complete and offers a lot of perspectives to create a nice Lovecraftian RPG with a graphic style between Diablo and Fallout.

Another one who went on the combine as a vehicle. I love it.

Controls reminds me some mini-golf game. That's pretty nice.

So someone finally went on the combine as a vehicle. I love it.

Nice. It reminds me some mini-game in The Sims on GBA.

There are some good ideas for making a cool co-op game, but in single player the controls are particularly complicated to use.

Nice concept. It took me a while before understanding how the the hook works. After some levels, I got stuck because the portal always spawn into a platform.

I think it's the kind of game I could spend hours on (I'm struggling with the last level). It's simple, the levels are well designed. The difficulty is quite irregular, but I'm fine with it, and it lacks a little background music.

Congratulations for this first game jam ^^

Quite a quiet game and fun to play. I like the low poly graphics and the sound ambiance.

I think I could spend hours on it just collecting ingredients to make food. Some things made me laugh, like the milk bricks in the sheep pen, the vegetable garden that only has one vegetable of each kind (although I think it's for the challenge of having to look for a particular vegetable) or the chicken stuck in the maze.

On the other hand, the HTML5 version is not displayed on the page and I felt some slowdowns at startup of the binary version.

I like the idea, the graphics and sounds are not bad. I wish it was a little longer.

C'est sympa même si ça demande de développer des réflexes pour arriver à faire un très bon score. Par contre, je ne vois pas du tout le rapport avec le thème.

I spent more time trying to figure out how the game works than actually playing it. You don't know the objective, you have to guess everything.

And as a colorblind person, a game where the principle is to make color combinations, it's complicated.

I liked it. The principle is good, the atmosphere too. I like the graphics and the sounds. It's a pity that I got stuck rather quickly, I think that a command should be added to go back (like in Baba Is You) or the level design should be rethought so that you don't get stuck because of a mistake.

It's nice, it reminds me a bit of Gorogoa for the principle, but it's way too easy and too short.

I'm not sure I understood how the game works. I thought that the infection allowed to recruit the others but obviously it kills them. I think there is an idea but it needs some more work to make it work.

That was very fun and I had a great time trying to survive as long as possible. It's not easy at first but after a while you develop little reflexes and tactics.

The last game I played was pretty frustrating because I managed to last long enough but after a while the people I was touching weren't turning into skeletons, so I was losing skeletons without being able to convert any back.

Also, the crowd of skeletons easily tends to get stuck everywhere, in walls and trees in particular.

Finally, the mini map is welcome but it doesn't seem to update properly and I don't always understand what I see on it.

That's possible. Some elements in the game are clickable. Just for funny stuff though, they do nothing useful. I didn't worked on these elements so I don't know what are they exactly. That's the surprise ;-)

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Thank you. Nice to see you liked it ^^

There was panels to explain the different states but we haven't had time to add them to the game. We'll try to add them to the description on the game page, ASAP.

For the jump control, in some states you can't jump, that's normal.

- In Normal state, you can move, jump, walk on water ;

- In Vine state you can throw a vine like a hook ;

- In Steam state you can fly and go through some obstacles, but you can't go in water ;

- In Rock state, you can't jump but you can sink in water ; 

- In Mud state, you can't jump nor go into water, but you can move fast.

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Thank you for your feedback and we're glad the game pleases you (even we don't know how we managed to do it in a week).

Regarding the keys, there was a strange mix between the WASD of a QWERTY keyboard and the A of an AZERTY keyboard. It's fixed now, everything is indicated for QWERTY. But I don't understand the story about the "x button that didn't do anything"... We have not assigned the X key to anything. Maybe you're talking about the X button on a Playstation-type controller ? If that so, it's for eating.

There was panels to explain the different states but we haven't had time to add them to the game. We'll try to add them to the description on the game page, ASAP.

That reminds me the good old Time Crisis games, with their approximative acting x] Well done !

I like that kind of narrative games. You got me at the hole before the Anubis statue x)

Sometimes, the game have some lags.

Thank you :) I must admit that I'm not a fan of horror games either. Not at all, a real wimp. But strangely enough I had fun making it and I'm glad to see that it can appeal to players who don't like horror games. After that, if I go on with the game, I'd like to make a game that's closer to a tabletop role-playing game than a survival horror game, since I really like the Call of Cthulhu on pen and paper.

"especially like the end scene where you stand over the vanquished old one"

Yeah, about that... It's not me or the game that does that, it's the player, clicking where the monster is afterwards ^^"

Basically, yes, I wanted to put in other pieces but I didn't have the time.

And also, the graphics resource pack I used is actually not easy to use for some tilesets. Objects are fine, I managed to find the size of the tiles, but everything that is walls and floors is a nightmare. So I cheated a bit, I used the pre-built parts provided with the pack and created StaticBodies for the walls :D

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Me (some days ago) : WTF ?! Cookie Clicker is in the Top 100 of most played solo games ?

Me (now) : I got the Kings Sword ! Yipeee ! \ô/

I lost without being able to do anything. Some of the items I had picked up ended up in the dark and I couldn't find them. But it looks promising, the atmosphere is heavy, especially seeing the portal opening more and more.

It reminds me a bit of the end of We Were Here, where you have to complete a play before you get caught by an imp. I still get chills just thinking about it.

Thanks ! I think I'll try to develop at least a demo after the jam ^^

Thank you !

Yes, I'm a bit disappointed that I didn't have time to implement at least the fact that the monster can attack. The fact that the gun is useless would have added something to the psychological dimension, I think (like "damn, this creature is bulletproof!"). I'm also disappointed with the collision boxes between the monster and the main character, it feels like the main character is walking on Cthulhu and it defuses the horrific side, which is a shame...

Thank you. The graphics are not my work, I've used assets I got in a bundle. A nightmare for some tilesets because there is no clear indication about the size of the tiles. I've lost days trying to figure out what is the right size of tiles for each tileset. But I like the style too, it reminds me the first Fallout games, a little.

I think I'll try to finish this demo, at least, after the jam. Just to see where I can go with that.

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Originally, I imagined the gun would be used for neutralizing the monster after some shots, to give you a few seconds to flee. On the other hand, I find there is a psychological impact on the player when they realize their gun is completely useless again this monster, forcing them to flee rather than to fight.

Or maybe I'd keep both these two options and let the player choose between a hard mode, where the gun would be useless against the monster, and the normal mode that would let you neutralize it.

Edit : I think it's funny that you find the page noises terrifying when it's just a sound I found in a free sound bank. I think it's mostly the fact that it takes place in the dark and the monster is off camera at first and seems to be getting closer for an eternity. That's kind of the point. I had to resynchronize the footsteps with Cthulhu's walk and I think I found the right rhythm. I'm pretty proud of it :)

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That's difficult, but I really love that kind of game !

In fact, I wasted a lot of time on some problems and I didn't have time to implement the fact that the monster can attack. So, for the moment, it is completely harmless. Same for the main character, he can shoot with the gun but it has absolutely no effect.

Basically, I was hoping to make it so that the monster could be neutralized after a few shots (about 8) while the monster would kill us almost in one shot.

I tried to launch the application from ~/.itch/app-25.5.1/ directory and I've been able to see some hint. 

[31340:1115/102454.996067:FATAL:gpu_data_manager_impl_private.cc(442)] GPU process isn't usable. Goodbye.

When I looked for the last part "GPU process isn't usable. Goodbye.", I've found I have to launch itch with the option --no-sandbox to make it run correctly. It seems to work, but if I try to launch it without that option, it still doesn't work.

It's some great workaround but still it seems wrong to me. What can i do to fix it ?