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wjraggett

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A member registered Jun 13, 2020 · View creator page →

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(1 edit)

An good first game! I have some comments but it is for sure something to be proud of. The style is lovely and I like the use of colour. You have a lot of foundational stuff down already


  • Transition between levels - it's a little jumpy at the moment
  • Fall deaths, have the camera stop and let the player fall past the camera
  • Fewer Invisible walls! Let me run free!
  • Look at the parallax layer option for background
  • I think an enemy stop halt when it kills you
  • Instead of telling me to jump over a gap, use coins to entice me
  • It looks like you implemented fast fall and jump buffer but I'm not certain about coyote time?

The vibes are there and there's potential for something really creepy. Music, art, and SFX work in your favour though I thought the scream meant something was wrong?

I'd like to see some thought put in to speed up the game play. Not waiting for the weight to change, scaling the weights to the weight needed to be guessed, etc

Thank you for playing :)

✨✨✨✨

I love this concept but I find it annoying to keep having to count the ceaser cypher on my fingers every five seconds. I gave up with a cypher of 2

This was a lot of fun! I like the primary mechanic of dispelling the shadows!

I remember it was somewhere in the step/maze bit

Maybe it could teleport to a random  point a bit further away?


It wasn't a collision issue. I just couldn't jump out of a dead end

Are there instructions on how to play?

I love the concept put it feels really unfair that the enemy can teleport. I also got stuck and had to restart

Thanks for playing! For what it's worth, that level is the last proper level in the game so you aren't missing much

I can tell you put a lot of effort into the combat. Nice work

I got past night 5. I find that it's totally fine to get through a night without a patron attacking unless the bar is full up. I love the vibe of this

The hand drawn style adds a lot of charm!

I'm sure you've gotten a lot of improvements to make so I'll try and give one bit of advice...

You can adjust the frame rate of the run animation and add some more frames to make it look like the character is running across the floor instead of sliding

Criticisms first: It was a bit jittery on my admittedly old laptop and I found the controls a bit frustrating as I couldn't look/look away when I wanted, it made me go down a couple levels a few times.

That said, wow you set the mood! The shadows, the sunset, the view! Did you base that off of a real view? The music and the cinematics of it were great! I think there is room for more mechanics for a potential full version - maybe when eye line meets, awkwardness goes up but alchemy accelerates for half a second?

Great work!

Criticisms first: It was a bit jittery on my admittedly old laptop and I found the controls a bit frustrating as I couldn't look/look away when I wanted, it made me go down a couple levels a few times.

That said, wow you set the mood! The shadows, the sunset, the view! Did you base that off of a real view? The music and the cinematics of it were great! I think there is room for more mechanics for a potential full version - maybe when eye line meets, awkwardness goes up but alchemy accelerates for half a second?


Great work!

There were some incredibly bold swings for your first jam! Keep it up!!!

Thank you for your glowing review! A lot of people have had similar complaints. While the design choices were intentional, I think re-working the mechanics to address these issues will be a priority for a fuller game

Thank you for playing! Walter White was completely incidental but hey, a reference is a reference!

(1 edit)

I appreciate the diligence! There are existing bugs in the game so I don't think you imagined it. I'll keep an eye on the comments to see if anyone hits anything similar

This is the error file I got...

Celeste Error Log

==========================================

Ver 1.4.0.0

02/08/2024 19:11:06

System.InvalidOperationException: Could not map Texture2D for reading! Error Code: The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application. (0x887A0006)

   at Microsoft.Xna.Framework.FNALoggerEXT.FNA3DLogError(IntPtr msg)

   at Microsoft.Xna.Framework.Graphics.FNA3D.FNA3D_GetTextureData2D(IntPtr device, IntPtr texture, Int32 x, Int32 y, Int32 w, Int32 h, Int32 level, IntPtr data, Int32 dataLength)

   at Microsoft.Xna.Framework.Graphics.Texture2D.GetData[T](Int32 level, Nullable`1 rect, T[] data, Int32 startIndex, Int32 elementCount)

   at Monocle.VirtualTexture.Reload() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 170

   at Monocle.VirtualContent.CreateTexture(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 271

   at Celeste.Language.FromExport(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Data\AssetData\Language.cs:line 94

   at Celeste.Dialog.LoadLanguage(String filename) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 72

   at Celeste.Dialog.Load() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 29

   at Celeste.GameLoader.LoadThread() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Scenes\GameLoader.cs:line 92

   at Celeste.RunThread.RunThreadWithLogging(Action method) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\RunThread.cs:line 45

This is the error file I got...

Celeste Error Log

==========================================

Ver 1.4.0.0

02/08/2024 19:11:06

System.InvalidOperationException: Could not map Texture2D for reading! Error Code: The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application. (0x887A0006)

   at Microsoft.Xna.Framework.FNALoggerEXT.FNA3DLogError(IntPtr msg)

   at Microsoft.Xna.Framework.Graphics.FNA3D.FNA3D_GetTextureData2D(IntPtr device, IntPtr texture, Int32 x, Int32 y, Int32 w, Int32 h, Int32 level, IntPtr data, Int32 dataLength)

   at Microsoft.Xna.Framework.Graphics.Texture2D.GetData[T](Int32 level, Nullable`1 rect, T[] data, Int32 startIndex, Int32 elementCount)

   at Monocle.VirtualTexture.Reload() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 170

   at Monocle.VirtualContent.CreateTexture(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 271

   at Celeste.Language.FromExport(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Data\AssetData\Language.cs:line 94

   at Celeste.Dialog.LoadLanguage(String filename) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 72

   at Celeste.Dialog.Load() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 29

   at Celeste.GameLoader.LoadThread() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Scenes\GameLoader.cs:line 92

   at Celeste.RunThread.RunThreadWithLogging(Action method) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\RunThread.cs:line 45

Thanks for playing! That was for performance reasons

(1 edit)

Thank you for playing! I've heard a lot recently that the jumps near the beginning are tight (especially in the flowers level). This was something I made easier! I'm glad you got past it regardless.

The blue phosphorus potions emit light and are what make platforms collidable when the light touches them. The black sulphur potions emit shadow and stops light from hitting the platforms - making them passable. I'm not certain what the predictability issue is that you're referring to? It sound's like you assumed that the light forms were collidable when they weren't  in light - which is not the case. If light is matter, things in shadow cannot be touched.

Regardless, thank you for your kind feedback. I have ideas for a full game that I may put online in future.

I hadn't even noticed the face is Walter White! Thanks for playing!

That's so clever! Wish I thought of it!

gOOOOD PUZZLES

Love the mechanics but got stuck after pushing one of the couldrons

A really charming game!

This must have taken an tremendous amount of work!

Thank you for playing!

I appreciate you sticking with it! Thank you :)

Very high octane with satisfying music

I arguably could have made the timeout shorted, true

Thanks for playing. I thought I made it clear that you can use the mouse wheel to select potions too?

<3

Certainly. I think I know how you did yours... your light would work through obstacles, right?

Polished controls, flushed out mechanics, planned out exploration with re-tracing incorporated, the sound design and music were excellent, 10/10!

Thank you!

Thank you! White text with a black outline can be read on any background. I applied that to my boy!