I played it, it's pretty good :)
Try adding new things, like various/increasing difficulties, bonuses, obstacles and enemies, etc
Just completed it for stream (it wasn't on YouTube)
Overall, I liked it. SPOILERS:
Introduction is pretty dark for me, while in gameplay terms experience was pretty good. Quests don't make much sense (why you can't break gate with crowbar you brought from subway, or break boards which cover one of passages in basement of subway with same crowbar?), but they add variety and action. Exploration is pretty solid because of atmosphere game pulls off: snowy suburbs, snowmen, poor women and men you probably work together with, and especially lonely section in the end. Boss fight is very solid because you have to prepare by finding supplies and you have to manage your movements because Santa is faster than you, and merely at same speed when you're running, so even shooting him from distance is still work.
As horror, game didn't worked for me. The way santa-killer appeared first time and was just going around without noticing me like he's blind, killed all tension around him, and boss fight shows him just as regular guy, who stronger than you, but he's still not unnatural being which long forgot about wounds and pain it can FEEL, not inflict.
Overall, whole game feels like B movie. Not serious, cheap in some places, but still made with care and love, and there still people who adore such style. I'm one of them.
4/5?
SPOILER
Another entry to horror subgenre "eating at night", and not so bad. I wish it was longer.
Good sides:
- Nice joke about main character dying for eating bad food. Pineapple pizza, raw meat, tasteless chips...
- Telephone activity looks like good potential mechanic
- Main critter is spooky just like screamer
Hovewer, there not much gameplay or something to explore :(
Understandably, waiting for bigger release and expansion of atmosphere and mechanics. 3/5 for demo, but I would raise it to 4/5 for monster design, potential for full release, and again, joke about eating wrong food.
SPOILER
Spooks are very well, and world is pretty, but in gameplay terms... I find player character actions very strange. Why he would go deeper in forest instead of waking up other people? Or why he wouldn't even take rifle as protection item? I would understand all these as alternate path, but not being able to behave reasonbly and safe is strange and to me harms immersivity. Having multiple choices and endings would help to that.
4/5. And sorry, got it for free at "sale" :(
SPOILER
Hi! I should thank you for many good suggestions, but still starting with your game.
Five out of five. Maybe even with plus. Your game I consider as pinnacle of such type of games.
What I should start with? Maybe gorgeous house design. It looks very realistic and comfy, it feels very live to walk around, being able to interact with stuff and even turn various radios on. Chineese Takeaway is also cool and even being able to see chef and his clean kitchen, showing the way he works... Car gameplay is refreshing and very polished. Characters are expressed great for such short game, and impact of villain is strong because of how realistic it feels. Stalkers exist and will exist, and this game shows one of them in very creepy and believable way. The way spare coins are handled is smart and gives nice puzzle to think about, I even struggle to choose between police and this trashbin guy.
Overall, all endings are cool and interesting to get, even cooler to see 2 variations of "being killed" ending, so I got five out of 4 :)
ALso, nice to see that most actions are actually rely on player. Main character wouldn't act like dumbass unless player choose so, and same way with acting safe. I hope you set this game as your base bar of quality for next projects, didn't played such breathtaking indie games long time
SPOILERS
Hi! Writing this to express my opinion on game
Don't afraid, overall I liked this
I was brought here by recommendation from "Egg Fried Rice" and wasn't dissapointed. Your game shares same cozy detailed vibe, although this poor apartment gives very sad vibes, I hope yours is somewhat better. Living in much better conditions it's hard to imagine how people can live without comfy toilets and showers or even constant water supply.
Back to the game. Overall, it gives nice atmosphere and feeling of going outside at night and "food porn" here is especially tasty. My strong complaint is that textures are probably too pixelated, I even thought at first that flowers picture at fridge is blood, things at shop and in fridge are mostly impossible to stand out, but that could work as making surreal dreaming vibe, like making it feel like general experience of such people, not giving away certain details like brands
I got 2 endings: ate and slept, and was killed in my house. Satisfied with results. 4/5
Thanks!
Text flash was made to to prevent strings from blending with background graphics, probably next time I should just make them with clear background like text box
Minimap is centered around player, but I can understand confusion because it doesn't show angle or exact position
I was thinking about dropping raycast away and using pseudo first person view used in old rpgs or shooters like Maze War, allowing for better view, visible sprites and better navigation
Hi again! When I downloaded offline version I ran into some issues :(
1. For some reason, most graphical icons are non existent (for example, those in sprite editor)
2. Most critical bug: creating variable doesn't work. I toggled developer console on for this one, but seems like nothing was traced into it
Unfinished and Simple Pack 2022 by me have a lot of various toys for VectorBoy
WiwinGAZE, also by me, is try at making level based game for VectorBoy. Features almost 15-20 minutes of gameplay (ideal fast run for 1 ending), 2 endings, secret cheat codes and 7 levels with various traps. Have fun!
WiwinGAZE is rage game for VectorBoy fantasy console, which uses black-white vectors instead of regular pixels.
Action takes place in 2028 after humanity was defeated by Players and flying castle was noticed floating near to Earth. You're last survived member of United Government and you decide to research this castle using flying orb.
You will need to handle floaty physics during 7 levels (~20 minutes of gameplay) while inspecting corridors and searching exit. Dodge obstacles, collect keys and meet unexpected dangers, while fighting for one of two endings and gaining information about this dying world.
Hello to everybody. Here's my game for VectorBoy fantasy console. It's very early stage of game (currently just 1 level done and no sound effects), and if somebody want to play it I have questions: is game have any gameplay appeal and value? Is it good to play?
Also, it would be nice if you say something about level length (short/fine), game speed (slow/fast), movement mechanic (frustrating in good way/dumb), and bugs you found. Controls are: arrows to move, z/x/c are responsible for left/middle/right buttons of fantasy console. Usually game tell you which button to press, but here some controls you may not know: pressing left button(z) during gameplay will reset the level, holding it during intro will make intro go fast, holding middle button(x) during gameplay will allow to pass through walls and objects (test thing), right button during gameplay(c) will set game on/off pause.
You will need VectorBoy itself to run the game. Here is Vectorboy:
https://davidjalbert.itch.io/vectorboy
And here is my game:
Beaten in 4:40
That's good concept and well looking game (but main cube could be more cute, at least as colorful as main cube from Adventure).
Strange thing to me: you can't move rooms so freely. Camera focuses on one where you stand currently. I hope that it won't lead to soft-lock problems.
Anyway, 5/5. Also, will gameplay have more than collecting gems and swapping rooms?
Hello, let's call me Bobby. I'm not good coder, but I still like drawing pretty pixel art, thinking about fresh/good gameplay ideas and making games using them. I use fantasy console TIC-80, but want to try other engines after New Year. I think I'll start jam since today because I have plenty of free time for now.
But aren't keyboard controls work fine on Windows? Or I just used to them long ago, lol?
As I saw, gamepad use one stick to turn and other one for speed control, so keyboard was best for me actually.
5 minutes later or so: I downloaded available Windows version, and controls seems fine, maybe I just used to them. May game behave differently depending on framerate? That's my only other guess. Still great game.