While it is noticeable that this isn't finished (no respawn, can get stuck in walls, no walk animation, enemy spawning is busted at times, etc.) the sound design is quality and props to a decently balanced combat system. I'd give more credit to the art, but the screen filter and darkness made the sprites nearly indistinguishable which is a shame because they look rather good on the Itch page. With better time management for polish, and a more engaging end goal/game loop, I think this could have been something special.
J.ChrisObeso
Creator of
Recent community posts
This is a pretty solid puzzle game! I really enjoyed the slow increase in complexity and the sound design does a great job of conveying what you need to know when you need to know it. My only gripe is that the platforming could have maybe been a bit smoother.
Possibly a better indicator of where the danger is coming from, I.e. make the monsters blend in less with the background or possibly make them red or something if you're getting too close. That could give the player more of a grace period. Also, less sensitivity, though, switching to mobile should mostly fix that inherently.
It's a pretty interesting premise. I like the art, sound design, and general vibes but tying inputs to mouse movement was just very aggravating. The gameplay is just not super intuitive. This definitely has the bones of a really good game especially if you want to convert the controls to touch later on for a mobile game.
Great art choice, some solid puzzles, and fits the theme flawlessly. Nice job!
Perfect example of a simple concept going a long way. My only gripe is I would've liked a bit more elaboration on the controls. Overall, though, I really enjoyed it. Great job!
I love a good murder mystery and the art/character designs really stood out to me (both the pixel art/animation and portraits) so I was pretty pumped when I saw this. It had a decent start, but sadly, I have encountered a game-breaking bug. I couldn't get the safe open with the code and therefore couldn't gather all the evidence I needed. On the topic of bugs, I also had a perpetual text box on my screen in the second half of the game as well as a couple of indiscriminate colored squares. I also had some issues with the progression of the story. I was intrigued by the general premise of the story and the characters were pretty interesting and unique given the timeframe and length of the game. The issue with the story is that there's very little information that helps the player know where to go, what to do, and establish consequential data to solve/engage in the mystery. All in all, there's some real potential here. If you can patch out these bugs and flesh out the setting a bit more I think this game could be really something.
I had the issue where I was getting stuck on the way to the office. I talked to Jane but no dice. Pretty atmospheric for what I got though.
This was actually badass. Why haven't more people played this? My only real gripes are that I'd prefer to be able to hold down the shoot button and I'd also give a bit more feedback for when the player gets hit. Otherwise, this was really solid.
Thanks for playing! We definitely wanted to add a little bit of party music, but we didn't have quite enough time. Definitely a consideration for later, though.
Thanks!
For sure! We had some time constraints during this jam that led to a bit of a mad dash there at the end to make a whole bunch of the 3D assets we needed (in Unity with only 3 shapes since I can't 3D model) and that kinda put a damper on some of the finer touches we wanted to get in. We're definitely thinking to finish it in due time, though. We have a more high quality character model in the pipeline and better UI, music, and SFX aren't far behind.
Thanks! I'm glad to hear you had a good time playing it.
Thanks!
Thanks!
I appreciate you saying so! I'm glad you liked how I applied the theme.
Thanks!
Wield your gun against the horde of the witch as you try to escape an abandoned theme park. Only by making your own uncanny combinations of magic yourself may you shoot your way out.
Goal:
Defeat both of the 2 witches.
Controls:
- WASD = movement
- Left Click = Shoot
- Right Click/Spacebar = Roll/Dodge
- E = Pickup/Place Objects
- Esc = Menu
- Progress Dialogue = Spacebar
- Using Menu =
- Keys and weapons are equippable simply click on one of these in your inventory then click on the to leftmost inventory slot to equip.
- To change elemental abilities just click on the relevant one in your inventory.
- Fire is currently the only specific elemental ability that can solve element-based puzzles
- Burn foliage
- Melt ice
- To fuse click on more than one element at a time in your menu. Click again to deselect elements.
Thanks! We originally had a design that would factor in the progress and development of the player a bit more and wouldn't just let you go wherever, but we didn't quite manage our scope well enough to set it all up in time. Regardless, thanks for playing!
Thanks for playing! I'm glad it spooked you if even a little bit. lol
Thanks! I was tempted to make it even more severe with a death every time you ran out of light so I'm glad to hear that it was successful as it was.
It got me too and I made the thing! XD
Thanks a ton!
A quick little horror game I whipped up for a game jam. I approached the theme of "momentary" by implementing a lantern that slowly burns out as you play. If you don't find all the keys in time you will pretty much run out of light and far more at the mercy of the giant monster.
- WASD to move and the mouse controls the camera.
- Click the screen to make use of the camera entirely.
- The goal is to get all the skull key tokens and then reach the exit portal without getting caught by the monsters.
The visuals and music are very cute! I'm not super fond of how slow the sheep move though. I've not once gotten past the wolves XD I also noticed that if two sheep try to go into the pen at the same time they'll get stuck.
I actually really dug this. The story is cute and the gameplay is also pretty solid (I'm glad it's so forgiving lol). I'm not a massive fan of the fact that the furniture bounces off each other because it often makes it hard to keep track of the obstacles on the ground, but it's pretty great all the same!
This is pretty cinematic for just a week! I actually really enjoyed myself. Some of the colliders are a bit wonky and the jumping is just a bit stiff, but overall I really enjoyed myself. I love how you pulled a Bowser axe for the final boss.
Thanks for playing! We've definitely learned a lot and we're planning on making a lot of improvements.
Thanks a ton! I'd definitely like to add a kickback in the future. I had a rudimentary one in a prior version of this game but it was causing a few errors so I nixed it since I didn't have time to refine it. I do now though. I've already started improving the game by making the jump a bit more quick and responsive so a kickback will probably be next on my list
I appreciate you giving it a shot. I'll try to get back to it and improve on some of its flaws when I get the time. I was kinda cutting it close this time. 😅
Great critique! 1 these were simply the controls I preferred while programming, but your distaste is understandable and I'll endeavor to improve on the code so that players can specify their own inputs. 2 I totally get where you're coming from the artist on my team is fantastic, but sadly I chose to use the Unity tile editor for this project for the first time and am definitely not good with it. XD 3 I didn't have quite enough time to refine the UX at the end there since I had to start the project a bit later than expected due to other time commitments. I'm sure you can understand the complexity of trying to develop a fully realized, albeit miniature, Metroidvania game in only a couple of days. By that same token while we had a plotline intended for the game we didn't have enough time to actually implement it in the game. These are things that my partner on the project and I are currently discussing and are considering improving on in the future so that this game pays proper tribute to its inspirations and better shows off the full range of our talents. Thank you.
Love your profile pic! Thanks a ton for playing. I'm so glad you had a good time. I'm sorry about the boss. Even I had trouble beating him. XD
I'm sorry to hear that. It works on Chrome for me. I'll have to see how it fairs for more players. Maybe I can figure out what the deal is then.
What browser are you using? Typically WebGL games work better on Chrome, Microsoft Edge, and other conventional browsers. Brave, Tor, etc. are more liable to cause errors though. There's also a little bit of a load time with WebGL games so it might be that too.
https://itch.io/jam/brackeys-8/rate/1677978 I'd love to hear what you think!
Thanks!
Goal: Get To/Defeat the boss
Controls:
- A: Left
- D: Right
- Jump: Left-Click
- Demon Cape Attack: Right-Click
- Special Dash Ability: Spacebar
Description:
Fight through hordes of demons aided by your sentient demon cape in this Micro-Metroidvania.
Along the way, you'll come across various collectible goodies and a vital dash ability in the form of angel wings. Hearts increase your life capacity while swords increase your attack. Find them all and the boss will be far more manageable.
With this sentient cape fused to your back you know, "you're not alone" and you may never be again...
I'm no cooking game fan, but this does seem like the sort of game a fan of that genre would be into. The music is fun and whimsical with the art making a similar impression. The controls are snappy and responsive and giving the player the ability to set controls is a great addition. My only real issue was that my dice kept falling into the ocean. I also, personally, don't enjoy random chance playing a major factor in my success when I'm on a time limit. This is because I often ended up rerolling a whole bunch of times to get the right ingredients which slowed down gameplay making the time limit frustrating. Perhaps more hardcore and experienced fans of this genre could keep up, but I wasn't really doing too well because of those factors.
It was pretty solid. I admit you have me stumped on the Pekora level. XD
Dicey's pretty cute and I like the intro story. The idea of earning different skills was also interesting. You should probably look into increasing the step offset on your character controller or try to level off the ground a bit more. I also think you could benefit from giving your player object a physics material with 0 friction so that it isn't sticking to objects. One last little suggestion is that you should probably rotate the camera toward the maze so that it's the first thing the player sees when the game boots up. The flashlight is a good touch but I completely passed over the maze entrance during my playthrough and had no idea where to get the first dice face.