Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

electricshrock

94
Posts
3
Topics
2
Followers
8
Following
A member registered Apr 18, 2017

Recent community posts

It can be a noun or an adjective depending on the context.

Toasty isn't 'only' a noun in this game, either... been to any cafes recently? The English language is adaptive.

Thanks for the response!

Sorry for my ambiguity. Evolve as it relates to enemies is very clearly explained and easy to understand. I meant evolve as it relates to cards. For example, what is the significance of having EVOLVE 3 on the bottom of the Skeleton Key?

Please is there a manual or some documentation where it is explained how CURSE cards work? As in, what causes them to appear and how can you get rid of them? Also the EVOLVE system is not really explained anywhere I can see.

https://dictionary.cambridge.org/dictionary/english/toasty#google_vignette

Toasty IS an adjective, meaning: "Comfortably and pleasantly warm". You could say "toast mushroom", and that would indeed be correct. But by that process, the mushroom is literally made toasty. So to say "make toasty", in reference to the mushroom, is absolutely valid.

Yup

Loved:
- The environments, especially the lighting design. Seems authentically messy, if that makes sense.
- The voice acting. Perfect balance of clarity and emotion, IMO.
- The maps. The hand drawn notes are a genius way to help the player without breaking immersion.

Would change only one thing: PLEASE allow for first-person perspective when using a gun. Being bound by the fixed camera angles when shooting is not an aspect of those old tank control games that was ever regarded fondly. Had it not been for technical limitations of the time I don't think it would have ever been a thing.

It's not really a coherent game, is it? Let's be honest.

Perfect execution of a simple but clever concept. It all just works.

Try a more legible font with better contrast if you're going to apply a time limit!

(1 edit)

I am blown away by how great this game is in every respect. Charming, quirky graphic style. Really unique deck building mechanics. A perfect difficulty level that hits the sweet spot of 'easy to play, hard to master'. Really rewards thinking carefully about card synergy, and how to approach each battle in order to win the war.

Just one thing - having 2 creatures in a battle that can cast spell shield  should be prevented, as it is unbeatable with almost all possible deck configurations.

Some of the best voice acting ever.

Octodad, anyone?

You know just putting 'spoilers' on the same line as the spoiler without any attempt at obfuscation is not very effective.

A very authentic love letter to late 90s FPS.

Just wonderful.

Great work!

  • The blocks concept is really novel - not sure if it's ever been done before but definitely not in a P & C game. 
  • Great puzzles where lateral thinking really pays off. 
  • Strikes a really good balance between making the player anxious and disoriented while still giving them a challenge they can overcome. 

After 'hiding' in the bushes I was unable to get out. The sled had me jammed in.

That was brilliant! Truly original and well-executed.

You got a patreon page or something? I actually want to give you something for this.

All else aside, that is the biggest damn lighter I have ever seen.

No way of exiting the weapons upgrade screen if you cannot afford a purchase.

(1 edit)

Can't see any way past second screen of factory. Edit: Oh you can double-jump! Would be useful to mention.

Looks good, nice atmosphere.

This version is showing logging info including FPS and missing assets.

It's also missing a comprehensive controls screen - had to guess it was "i" for inventory.

I couldn't find any way to progress in the room with the music box. Turned out the lights but was there supposed to be writing on the ceiling? The doors are not responsive.

Looks great but there's many problems, most of which should be easy to fix but made it too hard to get into for me:

- Invisible borders galore, hard to tell where you're 'supposed' to go.

- Doesn't capture mouse properly in multi-screen setups (mouse leaves frame and games loses focus frequently)

- Could not pick up weapon with action key

- Could not get back to game from options screen

Did you study film or drama? I ask because the cutscenes in this are beautifully done; the subtle animations, the timing, the angles - really beings an emotional weight rarely seen in games.

That said it was pretty hard to figure out what to do or what was going on in the game proper so you have some way to go. I'm tipping you 10 bucks because I want you to get there.

Brilliant concept! It's like Tron meets Five Nights at Freddie's. So hard to find something that feels new these days so this was very satisfying.

To notch flame effects, the backdraft mechanic was iamazing.

If you're not planning on developing it further, can you at least tell us what the story was going to be?

Nice little game. I'd tip you a few bob if i could.

Needs crosshairs

Great concept for a side scrolling shooter and really charming art style. My only complaints are a) the movement is too slow to maneuver through some of the tighter gaps between projectiles (as well as to respond to the projectile speed of the second boss) and the maximum powerup state makes it impossible to dodge literally everything.

Beautiful, simple, elegant and effective. Aren't we just those checkers on the board, at the end of the day ;)

(2 edits)

A perfect run and gun experience! Using 'lizard men' was a masterstroke for allowing the action to be hard and heavy without ruining the fun tone with gore.

This was way too good to get for free so here's 10 bucks.

Great mix of humor, horror, and challenge. I think you could expand on it. Here's 5 bucks.

Loved it. Feels like a love letter to Delphine software games of the early 90s.

https://www.youtube.com/watch?v=vhe3vSe-mmw

Awesome and original concept, well conceived gameplay mechanic. Definitely worth expanding into a full-fledged game. Here's 5 bucks.

I like that you have to keep experimenting to find where the character is, how to move them and how to change the perspective. But like everyone else I can't see any way past the second room.

Wow. Two days to make this? Amazing. I loved the double twist - satire to genuine horror to kicking butt.

This is an absolutely outstanding premise that could be made into something more substantial. I hope you do!

Next to the whale there is a bowl of petunias.

(1 edit)

On the plus side you have engineered the scares very well, and the environment is quite good. And while it is fine that it's essentially a walking sim with no meaningful actions to be undertaken by the player, there is a bit too much aimless wandering involved before you find the room you're supposed to go in/door you're supposed to walk through.