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StaticVoidGD

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A member registered Mar 27, 2023

Creator of

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Hey man, I've seen you've stuck to GameJams, keep it going I'll be cheering for you, I'll eventually return to videogame making and I'm sure you'll be a pro by then (life is too busy right now, moved and finding a job in Europe!).

2 things

1. Don't be too hard on yourself

2. By extension don't be too hard on other people.

You mentioned on this game one of your worries was not getting along with your teammates while doing this game jams, I believe if you stop being too hard on yourself you'll also become more approachable and accept different ideas from people, which people appreciate.

It's a whole domino effect, anyways gl man.

P.S. While I agree Dota is kinda shitty (mostly cus of community), I'd say thinking no game is shitty just not your taste is one step forward for your mentality. (now if we talk about CoD or FIFA that's a different story, there are always expections, jk jk).

Incredibly gorgeous game, congrats to the artist, love the character design, when I realized the hair pin was the moon and not horns (maybe both) my jaw dropped.

I want to make this comment as helpful as possible so here are my main takeaways.

Please, I beg you, DO NOT get discouraged from people complaining about the controls, it's called an isometric view, I could tell many didn't know this, yes, it's normally used for grid-based movement, but I completely support your decision to make it real-time, think outside the box and make it work, good job doing this.

About Art, music and ambience, literally perfect, so all I have is personal opinions, on music, (mainly the first impression) I got the feeling of "eeriness" and basing myself on the character and world design, I would have gone for a different approach, something more "wondrous", (Less "GRIS", more "Journey" if you know the games).

Hope you like long comments!

Going to be the first one to say, I had to get used to the controls for the first 10 seconds, after that, I liked the design choice, it added to the difficulty and uniqueness, I feel that without those controls, the levels would have to be made artificially harder, which would be no good imo.

Love the art, like love love love it.

Well if you ever get around to fixing it, please feel free to tell me, I'd love to try it out once I can :)

Your idea for one type of resource to manage various player options AND health sounds amazing, I recently watched a video about game economy and what effects using one type of currency vs multiple types has on the player decisions (I'm obsessed with game design).

I see the game was done by only you and someone else, I'm guessing one handled code the other the music + sfx + art?

Sure! Count me in whenever you need me :)
Discord: StaticVoid#0052

And yeah I totally feel you about not getting to get everything working in time hahahaha

The most creative game on this jam IMO, Loved the mechanics, loved even more the cable ride, that one was a nice surprise, nice out-of-the-box thinking.

Even though I loved the cable ride mechanic, I did struggle a bit on it, also the head movement while on the floor, and throwing the head (movement in general) was not as smooth as I would have liked.

About controller scheme for keyboard, I didn't like the control schema u used for the head detach, F is too close to D and you have to move your both hands pretty close together, I recommend you use the more common schema which is WASD for movement and JKL for misc buttons, keeps your hands apart and feels nicer (Only when you don't need the mouse should use JKL)

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Liked the music, animations and wall movement, I did struggle with knowing where I was going, but I think that was because you forced your build to a specific resolution (my resolution is 1360*768) I couldn't see the HP bar nor the score, etc.

I have a 1360*768 monitor and was unable to play the game properly, it was caught on the top and bottom half, might be a nice idea to work on the build settings to properly handle different resolutions

I felt like I was on acid while playing this, (maybe I was ° °).

Great cohesion between art and music.

Player control was messy for sure.

Have a nice day!

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Hey! I agree with your hitboxes being bigger than in my game hahaha, yeah, gotta chase that sweetspot!

Still your game was pretty fun, reminded me of Celeste, pretty sure you got some inspiration from it, right?

I liked the music and SFXs, not only by themselves but I liked that you tried to tie them to the game trying the player to follow a rhythm, atleast that's what it felt like to me.

I would have liked the basic jump to cost no energy, only the follow-up jumps/dashes, felt a little bit restrictive as the very jumpy player that I am!

Cheers!

First of all, LOVED the idea of tackling the challenge of controlling 3 different characters on the same level, the level design was also pretty good, I liked the level of challenge and the puzzles were creative, Great idea to have a death counter. I got 4 out of the 6 stars, one of the I didn't know how to get (which is a compliement) the other one I was too lazy to get, the last one (that one not so much of a compliment) the level design there was good for the main objective, but for the star it didn't feel good.

There was bugs, some minor ones, others, game breaking (1st lvl) you can hack the box and catch it with the character and can't get it off of you, so the only option left is to retry, that is only one example, there are other places this can happen, and other bugs as well.

The level when the bomb bot is locked behind 2 closed doors and 1 breakable one, that level was tricky for me, at the end when I needed the 3 bots to escape through the door, I had 1 stuck in the starting area, the way I solved this didn't feel like the intended solution, I pushed the box into the button but just barely touching it, so I could push the box later to the right and use it to escape that area.

Hope you like LONG COMMENTS :P

I liked the feel of the game and the design of the planets, the exploration idea is good but it could have used more sense of direction and velocity while flying out there, a paralax as others have suggested and either a mini-map or radar of some sort (You did go half-way into the radar idea with the proximity arrow, that was nice).

As I said, great exploration concept, however I would have loved the actual exploration to be less punishing, the fact that you have the planets appearing randomly in the map every new playthrough counters the sense of discovery you earned on your past life, that said I did like the randomness, all I am saying is the 2 concepts between continuity and randomness kinda clash.

I've sent you a discord friend request, let's take this to discord DMs!

Hello!

We are looking for an Artist, interested in joining our small team of 3 devs, so far?