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EvilGreven

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A member registered Jun 16, 2020 · View creator page →

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Thanks for trying it out!  I wanted to hint about mechanics and puzzles in addition to lore with the NPCs, like this guy:

The idea was that the player would then use this new mechanic demonstrated by the NPC immediately, but it was too subtle - the level should have been designed with more of these so a player could climb back up.  One thing about the eyes that may not be obvious by that point is that they do not stare directly at each other, so if there's a place where they would be, then something must be blocking their gaze.

In a level very soon after this, the explanation for what happens if one is caught by the eyes is played out by NPC conversation. Without spoiling too much, they fade away.

The idea with the puzzles was to tell the story as well - my thought was if someone wants to know more about the story, they could decipher it and as a reward make the platforming easier by disabling the eyes in that level.  One misstep there is having it be a 1-try puzzle; this can be circumvented by a bug that an early player found - hitting ESC to pause and resume resets the puzzle.  The very first puzzle is standalone: count the things, with an answer being a number.  The second level puzzle builds on that with the NPC hinting how to decipher it:

This infamous phrase is attributed to someone with famous a cipher named after them - and in particular - is encrypted by a number, which is why the first puzzle's number is relevant.   The third level is more obscure, but is also a common cipher used for example in ARGs.  A similar thing goes for the next couple of levels, though while no further types of ciphers are introduced afterwards, the chaining nature continues. Every 5 levels is an act, and the introductory puzzle (levels 1, 6, 11) is independent of the previous chain so it can be picked up.

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Yeah that's the issue with level 4: if you jump down to get to the riddle (relic) but don't solve it, you can't make it past the eye corridors - and there's no way back up to the platformer solution without restarting the level - something I missed during development.  Try using that same NPC hint elsewhere.

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Thanks for playing!  The idea was that the NPCs hint towards mechanics (ex. level 1 or the second NPC in level 4) or what kind of cipher is being used through act 1 (split acts 1-3 into 5 levels each).  It definitely could be easier, like I found how to copy the riddle to clipboard a bit after the deadline.  It isn't a bug that the 2nd NPC is standing where it is in level 4, but is perhaps too subtle.  It can be passed by platforming, but unlike most of the other levels there isn't a way back if you get to the relic after that point.

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Thanks for giving it a try!  Solving the riddles is not required to beat the game, though it makes it easier.  I saw after the deadline that I had not made level 4 as easy as I thought.  Other levels you can beat after failing the relic in the same run, but not level 4.  The idea with level 4 was the NPC is standing on a weird thing, saying to do a thing, and eyes are pointing at a place.  It could be really hard if the first act NPC dialogue is not interpreted as hints though.

Thank you for trying the game!  The idea for the first several levels was for the NPCs to introduce or hint at puzzles or mechanics, but they're more flavor for the story afterwards. Do you have any ideas on how hints could be further incorporated?

Thanks!  The idea for level 3 was that some spots need a little patience while another is a race against time.  The integration was surprisingly easy with the library, but I didn't want it to directly impact play.

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Thank you!  Level 4 is probably the weakest one.  The idea there is that the second NPC is standing in a weird spot, and dialogue hints at a similar weird spot for pure platforming.  For this level,  the relic is after that spot rather than the other way around, and I saw from another's play-through yesterday that this is not as easy as I thought.  edit: By the way, you can hit ESC or ENTER at the Game Over screen instead of using the mouse.

Is the 'beam' from the eyes misleading? It was a late edition from early feedback to add a graphical indication.  In reality, the eyes only look relatively ahead (up/down/left/right) their bitmap size on a single axis.

Thanks for giving it a try!

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Thanks for playing! The chat can be really weird/funny with an active channel (doesn't have to be yours, no login or anything). Sorry about the external tool thing. I just wasn't sure about the legality of including cipher tools in the game (even these simple ciphers) so decided against it. edit: Oh, wanted to point out, the relics can be skipped - it's just easier to do some of the platforming by solving them.

Glitched into walls several times swapping worlds, but not there... just probably skill issue before the spike balls. Just ran out of time.

Pretty cool, my best time was 43 seconds, probably skill issue. Took a bit to figure out it needed a controller  stick to move. If you could iterate on it, I could see different levels easily expanding this.

Neat rails game, not sure if it is infinite or not. Got to 10k viewers before I ran out of time to play, no change in speed for a long while - might make it more interesting.  Everything worked well, though the control scheme could be modified for keyboard.

Neat little 3D game. The simulated stream interaction effects were fun!

Neat, though controls are a bit iffy for me.  At times I ended up in the water and on the platform.  Not sure if it was just Firefox.

Interesting idea for a resource management game.  A bit repetitive with the options; some repeated several times in the same position.

Fairly dark/morbid.  Not that far off from some streamer chats.  Cool entry.

Creepy, but a bit slow. Think movement speed could be increased a fair bit.

Didn't expect a kind of dungeon keeper game, pretty neat.  Seemed pretty complete as far as assets and gameplay goes.

A bit morbid. Cool take on the theme.

Interesting game, wish I could get further.. repetitive clicker games I just can't do that much these days. Dystopian story up to day 3 for sure.

Definitely improvements from before, pretty cool!

Different take on things, did find I got stuck after swapping to a different player, unable to continue playing.  Was able to chain dodge to the other side of the arena, and ended upside down somehow. Couldn't finish a game after a few tries.  Sometimes balls could be picked up multiple times.

Reminds me of the classics.  Worked well, helicopters caught me off guard the first time. Pretty neat!

Interesting, curious what more would be if there were more stages - more cards and decorations?

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This is a really cool game, both music and art, but a bit glitchy with the swapping worlds.  I got pretty stuck about 10-15min -  in after the bridge and forcefield, glitched through terrain to a spot, then could not make the jump between the two rapid spike balls.

Pretty unique take on the theme.  Nice music.  Could be cool to have like ups and downs instead of just a win/lose.

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Cool and cute. Very much a story game, enjoyed all the main elements.  Would like a little less linear story but it's good.

Interesting resource balance.  Tried every option as soon as I could but couldn't quite win that way. Some of the controls are very dark/morbid.

Pretty cute! I ran around picking up angry trash until I couldn't find any more.  Nice art and music.

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Got a little ways in trying attack and skill, then trying to use a mana with not enough skill locked up the controls so got stuck. Refreshed and tried again, defending against the lizard with the first hit resulted in 0 damage dealt or taken the entire fight and hard locked again.  Cool concept for the theme though.

Pretty neat. Got pretty slow around wave 4 and 5, nearly freezing, possibly due to the number of entities. Rapid blinking and stuttering got to me around then, had to stop.

Pretty neat take on the theme. Gets quite fast so you have to guess. Seems polished and cohesive, with mechanics, sound and art that fits the idea well.

I think this would be addictive for people that like gambling.  Pretty smooth controls. Not exactly sure what the little square with a 2 next to the necessary ingredients rectangles were but it looked like it should be clickable.  Polished.

Pretty neat 3D shooter. Gets very sluggish at times, especially as more things are on screen. Gun seems somewhat unreliable, as bullets shoot all over unless stationary. Mobs dropping hype incentivizes going in, but the bullets going everywhere is a problem.

Cool game, mechanics are down. Only thing I would suggest is expand the conquer map. Took everything but East North America with the basic drone, then ran out from earlier missteps. Sound and movement work well, as does the help.

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From what I saw it looks promising, but admittedly that was not much.  In the text intro it says 'f people' instead of 'if people'.  Froze up my Firefox tab when I took off and immediately ran into an asteroid. Would like to be able to skip the text if I can get it to load again.

Think this is pretty neat, was able to collect all the coins, but couldn't find the fountain in the time I had. Think these portals teleport you around.  Did run into a bug where when I turned the camera to the right it sometimes would stop working until I did a 180 to the left.