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sdahc

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A member registered May 12, 2020 · View creator page →

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Thank you! I am planning on working on this a lot more, I love the concept. Would really work well in a longer, more exploratory format. (One hit gongs will be balanced in the future ;) )

Thank you! Very unfortunate that that bug got past me in testing..

I appreciate the feedback, I'm busy adjusting the way one time gongs work, the visuals will be much clearer and there will be a reset mechanic. For example, you are traversing a platform and gain vision of a one hit gong, you will be required to go back to some certain point of the area, where you can then reset the gongs. I think my puzzle design in this prototype was just bad as well, and I've found much more interesting ways to structure the levels. I hope you try it at a further stage of development!

Very much appreciate the honest feedback, definitely needs some polish. Thank you!

Really liked this one, aesthetics, very smooth game feel, good job team. Teeny note - In the blue/grey place, I noticed myself clipping on some invisible square-ish collider, I thought it was maybe a plank from the wild west world, but didnt see anything in the same location in either other worlds. Intended?

Agreed, the challenge should be in memorizing the routes, not having to guess where to look when you hit a gong. Thanks for your feedback!

Thank you! I do see where you're coming from. Ideally though I would like different mechanics for the gongs, in your opinion do you think once off gongs should be removed completely, or would them having a much higher range and duration balance out the one time use?

Hahaha absolutely not, that bug slipped past me during testing before submission sadly. Thank you!

Thanks for the feedback! To be honest after watching some playthroughs I totally agree, I think If I were to make any changes like that, I'd also like to increase the range of them as well.

Appreciated <3, It would've been a lot cooler, but web support was really hurting the shader and depthmap idea for the sound waves...

Very good execution, we shared a similar idea ;). I like that there are enemies, its a lot harder to just spam the spacebar when theres an enemy on your back, good balance. Very reminiscent of Caves of Qud!

Great work on the theme, rage inducing indeed. Sometimes dying did feel like less of a skill issue and more of just unfairness, can't quite put my finger on it, perhaps the sword not detecting some traps, or arrow hitboxes? Other than that though, great!

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Thank you! Yeah it is very unfortunate, I tried to push out a fix for that this morning but no updates during voting period :sadge:

Thank you! It was a lot of fun to make!

After a painful morning of stressing after deleting the uploaded files in the intention of updating, Eye's Lies is back up!
Go play it right now.

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Hey everyone, I've just pushed my first game out here on itch, it's very short and sweet, made for the Tiny Game Jam 2025, with the theme "Don't trust your eyes". I'd love for any feedback or insights anyone has for how I can improve for the next one.

Eye's Lies is a short puzzle, walking simulator game in Godot with visuals heavily inspired by Superhot and Mirror's Edge, and the general feel inspired by The Witness. The concept is simple. Do not trust your eyes. Let your ears do the seeing, by hitting gongs and generating noise, you're able to see the truth.

https://sdahc.itch.io/eyes-lies