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Thesryn

26
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3
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A member registered Dec 04, 2021

Creator of

Recent community posts

Hi there, happy to hear you had.

There are definitely a few bugs :p

I've not gotten stuck near the blood before, but incase you didn't: the blood is a checkpoint so the dog will wait there until you and the dog are near it (and there no zombies to distract it) and then a voice line plays? Dog should move on from there.

Let us know if you've had another go!

Otherwise that's kinda weird, are you playing in browser or downloading?

Ha! Glad you found it fun.

And I appreciate you catching that jab...not sure if I'm allowed to say it, but something about this theme was killing my soul a bit lol. 

Cheers for playing

Yeah, I guess in an ideal scenario we'd allow the user to tweak volume themselves 💁

I think the issue with the rubble may have to do with summer weirdness regarding the shape of the collision boxes. I  don't quite understand it, but ideally the rubble (I think) near cliffs, should have been passable. But, it ees what it ees.

Cool sounding glitch, extra cliché. I haven't found that one yet.

Anyway, thanks for taking the time to leave feedback.

Hey, thanks for playing.

I'm going to ask the programmer people to have a look at what you're saying. I was just the voice guy and a play tester...so I don't know anything about crashes. I did once have it crash while playing in browser but since then it was fine, I wonder now if maybe I didn't wait for the voice line first or something...yolo

You're right about walking backwards... Hidden game cliché is: this an unrefined alpha released for the public to test :p                But yeah, as a tester, I could potentially have been more bothered about it, we talked about it briefly, but then got maintracked (I made that phrase up right now) by other things that we felt we really needed. Originally walking backwards was fast enough to outpace zombies, it was nerfed and then, not re-balanced. Soz.

The cross hair vanishing while reloading, I didn't even notice was a thing until you said so(and then watching your video). I think the cross hair was added on the last day of development¿ So not sure what the story with that is, it may not be on purpose.

And yeah, the hordes coming for you when you respawn is also something that could be better... I was probably (as a tester) not too bothered by it because checkpoints were also probably a week 4 thing so I was just grateful to not need to restart. I think we probably created the issue when for other reasons we increased the aggro range of the Zombies.

Thanks again for checking it out though and for taking the time to leave feedback.

Thank you for your feedback. Very happy you liked it.

Your nitpicks are very reasonable and things we would definitely look at given a different time frame. 

 Cheers dude!

Thank you! It was fun creating it as well...well at least the voice lines :p 

Can't speak from the programmers perspective, certainly a learning experience!

Awesome, thanks for playing

;) glad I packed the explosive ammo.

Thanks for the feedback! Glad you liked it, very motivating comment, thanks again.

Thanks! Really glad you had fun.

Thanks for giving it a go!

Did you manage to finish it?

The collision is a bit funky sometimes, whenever I glitch on the dog, I get out by sprinting and moving my mouse away from it. Usually gets me out in a couple of seconds

Thanks dude, yeah we did jam a lot of "bug" into this didn't we.
Even after "release" I'm finding quite a few mechanics of the game are bugging people.
Which in my eyes may be a positive thing...thematically at least. :p
Thanks for playing

Indeed, we don't all find that dat cricket lyf comes naturally to us. Glad you liked the vibes, it is pretty chill isn't it.

Hey there, thanks for playing, glad you appreciated the black screen :p 
Getting the jumps right is quite hard, but eventually you can get the hang of it.

Cheers dude, glad you enjoyed.
Maybe if we were to continue development, there could be a "chill mode" where you may freely vibe to lo-fe beats and hop around without death or darkness.

Well, cheers for giving it a go.
Sorry you didn't find the game visually stimulating, I guess it's not everyone...the life of a cricket.
Bugs do indeed need water to survive, however crickets are very good at drowning, for example people who keep crickets should not actually put pools of water in their enclosures, instead it's better to leave them cotton balls soaked in water, otherwise they can and do drown in very shallow pools of water.
When you get to the end of the game, you should see a screen telling you, you completed it, and it also tells you how many jumps you took.
Unless you discovered a unique bug...in which case + points to you.

Thanks for playing
"bug like" Sounds like success to me!

Thanks for giving it a go

Thanks for playing, "super fun" awesome cheers dude.
Did you manage to get to the end eventually?

:p Glad you had fun!
Everyone mentions the jump meter! Time constraints were an issue, but maybe we'll add a DLC :D
Did you get to the end?

Glad you found it addicting! Thanks for playing.
The jump meter, a lot of people seem to have wanted, sadly we didn't have time to experiment with it but, it is what it is.
I've never played "Getting Over It" (But I've looked at it)and I did have it in my mind throughout the process, in the sense that I preferred this game to be, mechanically quite simple, but hard to perfect...and then there is of course the fact that you can mess up and go right to the start!

Thank you so much! This comment vindicates the direction we pushed towards in this game. Really glad you appreciated it. I'm going to get the others to read this. Acros did the physical level design and all the art, and Sinisterstuf did all the programming in GO. (I was the guy in the background, being like, "no, do this! Stop concentrating on that!")
Anyway thanks again. I am pleased. I'm gonna go tell the others ;)

Thanks for having a go anyway, due to time constraints we didn't really get to play around with a visible hud.
Most of, well everything was a first time thing for us(sinisterstuf programmed this using Go (who does that)) not that a jump meter is overly complex, we had one designed already but it was on the back burner.
If you get any spare time, and aren't stressed out from giving feedback to loads of pixilated games, I encourage you to come back here, and see if you get the hang of it.
Once you do, it's more of, trying to get everything perfect for a lower jump count, than trying hard to finish the game.
Plus, the music is pretty funky hey :p 

Thanks for taking the time to have a look at our game!
We had planned to make things slightly more intuitive, but time constraints didn't allow us to explore that much.
If you do end up "mastering" the mechanics (and also familiarizing yourself with the map) the whole game can be finished in probably less than 3 minutes. So we can't have it too easy.
But I do 100% understand that failing in a game being a requirement in order to learn is not for everyone (e.g. souls and rogue like games)

Really glad you got the feel of the game, (I would say I'm glad you got addicted, but that doesn't sound great!)
You may have read that the jump meter was in the pipeline but, that ended up not being a top priority, and honestly, I like the minimalist (non existant) hud anyway.