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ElitoGame

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A member registered Mar 21, 2020 · View creator page →

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Interesting game for sure ^^ There should be an indicator for how much meat you’ve fed the bear already and additionally the wolves should not be able to spawn this close to the bear/player, made escaping out of the feeding area rather difficult sometimes. Regardless good job making this in 48h =)

Thanks! Also for the curious suggestions! The reason for the zoom limit was to prevent the camera from clipping into buildings, but maybe there’s something that could be done to prevent that.

Nice game, good job all the way through! Replayability is a bit low, but that’s easy to fix for future updates haha! Also great cutscenes!

Nice game, did enjoy it! The tutorial was decent, though it would’ve been easier to see the bugs being introduced slowly rather then all at once and having to remember all their quirks. Regardless good game!

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Thanks! And yes it is. It’s a jam game and some bugs sadly couldn’t be fixed in time

I liked it, was quite atmospheric, might replay if you get to add extra levels in the future!

Amazing game, quite tricky, but wonderful puzzles, neat mechanics, good presentation and fine music, would play again ^^

Thanks =D

Thanks! =D I get that, I feared it might be a problem, but well once you are committed to an idea in a game jam haha! Regardless for the future, maybe it would be more fun if the player has control at which point they play the cart and when they play the town puzzle? That way it might feel less disruptive and give control to the player.

Very nice game! Art and music wise very polished, gameplay seems nice too but too confusing to get started as others already said. One note, I found the boom sound rather loud, but maybe that’s just me =) Regardless good job, also on managing such a big team ^^

Curious game idea! Impressive that you got a leaderboard in. The UI was sometimes a bit overwhelming with overlapping windows, but overall a decent game!

Glad to hear you enjoyed it! =D

Thanks! Was quite happy with the tutorial as well, though I guess we should add more indicators to read up on stuff haha!

Glad to hear!

Thanks =D

Thanks! Good point, the “wizard vision” with the outlines can probably get a bit boring, we might look into some more fun ideas!

Pretty cool game, well done!

Pretty cool game concept wise, however it needs a bit more variation as it does get rather repetitive, with always the same encounters and shops, treeasures and campfires not working. Even the end boss was the same 2 enemies. Regardless good job for a game jam! Also I’d recommend you compress the file to a .zip rather then a .rar next time -> itch tends to prefere .zip’s as it can automatically read them and you can install them via the itch.io desktop app.

Fun game, interesting take on built to scale, was a bit confused when playing how it comes in, but I guess it makes sense after reading the description. Regardless really quite a fun game!

Cool game, had fun playing it! However, I had a few minor issues I guess.

  1. The dialogue kept playing every time I caught something new, layering over already existing soundtracks, which made it really exhausting to keep the sound on.
  2. The scaling popped up immediately and made taking references a bit hard sometimes.
  3. It is easily possibly to scale something to 0 on one axis (making it invisible) if you keep pressing enter, because at the end that also closes the dialogue box. I’d recommend adding arrow keys and maybe a confirm box to confirm your scaling choice.
  4. Maybe there was a special ending dialogue after completing the game, I couldn’t hear it due to overlaying sounds, but the ending felt somewhat abrupt and I wasn’t sure what to do afterwards other then Alt+F4’ing the game to close it haha!

But overall kinda hilarious scaling my cat down to look like a lizard and estimating how many lampposts a giraffe is!

Thanks =D Yes, this has been in the bug tracker for about 2 days, but I prioritised finishing the game and fixing game breaking bugs. Will look into improving that experience after the jam though!

Haha, glad you liked it. But I feel like an execution scene like in Skyrim wouldn’t have fitted the style of the game XD

Happy to hear you enjoyed it =D

Thanks =D Was sadly scratched timewise, but was originally planned as a spellbook. Will add lookup options to the description ^^ Gotta keep your mana up after all!

Glad you enjoyed it! We put some effort in the tutorial this time, but I guess we better add a hint to the page too about the controls haha!

Play the game on mcdle.net! =D

Thanks for the review then! Glad you liked our art style =D

The W near the TV was a item pickup - the item was hovering up and down, glowing and then vanished - a icon in the bottom left should also have lit up afterwards. As this game is a metroidvania, backtracking is a big part of it - you were supposed to return to the first area, where you could use the item you had picked up by following the only other path. I was afraid someone could get stuck like this, but that’s not your fault, we should’ve communicated that better ^^

I agree, we wanted it to be a cooking sim, but you’re the food. As such, we had you name the cook, thinking you’d play as them, where in fact you’d play the food. Later, you’d also have a face off against the cook, though we also did not do a great job at communicating that, but we tried :) Anyway thanks for the feedback on that, we’ll see how we can improve on that, especially for next year’s jam!

Thanks, glad you liked the content we made =)

Thanks, glad you liked it!

Thanks for the feedback! We certainly have to look into a couple of these scaling issues and learn from them for next year! The jumping behind shelves might be a z-fighting issue, will look into that again, thx =)

I agree, harmful things should be clearer, while the sprites look good they blend in with the environment and don’t strike you as if they could strike you down XD

We needed a way to get back up some surfaces and before we add a elevator you have to wait for, a slanted surface was the better way, however making the walking look more logical then rn would’ve taken up too much time, so we just improvised ;)

Thanks for playing our game, where death is but a mere illusion ^^

Thanks =D Blind spots in the boss fight where you don’t get hit or something else?

Cool game! Been cool to play as a boss, though it felt a bit repetitive sometimes, where it felt just like a clicking sim like cookie clicker. Maybe consider adding some movement to give players a bit more to do then just wait for cooldowns? I also found it a bit strange that the game could not be played in fullscreen mode and had it’s own title bar buttons that didn’t do anything.

But apart from those minor concerns well done, looks cool =D

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Cool narrative platformer! I did like the game and story and especially that last sentence! Though I must say it was a bit hard to read some of the texts as some felt like they zipped right past you and others took forever to build.

The movement speed felt a bit too fast and slippery, while the jump was a bit floaty. I can recommend Mark’s Platformer Toolkit. We did experiment a bit with it and I’m pretty happy with our movement controller (though it’s also not perfect, but oh well - gamejams ;D)

Also I kinda got stuck between platforms once: picture of character stuck

Overall, good job on making a platformer AND a narrative game in this limited time!

Thanks =D

Thanks for playing the game!

The collision was not essentially made for that, but we only found out that one could stand on the blender after the submission. We might’ve had a bit too little time for playtesting it often enough - which is also the reason why the end cutscene’s missing - oh welp, next patch ;)

Cool game! Though somehow I managed to get my character stuck inside a wall…

Image of stuck character

Other then that, the game’s fun, challenging with the chasing coins, but also a cool idea!

Cool game, though as already mentioned in the other comments, I too was confused how to control the character, nor do I know the objective. Is scaring the human winning the game or is it another way to loose, it isn’t communicated clearly enough IMO.

I also found the X button on the afraid/dead screen confusing as it just switched back and forth between pause and the previous menu. And the fly button sometimes didn’t react at all or acted in a way I didn’t expect, which was quite confusing. Other then that, looks good and the fear mechanic works nicely!

Nice game! Was fun to play, though I found it frustrating that I could hardly move inside the seagrass. I died twice to the fact that I could no longer or at least hardly move upwards out of the seagrass. But apart from that I had no issues and the game is well done with a nice soundtrack in the background, good job!

Thanks =D

Sounds good! Always curious to hear what goes on behind the curtains during game dev! Thanks for the explanation =)

Thanks, glad you had fun!