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LionBLAISE

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A member registered Aug 19, 2024 · View creator page →

Creator of

Recent community posts

Thanks for playing our game and giving your feedback.

1. I was considering adding those features but was too busy working with the enemy mechanics and tps controls.

2. There's different stamina cost according to the weapon used, although it needs some balancing to be done.

3. Campfires are indeed hard to find, a mistake i only realized after uploading the build, this will be fixed in future updates anlog with the map feature.

This game reminds me of classic nes games i used to play as a kid, although it was hard to know what i was supposed to do, i'm currently sick so that didn't help with brain power either :"v

Good game concept (realistic and kinda scary too), it fits the theme so well :)

Nice art direction and innovative gameplay, the computer screen was really well done, good job

At first i didn't have a clue about the objective until i read the comments, i was only able to pass 1st wave, but after many tries i was finally able to clear 2nd wave, it was difficult to navigate the level due to the small center screen size and sensitive controls, it's a good game concept tho.

/jam/brackeys-16/rate/4952786

/jam/brackeys-16/rate/4952786

Thank you for playing our game, i wasn't expecting it to be on a stream, so it took me by surprise tbh xd, i watched your playthrough (i noticed the main menu showed the wrong name, looks like a leftover widget snuck into the build :v), as stated in the submission, the code is from previous jams, but the third person shooter & the invisible enemy mechanics (including their models and their vfx) was done during the jam, it barely got finished on the last day, that's why some enemy placement and movesets feel unfair, for the level design, our level designer used ue5 pcg tools, which made it possible to build such a big map in less time, the items where placed close to the roads since it is easy to get lost if one decides to explore only the buildings, as for the gun and the remaining campfires, you can check the map i uploaded in the website a few days ago (it's the last image), I'm currently working in an update to include it in the game alongside bug fixes.

This game was a creepy experience, i managed to shoot the bad mannequin (only because it eventually got close to me xd), overall good game concept :)

Thanks, there wasn't enough time to tweak the enemies to have a moveset that made sense in combat according to their invisibility mechanic, stamina cost needs to be adjusted for the melee weapons too, they'll get fixed in next updates

Yeah, i noticed the campfires are not visible with the postprocess applied, i'll set their parameters to lit next time so they can be seen more clearly, for now i made a map that shows important locations in the game, you can check it out in the game's website for now, it'll be added in the game in future updates.
For the footsteps sfx, i noticed the wrong file was used instead of the sound cue that contains more variations. so that's another fix i have to do in the next update.

Nice art direction, traversing trough the dungeon was creepy, and the mimics managed to scare me sometimes, player footsteps sfx were missing

Interesting concept, i didn't notice there was background sound at first, some music could've helped with building tension, but it was a good experience being a judge, although there wasn't a way to know if the decision i made was correct in the end

Nice game, the camera zooms in on the player when there's a wall behind tho, but the atmosphere overall was really good thanks to the music build up, although the music stopped playing at some point and broke the immersion xd

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Good visuals and gameplay, although there are some observations:

1. The music doesn't fit the psychological horror aspect of the game at all, there's no tension build up and death has no impact because of that...

2. The story doesn't make sense, why did the main character become a food taster and has to buy his freedom in the first place?

3. Some sfx becomes annoying if there's too much interaction with the food.

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Thank you for playing our game, here's some answers to your observations:

1. There's actually a refraction that surrounds the enemies even when they're invisible, you'll notice how the environment gets distorted in some areas, that's where an enemy is located.

2. Lol, the gun is supposed to be saved for the Boss, since it's the most aggressive enemy in the game and the gun is your safe way to dispose of it.

3. Yeah, the map is certainly too big, but the roads and the Campfires are a good way to not get lost, also when resting at a Campfire the player will always face at a fixed direction, that's the route you should follow to get to the Boss location.

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Thanks for trying our game, i'm sorry you didn't enjoy your gameplay experience, here's some explanations according to your observations on the game:

1. You're right, the map is too big (it's a city after all), but if you only follow the roads it's imposible to get lost since the items where placed near them and the city road layout is not too complex, for the progression, there's actually a hint of the direction you must follow to get to the Boss when you rest at Campfires (the character sits facing at a fixed direction, the camera position needed adjustment when resting at a Campfire tho).

2. Footsteps sounded fine to mme (maybe i'm deaf xd), for the variation there's actually a pitch shift (+-1), looks like i need to increase it a little bit.

3. Yep, there's only 2 enemy types an 1 Boss, i wanted to add more but the jam's deadline was too close to do that.

4. There's a reason why it feels repetitive, the Campfires do not restore your health items so you'll have to get them yourself, also the ammo were placed near the zone were the Glock is located, so their placement serve as a hint.

5. The weapons where placed according to the map progress, Baseball Bat for the beginning, katana for the middle area, with the last weapon being an exception (you need to do a detour from the main path, so the Glock it's located directly behind the boss room).

6. Yeah, that's the hardest part to do since the environment assets are not custom made, Kuwahara filter was used but still wasn't enough for the desired look.

7. Well, the player character is only human after all...

8. The player is supposed to always look at the stamina and health bars, other than that, there were missing animations for the locomotion to indicate when the player is going at normal speed --> running, around 16 animations just for the player an weapon locomotion, excluding enemies, also we couldn't find an animator for the jam so there's that...

9. That wouldn't make sense in a big city environment tho...

Thank you, I'll check it out tonight :)

Thanks, I'll check your game tonight :)

(1 edit)

This game is a combination of Soulslike mechanics with Survival/Psychological Horror & Third Person Shooter mechanics.

/jam/brackeys-16/rate/4952786

(1 edit)

Thanks for playing the game, some animations were just too fast by default, hence why it looked unfair (also finding an animator for this jam was difficult ngl)

I'm glad you enjoyed the game :)

Looks like i overdid it with the amount teleportation gates (i also got lost on the level during testing), for the bare handed Boss fight, it's best to not panic and keep distance when necessary, there's plenty of room & health drinks for the fight :)

A strange and nice game :)

There are weapons & shields in the level, they're near bonfires, if you struggle finding them, make sure to avoid the fog gates that teleport you directly to the area before the boss fight, the fog gate behind the character can't be unlocked unless you rest at the bonfire nearby (which is at the other side of the locked fog gate) :)

Thanks for playing, you were lucky that the game had some bugs, there's an update with bugs fixed, feel free to check it out :)

A nice and comfy game, the game was strange enough but it was an enjoyable experience :)

Thanks for playing my game, there's an update with bugs fixed, feel free to play it :v

Thanks for the comment, jump is actually possible with the controller (Y), I noticed it wasn't included in the description

Thanks for the suggestion, prompts are now in the game to interact with items & bonfires

Thanks for trying our game, we fixed some bugs and added the control scheme in the description

This game is surprisingly well polished for a game made in less than 7 days, I only got some difficulty jumping in walls, I'd fall too often, but overall is a good game, good job! :v

I really liked the art direction on this game, nice visuals & music, the atmosphere was good even tho the game is broken (I even saw a color palette outside the map! xd), good job :v

I couldn't enter the barn, then found the shelter but couldn't interact with it, after that I found some zombies, then after sometime I lost my ears after reading "you died" :"v

Interesting game, chaos everywhere!, first I thought I could just hide behind the house, but before I knew it another storm appeared behind me in the 4th wave! & sometimes I went flying above the map lmao, anyway, good job on pulling this out in less than 7 days A_Nib :v

The second level was actually interesting in this game, at first I thought the game had some bugs because I couldn't access some areas on that level, turns out you need to unlock some skills to access them :v