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the-foley-knoll-horror

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A member registered Apr 08, 2017

Recent community posts

The broken compass is making the game completely unplayable. It doesn't even point to the base for me, it just points at the gate. I spent an entire day using a map to figure out how to get to all the malfunctioning sattellites, going to different ones for the hash codes, just for the radio tower to go out as I tried to summon the delivery drone. The drone got there late, so the day rolled over and I got yelled at for having the wrong hash codes and got fuckall for money.

I left the base at 6 AM and didn't get back until dark, used up all my gas and some of my food, and I have a measly five points to show for it. What a waste of time; I didn't even get enough money to replace the food I lost, let alone the gas.

I need time to look at things and make choices and also to look at the art. Please let me disable the cookies auto-dropping if I take too long. I'm fine with getting a reduced score or something for disabling it, too

This game works great on Steam Deck. I had to change compatibility to Proton 9.0, and change the scaling in the deck options because it was way too zoomed in, but it's flawless after that.

It's a cool game but I'm pretty sure it's some sort of actually cursed program. It ignores Joy2Key, Xpadder, and Steam Input, runs at like 1/8th speed on Steam Deck while other RPG Maker games run fine on it, and also my save got horribly corrupted while I was playing it

By buying the game, we become the customers we fear. Never before have I played a game with such daring meta-commentary.

It's good that working on your game enhanced your pixel art skills, and I hope you had fun participating, but part of the point of a jam is learning to manage your time well. Unfortunately, it sounds like perfectionism and ambition got in the way of efficiency, and the whole project got stuck as a result. I understand wanting to put out the highest quality game you can, but 10+ maps at 150x150 is a huge workload for one person, especially if you're constantly going back to rework assets.


I hope that you join us again for any future jams, and that you keep in mind that it's more about creating an early alpha of a game, rather than a fully finished product. It's great to see someone dedicated to their project, though, and I'm glad you took this opportunity to learn and create.

Pinkuboa cannot silence the truth.