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jeageroni

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A member registered Feb 05, 2024 · View creator page →

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Thank you! I am glad it was of help!

I am not exactly sure what would be the best way to implement it but something related to the collisions or creating an invisible sphere around objects attached to them are probably some viable ways to fix the issue. Thanks for the experience!

Ahaha, we had sprites for everything ready but unfortunately couldn't place them in time.  Thanks for playing!

I love that you guys made a PSX Survival Horror though even if it was an attempt, trying is what counts! Nobody makes Signalis in a single try after all. I am glad you guys enjoyed creating it, that's the spirit every dev should have!

Great idea with lots of potential. Boss fight felt low in feature or challenge but the artsyle is nice and the idea is creative. 

I laughed when I saw the donut after learning that you just started learning Blender haha :D Fun title, size change works pretty well.

Unfortunately controls feel very wrong. I think it's because you pick is detemired with an infinite ray cast? I kept accidentaly picking stuff across the room. Artstyle is nice though, reminds me of those cube room gifs.

The art style is great but I feel like there are too many camera angles and with tank controls it's almost impossible to where you want to without an issue. It is a major problem that happens throughout because of the sheer number of the camera angles. The fix would be to either remove the tank controls in favor of modern survival horror controls or to make the scenes wider with more space so that the cameras don't go crazy. 

I think there should have another danger besides the getting noticed one. I saw little stones pop up from the ground for a short period from time to time. Although I sent hooks many times I didn't manage to interact with them. I think this game flourish with more threats/ways that enemies interact with you. Think of the Hungy Shark games for mobile, with these types of games I feel like the majority of the cruch is the ability to crush enemies that you couldn't even dream of approaching when you were small. These would be my thoughts about the game but obviously this is a game jam and time is of the essence! So don't worry about it, a lot of features get scrapped all the time, it is the experience we gain that matters! Life is a roguelike with progression after all!

This is by far the most creative game I played yet for this jam! AMAZING ideas, good music, GREAT art and responsive controls. Thank you for the experience it was really fun and it was one of the few games I beat without issues in this jam yet! One thing I thought about during my playtime was "I wish this was on mobile so that the game could also use vertical/horizontal screen settings for even more crazy puzzles!"

I absolutely love the artstyle, music choice and the voice acting! The atmoshpere is honestly amazing with this game. The artyle reminds me of Masochisia. Well done! One of the most atmospheric games I played this jam.

Wonderful artstyle, crisp sounds. A chill space vibe track playing would be great!

the sounds feel crips, the music for the boss arena feels thrilling too! Major issue is that the level is designed like a labyrinth so it's really hard to find your way around. Also controls were really hard/sensitive when you turn into a mech with a flail for a tail. The visuals were lacking in variety. I also wish enemies had more variety in their attacks. Other than that the gameplay felt solid. 

Music is geniunely amazing and this is coming from a musician, you should definitely upload it somewhere. SFX is also great. The game is difficult but it feels responsive in most areas except for climb jumping. The ability to plant these platform while playing the game would make it a lot better in my opinion. Visuals could be better but they do their job well.

This game reminds me so much of the "Dumb Ways to Die" mobile game! Fun game with nice artsyle. I wish the directives/objectives at the start of levels were clearer with some of them though.