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SilverLock Media

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A member registered Mar 16, 2018 Ā· View creator page →

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I think it’s an awesome idea! Really nice setting, and a cool concept. My only thing I would suggest caution with is the amount of work involved with a project as story heavy as this (as you mentioned it was a uni project). I can’t speak for what you can do but recommend planning out how long you think it would take, then double it (things go wrong etc.).

Lastly, a quick side - do you think it would instead be more horrifying for the idea that someone disappears out of sight rather than in front of you? If they disappear in front of you it confirms: something is wrong. If they disappeared into the small toilet room with only a tiny window for escape, which is open, then… Did they climb through the window? No way, how could they - it’s too small? What happened? Something definitely occurred but we still don’t know what.

My two cents :) Plan and don’t show everything :D

Aha thanks! I don’t think I’m done with it quite yet! It will be the first time I’ll ever try out making AI (traditional sense, not a large language model thingo lol) so super excited for that! It’s also been the first time I’ve worked with proper 3D models before so messing around with variable speeds of the propellers and whatnot has been so cool :D

More to come on this page :) Congrats, you were the first post \o/

Feel free to leave feedback below!

What would you like to see? What felt good? What could be different? I might make it happen and I’ll let you know if I did :D

A year later but wanted to say thanks and congrats :D Glad you liked it! I wanted to aim for learning how to make something feel quality so this review of yours really helps me know I was on the right track :) :)

Hi again Zapturk! I have put some work into this - have another go and see if it feels any better? :D

Thanks for this :)

I’ve never seen a game making timelapse before… And now I’m wishing I had. Thanks for posting :)

Going by the description alone, this artefact is provocative. I like. :D

@Zapturk thanks for giving this a go! :)

I’m really aware of this design of making it so the ball 100% reflect in the angle you hit the ball compared to where it lands on the Paddle. That being said, I actively moved away from it and instead made it so the paddle looked like…


/ \ this in its collision. So hit far edges to influence (not absolute, but influence) the reflection, and centre to just reflect.

I thought it was really nice but I get not a lot of people see it sadly!

So! I’m gonna revisit this. I have already been working on making the hits look a little more noticeable in which direction you go… (for the next update:)

But I’m now also going to look at doing something more absolute on top of that, too - like your comment says :) The expectation is there for a lot of people, I think, for that design. I put my heart a little too much into my bit of flair (sunk cost fallacy?) but ready to give it an experiment!

Keep an eye out for the next update (20th May) - I’ll test how it feels and it may come into it soon :) Thanks for taking the time! <3

Best of luck, Simulation Edge :D And please do!

Hey! Just quickly because I have hopped into a queue and haven’t matched with anyone sadly. Here are my thoughts:

Regarding itch page

Take the web game version off your itch if it doesn’t work on itch yet - it’s confusing. I started looking at debugging to help figure out what was wrong to maybe help but then read the note about ā€œdoesn’t work on itchā€. Some players (me…) just run for the Play button XD

Regarding design

The idea in itself is a simple twist with huge consequences and modifying the flow of the game! That’s pretty cool! By doing this you will have introduced an element of luck to a game purely around skill. That effect can make it lighten the blow when you lose.

I read that you’re planning to have the cards not be completely random but instead drawn from a set deck. I think this is a wicked directions as it allows people to guess the likelihood of a card coming up. ( For instance, the deck composes of 1x queen, 1x king, 2x bishop, 2x knight + a few jokers. If I drew the king, bishops and knights I would know the next card is either the king or the jokers ).

Something to consider: when you run out of cards in the deck, what happens? Reshuffle the cards? To go further on this maybe introduce additional jokers to each hand as the hands run out, because pawns will start disappearing.

Players may also need to burn cards they don’t have the piece of anymore (i.e. running out of pawns) - how will that be handed? Lose a turn? It would make eliminating pawns a v. strong strategy if so because players will have to mill their cards constantly!

The last thing is: some games like this can have moments where you ā€œhave great RNGā€ or ā€œbad luckā€ā€¦ is there a way to emphasise these moments? Maybe looking at AutoChess games will provide some inspiration.

An idea if you want to speed up the games: maybe introduce a ā€œDouble Turnā€ card added to the deck when you lose a piece. This can give a losing player a way to catch up but also cause games to cascade a little faster, if you want.

In closing, wicked idea!! Get exploring!

And make vs computer because I’ve waited in the queue and it was not possible to enjoy this idea :(

Gods, this game is wicked. šŸ”„šŸ”„šŸ”„šŸ”„

Then I completely believe if it’s helpful to you it will be helpful to others. Simple as. 😌

You’re probably right - skill will reveal all zo/

Interestingly I am having a similar episode of reminding myself of my project’s identity :D

What I would say is - as you have a set of ideas in mind of what your project will accomplish that’s awesome! My suggestion is to put it into practice and use it yourself, and share to a few people who do the same as you to hear how it works for them.

And I mean use it yourself - don’t test it. Use it! :)

For me, I love working on mobile/web games because I can take it with me and just have a play. And when I do (playing as a player, not a tester), I suddenly think ā€œAh, I want to do THIS but I can’tā€¦ā€ and ā€œI do THAT a lot, maybe I can make THAT a bit eaiserā€, etc.

When we do this we see our project in the lens of those that use it (the end user).

I feel like the concept may work the same for this - if you try and work on a new project and USE your tool for yourself you’ll see where its identity can shine!

And for promotion, an idea: it would be wicked to do a comparison video. Get a Blender artist to make the carpet roll while recording their screen. Then record your screen doing the exact same thing.

I hope this gives some food for thought/helps :)

You are MOST WELCOME! :) :) Best of luck to you and your team!

is it intuitive to learn how to play

  • Did not look at anything and stared the game. Wasn’t sure what I was looking at. Tried to click the orb in the centre in time for it to reach the edge. A box flashed in the middle. I held the button down and then realised microphone. INTRIGUED.
  • Played a small recording, watched the orb appear. Heard my recording. I get it now: I’m making loops.

Does anything make sense immediately?

All made sense! See my previous answer.

does anything not make sense immediately?

… But the one thing I cannot work out is how to choose where the orbs appear? Do I do it? Does the tool do it? I wasn’t aware.

Is the UI overwhelming or easy to navigate?

Not overwhelming. Very easy to navigate. When I wanted to export the file though I pressed the Import button naturally. It might be me making a dumb-dumb, but that’s what happened.

I clicked around to figure out what things did. I was not expecting the undo button to ONLY be for deleted objects. I thought I would press it and undo my newly made audio, too.

It would also be nice to Right Click to select the orb I want to choose rather than using the arrows on the right.

Does the manual in the description clearly communicate how to play? or is it confusing?

Now I made sure to go back to the page and read. ā€œThe mechanic is also sensitive to rhythm so your timing in recording the audio will also be captured within the context of the Bpm and indicated by the ball’s or loop’s location in the circle.ā€ When I held the mouse down sometimes the loop recording would just end and discard my entry, and I tried to experiment with speaking immediately and speaking after a half second delay - it didn’t seem to affect the placement of the orbs. It seemed random. It would be nice if I could manually alter the positions.

I am not sure if I was supposed to hear the loop playing back while recording so I could use my timing in this way, to place the orb, but for me the audio would silence as I held the record button making this impossible.

Does the demo/videos in the description help explain the functions?

I would revisit the video - it’s blurry and only shows how to export and clear.

Extra Note

Found a bug and submitted it using your bug feedback form :)

Great work! Such a cool tool! Good luck with it! I will send it to my brother (a musician) and see what he thinks of it, too, along with my chaotic-yet-rhythmic ensemble of me saying numbers. Twelve numbers. Infinite times.

I might be being v. naĆÆve but what does it do? šŸ˜… Maybe make this more obvious/declared somewhere so people can learn what it is meant to be. For context of my journey:

… and what I kinda get is that’s super cool! Quite an achievement, good job :D I still suggest making it easier to find out what this is if you want to garner other people’s interest.

I want to say also I’m a huge advocate for making a project a day (literally just made a YouTube video about how to learn Godot, and it’s exactly the same mentality). So it’s awesome you’ve found something that you’re keen on possibly continuing.

What I would say though is… if you’re not going to use it, what’s the point? If you’re not going to use it, others probably won’t want to use it. So long as you’re using it for practical things (solve problems with your tool) then you’re getting wicked experience and feedback on how to improve it and also building credibility for others to consider using it!

So to the question ā€œam I wasting my time with it?ā€ I feel this is something only you should decide the answer on :)

I think asking for features others may be interested could be good to get ideas for where to take the tool and what problems it can solve, too! I’ll answer the ā€œwhat features would you desireā€ with: I would desire the features that are present are being done well, being usable and a nice spot in someone’s workflow. And which features? A limited amount, that solve a specific problem really well.

I frequently return to Blender and just as frequently abandon my attempts to relearn it all. It seems so complicated and I don’t feel like I’m prepared to dump in the hours again to potentially forget it all. So if the tool was light, easy to reference (quick to learn) and able to just give the output I needed (for example, a mesh that has the right textures applied) then I’d definitely consider using this tool! If I was making a game with similar aesthetics to RuneScape (low poly) I would 100% be picking this up to make a quick goblet, table, chairs, church, sword, and all sorts.

Those are my thoughts :) Keep crushin’ it, GodwayGames!

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Playing this has reminded me how important game design is and what can be achieved without godrays. Just wicked. Well done šŸ‘šŸ‘šŸ‘šŸ‘

Edit: I want you to know I decided to create a category on Itch about excellent examples of game design, and this is both the first entry and the inspiration for the list.

Here’s my review: You’re able to make educated decisions that still have an element of risk to them, which makes tension present and the game not feel unfair yet punishing.

You can improve your chances by learning the mechanics, and learning the patterns of the encounters which helps getting things right but not ensuring it.

I didn’t like the idea of the mimic being a feature of the game because it felt random - but the more I thought about it, it isn’t: the mimic will appear on chests alone. Now there’s a chance for reward, but there’s a chance for defeat also. Will you take the risk? You can opt out of the risk by not opening the chest, so now it falls to you, the player, to make the choice.

Simplistic graphics and accessible on a mobile device, too. Input is touch. No time limits. Just method. Audio is enough. And there’s charm for sure by clicking on your vainglorious ​hero.

Nicely done! Simple design and well executed :) I aspire to design similarly! šŸ‘šŸ‘

Had a quick check - sound working on Chrome V. 131.0.6778.265 (Official Build) (64-bit) :)

Quick bit of extra feedback!

  • Loved the artwork for the Battlers sections and the animations! Really cool style. Fits the vibe.
  • I thought when buying the Tarp the item would just be active from the get-go and not something I needed to activate. When The Opponent had a Tarp I thought it was strange I could see their items until I saw them use it.

Keep it up :D

Please check it out - my game’s first trailer! :D Thoughts appreciated šŸ™

https://youtu.be/9KaFoRP_9gQ?si=UJl4z05piyrR52pi

Game available at https://silverlock-media.itch.io/brick-breaker-lightspeed

BECAUSE ITCH IS A MYSTERY TO ME! I’m following a good few people to see what’s happening on here :D

  • Phil

Let us know what you would like to see in Brick Breaker Lightspeed below! :D

Just wanted to message in to say this was so nice to read. Good on you, George, for encouraging CreepyCuteGames for the selling. And massive good luck to BOTH of you on it all 😁

I love this feedback 🄰 What an achievement!

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Hey! No problem at all :D ! I understand fully about the interaction being a nice motivator. I am working on a game ATM called Brick Breaker Lightspeed ( https://silverlock-media.itch.io/brick-breaker-lightspeed ) which I wasn’t going to continue working on but seeing my younger sister enjoy it… Well, now I really want to polish it nice šŸ‘

And seriously I had to hunt for the answer to your question! It’s so hidden! To review ratings: Game Dashboard > Edit Your game > Interact > Ratings and Reviews. Hopefully you can see the text writeup I gave :)

Nothing game breaking POSSIBLY. I wasn’t able to find the witch scrying but maybe that’s because it wasn’t obvious enough for me.

And best of luck with it 😃 Gonna be cool little title to have done! By Halloween – you are doing it right \o/

That’s a very scary concept. Good call!

Update: Controls are pending a rework. Will update here when this is set to a more testable state!

You’re most welcome! :)

Hey! Super cool to see a TT game here! Have you considered hosting games yourself online & inviting an open table of people to play? Might be a wicked way to get feedback straight away :D

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Hi there! I haven’t been able to download and play your game because I don’t have a laptop capable (I am running a potato). Did want to comment to say that your store page is really nicely done though!! Best of luck with it :D

Quick feedback: ā€œLight On is a psychological survival horror experience where you play as [REDACTED] Trap through bunker tending to find, survive, solve and escape. ā€œ I don’t understand this sentence. Is this intended?

Hi ! I gave the game a test, a review and a rating :D Hoping the feedback helps! Take the moment to finish up the game, it’s super good for a first!!! Scope is fantastic - nothing too crazy. And it’s perfect for Halloween!

Looking forward to the chance you change your name as per your Profile message :D Going to say I love the aesthetics. Yes, it’s very clearly a beginner game - but it’s unapologetically so, and it’s very endearing. Good luck! :D

Just as a heads up I’m still going to be checking out your games - I’ve not been at my work PC for a while but when I’m able I’m there :D

Massive thank you for trying out the game and the review! Glad you liked it :)

Likewise šŸ™ would love your rating/feedback on Brick Breaker Lightspeed if you have a moment :D (it’s a browser game) https://SilverLock-Media.itch.io/brick-breaker-lightspeed

I’m going to say this is possibly a wicked platform to learn languages! And very nice game! The audio compliments the action on screen! :)

Post your old logo! :D

The font goes perfectly with the wolf aesthetic and colours. Smashed it!

I would almost like to suggest making the reds a little bolder - but I think it is really good as it is!