This is a very promising game. You especially did a great job when designing puzzles and giving clues without saying too much!
The controls could be a little smoother but that’s already much better than many platformers imho.
My main issue is with hit boxes (especially explosive traps) which are very hard to predict in many situations. This tends to create a quite bad feeling of lack of precision and “unfairness”.
I had a really fun time featuring this game on stream. The mechanics are completely unique from anything I've played before and the animation and artwork are really engaging. It makes me curious about the lore and I want to know more about the world. Great game, thank you so much for making!
LOVED this, thank you so much!! Everything about this was great - the story line, the graphics, the possession mechanic, and the gameplay. I had a lot of fun playing this :)
Haha, oczywiście. To żadna tajemnica. Oddysee i Exoddus to bardzo ważne pozycje w mojej bibliotece. Jak się tak zastanowić, to BR powstał głownie z braku gier z takim systemem zagadek.
I like how the grey enemies feet clutch before being flat on the ground lol. This was an incredible game and extremely detailed. The art and aesthetic flawless. The platforming and crawling through tunnels was fun. The adrenaline of trying to be seen and take over others. This game reminded me of 1991 Out of this world with the enemies guns and platform. All together i really liked this game and the main protagonist. She had alot of expression. The backstory was told well visually and was really dope. :) 10/10
I love how the story is told in the background, art and style. The character looks like a petrol predator. The puzzles, stealth and possession mechanics are pretty cool, too. Reminds me of carrion! - I just hd a little difficulty getting used to the jumping; the physics feel a little stiff? rigid? not sure what the right word, but eventually one can get used to it. But some adjustments there could help the players stay in flow. Hope you get published! I would love to see a FULL game of this.
Hi, I've made a video about the game :D and I wanted to share some feedback about it :) hopefully it is useful to you.
-The visual style is quite impresive and very well done as it feels very solid/fits perfectly with the game.
-From what I've seen the background story and everything around the game seems pretty interesting.
-The gameplay mechanics are pretty well thought, fun and very polished.I've only found some small spikes in the difficulty of the game, but that maybe was just purely my fault.
In conclusion, the idea is great and I hope you keep working on it. Hopefully this is useful for the development :D, also if you could subscribe that would help me a lot :)
Great game and interesting story! :D Also, they have interesting weapons as well (such as the laser gun being on the shark fin enemies' side and the bombs on the alien-like enemies' side). I wonder who the protagonist is and why they came out of the swamp, haha. Also, I wonder what the dark substance they're fighting for is? Maybe what the protagonist is made out of? Hmm... :D
I can no longer possess things for some reason? The possession animation begins, but then I immediately get booted out of the thing I'm trying to possess. The enemy then becomes dizzy.
Sounds like you are holding the "use" button when taking control on an opponent.
To take over an enemy, simply walk into it or jump into it when it is unalarmed. Do not press the "use" button as this is how you get out of a possesed enemy.
I finally beat the game. It was really awesome, and I'm excited to see the prototype become refined. It was a lot of fun trying to get around the map and solve puzzles, and the wall clues were genius.
Kuba Mazurek has designed a very engaging soundscape. That could merit its whole document of praise; what I ask after now is the music.
I would like to listen to the music in my own time, including via MP3 player at work. Please consider making the current soundtrack publicly available, with accredited artist, album, track names, etc.
--
This has also reminded me: I think anyone who tries Black Resin out should be able to take a look at the minds and hands behind the game.
I'd like to request considering adding a 'credits' option to the main/startup menu.
Hey, I wasn't going to bother posting my second half of this here but I actually got the no-jump bug around 9 minutes in just in case you're curious. Sadly I don't think the video gives any hint of what actually went wrong code wise, I just respawned after dying and then couldn't jump until I respawned again. Still an awesome game regardless, hope to see more of this in the future! :)
Evidently I missed something in version 0.1.1.0. What it may have been, I may know eventually.
I like your inclusion on this page of the GIFs demonstrating stealth tips, and a new mobility option; and I like that you present them in the same show-don't-tell manner that the game itself revolves around.
You have my thanks also for your speech block about games being an interactive experience, the trade-off that too much speech inflicts on a given entertainment presentation, and your goal of continuing to show more than tell with Black Resin.
With this you have substantially put my fears this might one day turn into a talkie, to rest. Thank you.
--
All that emerged in passion after I started typing. Now for the reason I came back to type to begin with.
I'm playing 0.1.11 at the moment. I like your new control option for allowing us/the protagonist to climb onto and hang from a ledge, directly from crawling along a ceiling thereunto.
That being said, it seems a tad confusing and inconsistent. I cannot definitively tell if/when I/she is going to grab that edge until afterward.
I have a new request/suggestion. This would be to include a very slight sprite variation for ceiling-crawling, to be used by the program if/when the protagonist is in such a state as that she would grab a ledge and hang from it if we were to crawl to it.
An example might be of the protagonist simply squishing upward a little bit more, or perhaps with her tendrils adhering more upward compared to their relative freedom in the normal/default ceiling-crawling sprite.
Admittedly this would make it more plausible for us filthy casuals to know if we're going to climb/cling to that ledge; it would also help us who are still learning the controls practice and teach ourselves which combination of sideways and up, in which sequence and/or at what time, will render that cling a possibility.
Edges are a very hard topic. There is a bug there too. We will try to do something about it.
We wanted to see if people will like classic controls like in old prince of persia games. We have learned and understood a lot since the publication. All I can say is that we plan to change a lot in the controls. But this is already in the matter of full version.
This game little bit reminded me of oddworld. Art style and music just suit this game perfectly. I haven't finished it yet, but i just wanna say... it's a very good production! :>
This is a really fun game if a bit short. The way you teach the player through levels is really fun, meaning the whole game feels really immersive, especially with the short snippets of story. Everything just perfectly adds to the immersion. My only big one complaint is there is one level which completely shatters my immersion. In the final area, when you go to the left and you have to jump over the lava with a turret shooting you. The level sucks. The physics randomly stop working and you cant jump for a couple lives, grabbing onto the ledges is super jank. The final jump in particular is annoying, half the time the character will grab onto the top platform and just get shot with no way to avoid it, and the other half youll miss the bottom platform completly. Overall just the shape of that level and the distance between platforms make really awkard jumps. It needs a complete overhaul imo. Other than that one level amazing game had loads and loads of fun, cant wait for the full version.
Thanks for the analysis and the warm words! You wouldn't want to see the controls in version 0.1.6 :D We've improved a lot since then, anyway in the full version the controls will be done from scratch.
i found a glitch in level three!!! so uhh you see this picture??? sooo... after that door is opened if you jump into the circled corner you would instantly die and then spawn at the same room i dont know if this is just an intentional troll but i just wanted to point it out
Hey, I tried your game and decided to do a little playthrough on it, VERY cool! Easily one of the best indie games I've played in a long time. Looking forward to a possible full version in a hopefully not too distant future :)
Aesthetically pleasing. Love how it teaches the player through little npc interactions they have with each other. I'm quite interested to learn more about the story, and I love how it shows you flashbacks after each level rather that cheap exposition thrown at your face. The subtle story telling too in the backgrounds makes this puzzle platformer one I'm looking forward to seeing more of.
Reminds me very much of the classic Prince Of Persia game.
This game is half-life-ish in every good way. Insanely good 👏
The enemy behavior should be more predictable, it's annoying when you die to an enemy who just out of the blue decides to turn around (especially also goes for the auto gun in the last puzzle, it's just luck to time it right from what I understand).
Also, getting hit by enemy bullets is pretty unfair as the bullet often gets you although your character is by far already out of the way, climbing up an edge.
But that's just minor issues, overall, this game is over-the-top good. Congrats!
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Thank you I loved it.
This is a very promising game. You especially did a great job when designing puzzles and giving clues without saying too much!
The controls could be a little smoother but that’s already much better than many platformers imho.
My main issue is with hit boxes (especially explosive traps) which are very hard to predict in many situations. This tends to create a quite bad feeling of lack of precision and “unfairness”.
Yes, we agree. That's why we're going to rebuild the game from scratch keeping the best and knocking out what sucks. ;)
You’re on my watchlist :) Can’t wait to see more!
Many thanks for playing! You were so very close to the end! :P Ah, and sorry about the jump scare. ;)
ah dang! I wish I wouldn’t have run out of time then. Also it’s okay—every game seems to have them but they still get to me D:
LOVED this, thank you so much!! Everything about this was great - the story line, the graphics, the possession mechanic, and the gameplay. I had a lot of fun playing this :)
\ (•◡•) /
Mógłbym spytać, czy ta gra była może w jakiś sposób inspirowana pierszwymi dwoma grami z serii Oddworld? Widzę parę podobieństw :D
Haha, oczywiście. To żadna tajemnica. Oddysee i Exoddus to bardzo ważne pozycje w mojej bibliotece. Jak się tak zastanowić, to BR powstał głownie z braku gier z takim systemem zagadek.
The art and animations are great but the platforming controls are very unprecise. Overall, it is a good game :)
oh man this was so good! I really dig the art style. overall a really great game
I like how the grey enemies feet clutch before being flat on the ground lol. This was an incredible game and extremely detailed. The art and aesthetic flawless. The platforming and crawling through tunnels was fun. The adrenaline of trying to be seen and take over others. This game reminded me of 1991 Out of this world with the enemies guns and platform. All together i really liked this game and the main protagonist. She had alot of expression. The backstory was told well visually and was really dope. :) 10/10
Well, it is a nice game with really awsome style. Was very fun to play.
Great art and really fun metroidvania like gameplay, i like being able to move through vents and grates.
Keep up the great art and game.
Just don't polish the arts if anyone recommends so and make a few more levels. This game rocks!
I love how the story is told in the background, art and style. The character looks like a petrol predator. The puzzles, stealth and possession mechanics are pretty cool, too. Reminds me of carrion! - I just hd a little difficulty getting used to the jumping; the physics feel a little stiff? rigid? not sure what the right word, but eventually one can get used to it. But some adjustments there could help the players stay in flow. Hope you get published! I would love to see a FULL game of this.
Hi, I've made a video about the game :D and I wanted to share some feedback about it :) hopefully it is useful to you.
-The visual style is quite impresive and very well done as it feels very solid/fits perfectly with the game.-From what I've seen the background story and everything around the game seems pretty interesting.
-The gameplay mechanics are pretty well thought, fun and very polished.I've only found some small spikes in the difficulty of the game, but that maybe was just purely my fault.
In conclusion, the idea is great and I hope you keep working on it. Hopefully this is useful for the development :D, also if you could subscribe that would help me a lot :)
Regards
Great game and interesting story! :D Also, they have interesting weapons as well (such as the laser gun being on the shark fin enemies' side and the bombs on the alien-like enemies' side). I wonder who the protagonist is and why they came out of the swamp, haha. Also, I wonder what the dark substance they're fighting for is? Maybe what the protagonist is made out of? Hmm... :D
I can no longer possess things for some reason? The possession animation begins, but then I immediately get booted out of the thing I'm trying to possess. The enemy then becomes dizzy.
Sounds like you are holding the "use" button when taking control on an opponent.
To take over an enemy, simply walk into it or jump into it when it is unalarmed. Do not press the "use" button as this is how you get out of a possesed enemy.
Oh, ok, thanks!
Guau!! Its a amazing game, I love it!!!
I finally beat the game. It was really awesome, and I'm excited to see the prototype become refined. It was a lot of fun trying to get around the map and solve puzzles, and the wall clues were genius.
The previous wall of text didn't need to be. Please allow me to rephrase:
Please consider:
1. Releasing soundtrack; and
2. Adding credits option to main menu.
I wanna try rephrase too:
1. listen music: https://soundcloud.com/mazurekk
watch my art: https://www.artstation.com/pies_dariusz
talk with us: https://discord.gg/3sGx6vXbvJ
2. We consider.
Hello, Dev Team. I have a new request.
Kuba Mazurek has designed a very engaging soundscape. That could merit its whole document of praise; what I ask after now is the music.
I would like to listen to the music in my own time, including via MP3 player at work. Please consider making the current soundtrack publicly available, with accredited artist, album, track names, etc.
--
This has also reminded me: I think anyone who tries Black Resin out should be able to take a look at the minds and hands behind the game.
I'd like to request considering adding a 'credits' option to the main/startup menu.
Text length is not a problem, I read every message here. Sometimes it is difficult for me to reply at once.
It is a good idea, we will try to add something in the next patch. We are quite shy people so we don't think in categories of promotion too much....
I invite you to Kuba's soundcloud:
https://soundcloud.com/mazurekk
I have recently created an artstation:
https://www.artstation.com/pies_dariusz
Everyone interested in the game and willing to discuss is welcome:
https://discord.gg/3sGx6vXbvJ
We are all a little less shy there. :)
Made a video
Cool! Thank you very much guys. :D
Hey, I wasn't going to bother posting my second half of this here but I actually got the no-jump bug around 9 minutes in just in case you're curious. Sadly I don't think the video gives any hint of what actually went wrong code wise, I just respawned after dying and then couldn't jump until I respawned again. Still an awesome game regardless, hope to see more of this in the future! :)
Thanks! :) We have already taken care of this bug. In version 0.1.12 the "no-jumping" will be fixed.
I can't figure out what the select button is. Can't enter the controls menu because I have to select it.
For what it's worth, on my computer the select button in the menu is simply 'Enter'.
In gameplay, the 'E' button serves to interact with terminals, and another purpose as well.
Thanks! That worked.
me and my brother played this, it's so good.
You should make these kinds of games :)
Thank you, I agree. :p
Solid prototype, really good work so far. Definitely looking forward to more. :)
Hello.
Evidently I missed something in version 0.1.1.0. What it may have been, I may know eventually.
I like your inclusion on this page of the GIFs demonstrating stealth tips, and a new mobility option; and I like that you present them in the same show-don't-tell manner that the game itself revolves around.
You have my thanks also for your speech block about games being an interactive experience, the trade-off that too much speech inflicts on a given entertainment presentation, and your goal of continuing to show more than tell with Black Resin.
With this you have substantially put my fears this might one day turn into a talkie, to rest. Thank you.
--
All that emerged in passion after I started typing. Now for the reason I came back to type to begin with.
I'm playing 0.1.11 at the moment. I like your new control option for allowing us/the protagonist to climb onto and hang from a ledge, directly from crawling along a ceiling thereunto.
That being said, it seems a tad confusing and inconsistent. I cannot definitively tell if/when I/she is going to grab that edge until afterward.
I have a new request/suggestion. This would be to include a very slight sprite variation for ceiling-crawling, to be used by the program if/when the protagonist is in such a state as that she would grab a ledge and hang from it if we were to crawl to it.
An example might be of the protagonist simply squishing upward a little bit more, or perhaps with her tendrils adhering more upward compared to their relative freedom in the normal/default ceiling-crawling sprite.
Admittedly this would make it more plausible for us filthy casuals to know if we're going to climb/cling to that ledge; it would also help us who are still learning the controls practice and teach ourselves which combination of sideways and up, in which sequence and/or at what time, will render that cling a possibility.
Edges are a very hard topic. There is a bug there too. We will try to do something about it.
We wanted to see if people will like classic controls like in old prince of persia games. We have learned and understood a lot since the publication. All I can say is that we plan to change a lot in the controls. But this is already in the matter of full version.
Thanks for your thoughts. :)
This game little bit reminded me of oddworld. Art style and music just suit this game perfectly. I haven't finished it yet, but i just wanna say... it's a very good production! :>
This is a really fun game if a bit short. The way you teach the player through levels is really fun, meaning the whole game feels really immersive, especially with the short snippets of story. Everything just perfectly adds to the immersion. My only big one complaint is there is one level which completely shatters my immersion. In the final area, when you go to the left and you have to jump over the lava with a turret shooting you. The level sucks. The physics randomly stop working and you cant jump for a couple lives, grabbing onto the ledges is super jank. The final jump in particular is annoying, half the time the character will grab onto the top platform and just get shot with no way to avoid it, and the other half youll miss the bottom platform completly. Overall just the shape of that level and the distance between platforms make really awkard jumps. It needs a complete overhaul imo. Other than that one level amazing game had loads and loads of fun, cant wait for the full version.
Thanks for the analysis and the warm words! You wouldn't want to see the controls in version 0.1.6 :D We've improved a lot since then, anyway in the full version the controls will be done from scratch.
Amazing game <3 Congrats!
I cant play stage 3 for some reason
Oh no! This is a very old bug that was patched ages ago.... weird. We'll investigate in a day! Thanks. :>
welcome :) i am thinking of speedrunning the game btw
The new version 0.1.11 is alive! Good luck with the speedrun! :D
its saying it might out my pc at risk i got a dell laptop
i found a glitch in level three!!! so uhh you see this picture??? sooo... after that door is opened if you jump into the circled corner you would instantly die and then spawn at the same room i dont know if this is just an intentional troll but i just wanted to point it out
awsome game btw!
Good find! For some reason this door is not lying on the grid. It will be fixed in version 0.1.11. Thanks! :)
you are very welcome 😁
Hey, I tried your game and decided to do a little playthrough on it, VERY cool! Easily one of the best indie games I've played in a long time. Looking forward to a possible full version in a hopefully not too distant future :)
Awesome! Thank you very much! :D
VERY nice game, i loved every single bit!
Are those Videos and screenshots levels?
gif not video
If so then ADD THEM if u want to
I have a bug where sometimes It doesn't let me stick to the ceiling.
It must have come up while correcting other things. We will try to fix it.
thx☺
☺: u263a
1. Unicode key (Ctrl + Shift + U)
2. put the code 263a
Late in the game I lost the ability to jump. Oh well.
Sounds like a BIG BAD BUG. Do you remember when it happened and what you were doing at the time?
I was in the room with the lava, heading towards one of the two switches in section 3
Noted. Thanks a lot! We will dig into this bug!
AWESOME!! I need more. You guys are incredible.
Aesthetically pleasing. Love how it teaches the player through little npc interactions they have with each other. I'm quite interested to learn more about the story, and I love how it shows you flashbacks after each level rather that cheap exposition thrown at your face. The subtle story telling too in the backgrounds makes this puzzle platformer one I'm looking forward to seeing more of.
Reminds me very much of the classic Prince Of Persia game.
This game is half-life-ish in every good way. Insanely good 👏
The enemy behavior should be more predictable, it's annoying when you die to an enemy who just out of the blue decides to turn around (especially also goes for the auto gun in the last puzzle, it's just luck to time it right from what I understand).
Also, getting hit by enemy bullets is pretty unfair as the bullet often gets you although your character is by far already out of the way, climbing up an edge.
But that's just minor issues, overall, this game is over-the-top good. Congrats!