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I've just been busy, lol. No worries here... and honestly, I don't recall anything that could be considered rude. it was about as fun as the brainstorming session we had in the HypnoShooter comments that one time, at least as far as I remember.

Glad to hear. Yeah just felt I left it short. I’m planning to use the story you came up when I get back to it, just having hard time making any final art or starting to program. Kinda feel it needs to be this perfect project and I psyche myself out, so I distract myself with other projects. Thanks for checking these new ones out!

No prob! They definitely aren't as ambitious as HypnoShooter or Voodoo2, but there's absolutely nothing wrong with that. This one in particular reminds me a lot of those old flash games (albeit partially not in a good way). It's hard to put my finger on why, but I think it's a combination of the art style, the minimal tutorials, and the "basic 2d platformer" gameplay (since that's one of the first things most people code).

I did find a couple bugs: When you start up a new round, there's a bit of lag on your button inputs. Like, I'll press right, and it'll only start going right a second later. Also, I'd suggest some sort of change to the nightmare's hunger meter: black on slightly-less-black background really blends in (to the point that I didn't even notice it was there my first playthrough.)

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Aaw, the trick or treat game was a really quick stress free project but this I put a lot of effort in, shame the end result seems archaic. The animation I admit has a very old flash vibe, using bezier curves was a nightmare in godot so used regural animation which doesn’t automatically ease in and out. Funnily enough a scratch built platformer wouldn’t be the easiest project but game engines give excellent tools for making one and are indeed is usually the first project. Shame, I like platformers.

It’s intentional, just don’t think you noticed it before without the reset function. Honestly, the game wasn’t supposed to be played like a super meatboy, but I think not seeing the level makes it pretty hard. It’s difficult to balance since I can’t really playtest knowing the level beforehand. The jumping section was supposed to be this extra thing, and not the thing you go for in your first playtrough, having only one orb at the end. The meter visibility is a valid point but I’m keeping the colors, maybe could add a background for the meter though, would make it more visible.

Yeah, I wasn't assuming you'd change the color. a background bar seems like the best option, that's why I left it vague as to what you could do to fix it. And "ambitious" is not the same thing as "high effort". You can put a lot of effort into perfecting an experience that ends up being very short on the player end. And that platformer comment thing is just my personal experience, for some reason literally every programming class I ever took (up until college, where you aren't allowed to have fun anymore) started us out with trying to program a platformer game in whatever engine. Scratch, Unity, you name it. So, that could just be a "my strange and coincidental experience" issue. Also... let me get this straight... the lag of your controls on starting a game... was intentional? If so, why???

And yeah, now that you mention it, a lot of what made it feel flash-y was the animation style. A lot of what I was saying was just me trying to think of reasons for a vague feeling I had.

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Ah sorry, didn’t know you have made so many. I absolutely see why you’d not be impressed by a very basic one. Thought that the light thing would have been good enough gimmick to make it interesting. Yeah it’s honestly a bit hard pill to swallow that all that time spent is over so fast in-game. Yeah… college made me hate coding, trying to find the fun again with games.

Yeah it’s there for the fade in, didn’t want the player to move while the screen was blacked out. As I said I didn’t think the game would be needed to be played in rapid fire, so I think it sticks out now. I guess it needs to go.

Yeah wanted to give godot animation tools another shot. Heard the new patch had some improvements, and there were some. But still, tedious to try and animate something with this many parts, gonna stick to my weird ass blender workflow I guess.