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7ko (nanako)

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A member registered Dec 27, 2019 · View creator page →

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Really cool take on Snake, but hard af!! (which is not a bad thing)

I love how you interpreted negative space here!
In the description you mention levels, but I do not notice that the player changes color, even after 'going to a different space'. I also don't seem to be able to absorb moons after teleporting, so maybe this is a bug?

How do you create this amount of content in merely 3 hours!? And it's so polished too with all the little animations and things happening in the background. I'm amazed!

Cool game! I love the transition when changing between colors - I personally felt like the audio pausing actually combined well with the visuals here, but maybe the length of the pause and the volume (less loud instead of muted) will need to be fine-tuned even further to make it feel good for the average player.
Really polished game for under 3 hours!

I especially loved the level design on this! Made really good use of the negative space and the connection between the sides of the screens. The level structure also gradually teaches these rules, so great job on that!

I am getting the same bug as Snail Rhymer, but only when playing the HTML version on Firefox. On Chrome it worked fine.

Such a lovely game with so much content
Also, the little commentary you added gave it so much flair!
I did sometimes get stuck in the walls, but for a game made in 3 hours, this is pretty cool!

Thank you so much for your kind words, Gunnar! It makes me really happy to know that you like the idea I had this much :)

Thank you so much!

Hi! First off, thank you so much for playing my little game.
The objective of the game is to play against your friend and get the opponent to place a piece at the 'top' of their side of the screen, much like regular tetris. Maybe I should add an in-game tutorial to avoid this confusion :)
The idea of a non-versus mode where you try to keep the playing field in balance is really cool though! I hadn't thought of that yet, but I can definitely see that work as a score-based (time survived or number of lines cleared) game.

Thank you so much for the review! We learned a lot from it!

Thank you so so much for taking the time to review our little game as extensively as you did! It's very much appreciated by the both of us :D

We are both really glad to see you like our game, and the graphics especially! The snow is made of actual particles and the snowy mountain is a tiled texture that is very simply made by drawing a (dithered) gradient in Aseprite and (ab)using the Jumble tool to make it all swirly, and chipping away some pixels at the surface for the bumpy look.

I do agree that the audio is better off when it's not panned so harshly, and it was actually an accident! We used AudioStreamPlayer2D (in Godot) instead of a regular AudioStreamPlayer, because my eyes skipped over the existence of the AudioSteamPlayer node and somehow thought AudioStreamPlayer2D was the usual choice for 2D games. Glad you pointed it out though, so now know the difference between the two!

The idea of adding the ability to skip the tutorial, and idea to structure the tutorial in such a way that the player cannot pass the tutorial without switching colors, are both really good suggestions! And so is having the game reward the player based on the difficulty that the RNG presents, though I'm not sure if we would want to keep the random aspect of it at all, or just have a couple of pre-designed sequences of obstacles (that might be in a random sequence themselves) and rely on speeding up the game and introducing different (more difficult) obstacle sequences for increasing difficulty - if we ever are to continue working on this game, that is! The adaptive audio suggestion would be a really nice addition and very fitting for when the whole game speeds up.

Allowing different input schemes is definitely a good point - just makes it playable for a wider audience and that's always good. I never knew there were so many input schemes to keep in mind, and it never crossed my mind that people on a Dvorak keyboard would use different keys to play games, while it makes so much sense! (I also just found out you can edit input maps in Godot. Looks super handy!)

I probably skipped over some of your points (cause there's so many!!), but I definitely learned a lot from your review, both about game design choices as well as some Godot features by giving me the drive to actually look them up.

I can't speak for Romano cause he is currently in a very busy period of his life, but I will definitely keep making games (recently started on a bigger, more long-term project!) and participating in game jams!
We're not sure if we will continue working on this game, but if we do, this itch.io page will most definitely get a makeover. If not, I'll be sure to keep it in mind for any future games!


Thank you! :D

p.s. Romano is too shy to write a reply, but I know he very much appreciated your thorough review!

Thank you so much for reviewing our little game during the stream! We're glad you enjoyed it!

Cool game! I love the concept and the way you gradually introduce new gameplay mechanics!

I have awakened Cthulhu!!

I love love love the scratchy-looking visuals and the color palette you chose! Fits the Cthulhu theme perfectly!

I like the idea of using newspaper headlines to guide your cult, but after some time the gameplay got reduced to repeatedly clicking on the progress button and only acting on the 'likely' headlines. At least for me, since that seemed to be the way to win the game. I think it would be nice to see the actual content of the newspapers incorporated into the gameplay, so the player will actually have to read it and immerse themselves into the world.

The audio was a little annoying to listen to, but other than that, the mood is great!

Amazing music! I love how the music and screen color were affected by slowing down the time. Really cool!

I'm not really sure what the objective of the game is though. I also don't know how to open doors or how to kill any enemies. I'm a bit sad that I can't play your game as it was intended because of that...

I do love the little tutorial at the start, but I feel like it would have been great if it included all of the other controls, instead of leaving the player in the dark!

Cute game! The player character is such a cute sassy cat, and the cat sound effects definitely helped give the little one some of its character! 

There's some small polishing issues, but for a 9 hour game jam, the visuals and audio are really nice! The cat sprite is a simple wireframe, but I liked how you picked a line color that matches the overall color scheme, which I think is a clever solution to creating visuals in a limited amount of time.

The story was initially quite funny to me, but the humor grew a bit repetitive as more cities got bombarded. I think that instead of repeating the same kind of jokes a couple of times, it might have been better to go for a shorter, more impactful, storyline.

Overall, I really enjoyed your game! Kudos to you and your team!

Loved the game! The way you break into the restaurant and the ending cracked me up.

At first, I wasn't aware that the sunlight only moves whenever you make a move, and didn't treat the game as such ("aAAAAH SUNLIGHT!!" was probably my only thought). But once I realized it, I was pleasantly surprised, cause it's actually such a cute strategy game!

Despite me misunderstanding the nature of the game, I kept restarting until I beat it though, so that's a good sign! I also really liked how the music and sound effects fit the overall mood of your game!

Nice game! Love the little message at the end, haha

I think it's cool that the background music has this part where it sounds like it's speeding up. I'm not sure if it was intentional or if it's the result of trying to loop the music, but it worked for the general 'hurry up' feel of the game.

I noticed that the conveyor belt only accepts gifts when approached from beneath while I was hopelessly trying to chase a gift spot from the left, so maybe it's worth it to either allow gifts from the side or to indicate that you need to approach it from beneath!

Man, that's a lot of visual work put in! Kudos to you!

I like the little story you added to the start of the game and the overall mood of your game! Very cute and full of Christmas spirit!

At the start, I was a bit confused cause I did not realize you had to first pick up an item and only then you could pick up the gift wrap. At first, it made me think that picking up things was not possible at all in this game. I did like how the gift wrap wiggles a bit when you're close to it. Maybe you could use that wiggle to indicate whether you can pick up an item or the gift wrap at the current moment.

At some point, the orders end up cluttering the screen a bit too much, so I would suggest to only show the top row of orders, or to make the 'order view' a bit more compact in general.

Other than that, I really enjoyed playing your game!

Amazing job on creating your first game!

I like the idea of adding another enemy when you miss a shot, but I think it would have worked better if it takes only one shot to kill an enemy except for 3, cause needing an additional 3 shots scales up the difficulty a bit too fast!
But that's just a minor issue, cause you did get quite a lot of things working for your first game ever!

I FINALLY BEAT IT
Wow, that was such a difficult game to beat!

Just the sheer amount of tiles, animations and the fact that you still had time to create music and sound effects is very impressive! Not to mention the number of levels you have managed to pump out!

I do agree with the things Gunnar Clovis mentioned, so I won't repeat that, but to add to it- I did encounter a tiny glitch after attacking 10-ish times where the character gets stuck in one of its attack frames and is not capable of attacking anymore.

Other than that, it's amazing how you managed to make this feel like a complete game when you were given only 9 hours!

Thank you for the review and I'm glad you enjoyed it!

Oh yes, I definitely agree that Mr. Blob's animations are far from complete and I did wish I had more time to polish it and add different animations for jumping and dying. But as this was our first gamejam and our first time using Godot, we sadly didn't end up with enough time to spend working on the visuals, as well as balancing the audio levels. If you listen closely, every 4 BG music loops, there's a noticeable gap before the next 4 loops start and it still annoys me, haha.

All valid points though! Thank you for the review!

Thank you very much for reviewing our little game!
Yes, we decided to keep things simple as this is our first time using Godot at all, as well as our first game jam!
I fully agree that the level design could definitely use some more work, haha. Right now, the obstacles are randomly generated in chunks of, I think, 1000 pixels of distance (except for the first 3 for the sake of tutorial), and we increase the number of generated pixels each chunk. So it certainly would not be difficult to tweak, but we ended up not having enough time to properly playtest in the end - at least not far enough into the game to test this progression.
We're both very glad you enjoyed our little game though! :D