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abyssusj

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A member registered Feb 08, 2021 · View creator page →

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Recent community posts

Yeah, I tried the turn left input sequence described here and in game, but perhaps im just bad at following instructions! XD

Cool idea. Would like to see it developed further. Wonder what it would look like if it was focused mouse gestures/swiping to activate the sword. Either way, great job!

Johnny V is alive! Wasn't smart enough to turn left, but like where you're headed with this game. Hope it gets some more love and updates.

Awesome! yeah the game dev keyword you're looking for is "player controller", its a whole thing. Discovering it leveled up how I approached making games too. Hope it helps!

Excellent job, loved the all voice sfx. Pretty ambitious project but think you may have just about done it. Well done!

Simple, but satisfying to play. The assets and player controller look and feel great too. Awesome job!

Hey, the sprites, player controller movement and camera controller are pretty great. Wasn't able to work out how to pass through the gate at the end of the level to exit the town, but like where this is headed. Great job!

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Hey, bummer about not being able to upload the game. Heads up, this is the error I get when trying to load the GDD. Hope this helps.

Johnny 5 is alive! Cool game. Loved the sprites and general execution. Got a bit of RSI smashing the "E" but thats probably a me problem. Didn't hear any SFX, did I have a setting wrong, or did you run out of time to implement those? All in all, great job!

Hey, really liked the puzzles ans 3D assets. The user input felt a little clunky at times, sometimes the intractable [E] were small and hard to see, some other times it was difficult to move into the right area to activate a thing, and the SFX were very loud, but overall it was a really neat game experience with some cool puzzles. I'll keep an eye on this project in case you choose to update it!

I like where you're heading with this game. Going to add it to my collection to check back later for updates.

The art assets were cool. Player Controller felt off and floaty (usually because the speed the things move at are linear, where in the real world we have acceleration and stuff), but getting this right is quite challenge  early on in the jam dev journey.

The characters were interesting and cool, and I enjoyed the platformer puzzles. Well done!

There's a lot to like about this entry. The world building and the way you have communicated the sense of place to the player. Only gripe for me was the Mouse Look controls were very very sensitive and even turning down the DPI on my mouse want enough. Going to keep an eye on this game, let me know if you tweak the player controller or add options to control the sensitivity, would love to give it another try. 

Atmospheric, suspenseful, wanted to learn more about the world, great job over all.

The visual art pretty great and the audio track pairs well with the combat. Love the fire animation and visual indicators / iconography used to communicate to the player what they're doing. Player controller felt a less "juicy" than I hoped for, but this is the start of a really cool game if you were to refine the player controller further.

Hey, bummer on not getting a web version uploaded, but the GDD looks cool. Wonder if you could take some screenshots of the game running via Godots IDE, or even some sprite sheets. Would be cool to see.

Nice. Even in its unfinished state, the art assets look awesome and the movement feels good. 

You may not have won the due date, but you won the meta game of making a thing! Hope you're proud of this entry, its pretty cool.

I won! hope you had fun making this entry.  Making games is tough and learning to make games is tougher. Awesome effort and hope to see you make more!

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Thanks for the link to the alternative mirror @ https://m0nkeybra1n.itch.io/cyber-shaolin

Really cool JRPG. Who doesn't love cyber-kung-fu? Hope you see how far you can take it. Had fun!

Great atmosphere, cool visual and sound art. Struggled with some of the implementation on the cut scenes and dialog, game didn't seem to respond well to having content skipped, but nothing broke, just delays and had to wait and felt a bit awkward.  All in all, awesome game. Will you be developing it further?

Awesome first game submission. Well done. Enjoyed the atmosphere and the player controller felt right. Just wanted to find a key earlier in the experience so I had confirmation of what I was training my eye to look for.  Hope to see you in the next jam!

The art assets and story were charming and fun. Hope you get the time to add some ambient music and sound effects for the visitors. Cool proof of concept. 

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I won, for SPAAAAAAARTAAAAA!

More seriously though, had fun. Would like to see where you could take this with more time.

Great composition. The visual art, audio, atmosphere were put together really well.

I struggled to work out how to solve the box puzzle, but sure with more retries I would be able to work it out.

Good job!

Hey, theres no web playable version. Did you guys have challenges exporting to web to meet the jam requirement?

I am ready!

The game kept me playing over and over trying to work out what the game rules were.

Not sure I really understood what they were, but was able to work out the solution via trial and error.

Great job on making it fun with a big enough hook that I kept wanting to play over and over.

Loved the art assets, aesthetic and scene. Struggled with the user input schema. The mouse scroll was interesting, but felt cumbersome, and I couldn't intuit how to interact with the world. That said, I did brute force a bunch of stuff by clicking all over the place to try to work it out, but it felt like a lot of work for little reward. 

Think the main reason it felt really frustrating to interact with the world was because it looks so beautiful and awesome, that I just want to get in there and do stuff, but there was a lot of friction when it came to interaction.

Hope you develop this further. Really like the the direction!

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Ah yes, they worked, thanks! The screen size combined with the mouse grab may have meant i wasn't focusing the window at the time. 

If the screen size is reduced, the full screen button will be visible without having to scroll to the right.  Not sure how to resolve the mouse grab to make switching between the page and game easier.

I've made it to the INTERACT button, but E doesn't seem to work, am I doing something wrong?

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Excellent job. Feel like anyone who has experienced what its like to cover a shift and be short staffed will understand what this feels like.  Player controller and mini games feel tight. Job well done.

The 3D art assets were really neat. Good job!

Trying to predict where the enemy would go and choose the right attack arc for the most damage to use was great.

The sprites are pretty cool. Background blur hurt my eyes a bit. Interested to see how far you can take this idea!

Neat interpretation. The visual creative really carries the game. If the sound fx got an upgrade the game could go pretty hard. Now if only I could work out how to successfully slash the balls! Great job!

Like where you're going with this. The game screen did not fit on my 1920x1080 and the environment was black. Not sure what was going on, but the GDD looks great and I'm a fan of mechs. Hope you try to sort the screen size, brightness and web export out so I can try it again later.

The character animations is pretty great. Had trouble with the brightness, a lot of the environment was black and I couldn't find a light source. All in all think this could be great if it had more time and love.

Liked the one button implementation. Some of the levels felt unfair, but can see where you're going with this. Some more time and refinement and it could be pretty cool. Well done!

Hey, great job. A nice exercise in making a lot of different sorts of mechanics for the mini-games. The game was fun and charming. Well done.

Like the idea, was able to target a tile, but couldn't work out how to build a path. Refreshed the game a few times to re-read the help info and the GDD, but no luck. Wanted to play this more, so thats a win, just wish I knew how to interact with the game!

Like the direction you're going with this. Had problems with the aspect ratio and minimum size, couldn't fit the entire game screen on my 1920x1080. Read the list of inspirations, surprised to see Ubermosh was absent. Wonder what the game would feel like if the attacks were automated but to the rhythm of the music? Good job!

This game is even more Only One than ours.

Hey, the sprite assets look great. The music feels a little out of place in terms of composition, but are otherwise great tracks. Really like how you have used relatively simple player choices to great effect as those decisions pile up over the course of the game. Great job!