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Aethewn

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A member registered Jul 07, 2023 · View creator page →

Creator of

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Thank you very much for playing, that makes me very happy <3

Thanks! Yeah it's GODOT export and I think it's not getting any better anytime soon. Maybe in GODOT 5.0? Note to self: take maybe additional 1 or 2 days to test and make VFX and shaders more lightweight for web

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I liked the graphics, the way the ship rocks, the waves.
Overall atmosphere also kinda leans towards horror. Maybe because there's no ambient music. Is it horror tho? Maybe? I mean you collect trash but ignore humans who need help, who maybe left that trash, so maybe they deserve to be left drifting.
The ship has pretty funky controls. I dunno if I quite like the concept of tokyo drifting ship through the sea of trash, but it's certainly new.
I feel like it's a great prototype, but it sorta looks like there should be something else happening. A story, an explanation, maybe a horror. That would make it at least 8/10 game <3

Art is really-really nice, especially card art has really nice style.
The concept is pretty simple, but quite entertaining. I think I would enjoy it more if it was faster with animations. Dice roll animation is nice to look for the first time, but after that, not sure.
I feel like it can utilize play (and not cheat) mechanic a bit more. When you cheat once you take a look at your hand can assess how likely you are going to get a good card if you play a random one. That moment feels like it could use something similar to buckshot roulette to capitalize on that. If you have 1 empty and no damage self cards - it really feels like there should be an option to double down.
But yeah, anyway, really enjoyed this one.

Well new enemies are harder to code/add than just increase accuracy/damage :D
But yeah, I agree, it lacks a bit of content, it would've been nicer if it had some rocket guys or a sand worm. <3

I think it is probably GODOT web export. If only I knew it's going to act like that, I should have made much more lightweight shooting shader and maybe replaced the explosion.
You can try the WIN version - maybe it'll work better, but thank you for the nice words <3

Hey! That's an interesting thought. I guess yeah score only gives you a funny pun rank at the end of the game. IF multiplayer would I dunno improve damage or accuracy - yeah that would've been so much better. Thanks for the suggestion!

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I REALLY often get into that mindset. When you develop you playtest SO MUCH you get so good at the game, and for me it often leads to thinking "oh, game is too easy, no-one is going to enjoy that". Then I end up cranking the difficulty so much (or adding new mechanics) it becomes impossible for anyone to even start playing.
OR when you know what you're supposed to do, all items locations, etc you start thinking "my game is 5 minute long I need to make it longer". While new player struggle in it for 2 hours with just basic bearings.

Simple game, but such a great JUICE. The feedback, the animation just perfect!
My only complaint is rings are a all similar color, so yeah it's not as easy as it looks. I kinda made one mistake and then lost 2 remaining lives in seconds after that in panic. Though I would probably prefer playing more.
But yeah, 1640 points made in HIGHLY enjoyable fashion <3

Mini games were pretty sweet! Though alarm sound a bit obnoxious if player is too slow and like 3 arcades are broken.
But pretty decent small game!

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Hey! I really enjoyed the hand drawn style and reference to Flappy Bird story. The difficulty is toned down, so that's a huge bonus!
And yeah, I think Flappy Bird dev removed the game cause people were too addicted and he didn't want to be a person ruining people's lives.
So, really great reference, keep it up!

Write your score in comments <3

Hey, it's a pretty cool concept. I am a big Android: Netrunner fan and it scratched the itch somewhat.
The corpo security was just impossible to understand. Something about the fonts, the tasks makes it really confusing.
Which is a shame, netrunner part is mostly minigames and I think corpo looks like much more interesting game, but it's just really hard to get into.

Hey, good job with this one! It sorta makes me think: what if flappy bird was a slash arcade.
The difficulty is a bit brutal. You may want to tone it down quite a bit. The graphics are pretty nice, but the game could certainly use MORE telegraphing and/or feedback. Dying to fog didn't feel fair (and understanding where hitbox is)

Loved the deer animation, but how many effing shots does it take to kill one?!

Yes, there is definitely a memory leak or something that yeah makes it hard to play the longer you run around.
Personally I felt like walking wasn't very useful. Deer run too far away to track them reliably without sprinting.

But good job with this one, I feel like the tracking system itself is really neat.

Ugh lost to Draco. The difficulty was not steep. Loved the menu sounds and feedback, but the race could use more sounds.
Overall the concept of tweaking engine output vs fuel generation is somewhat interesting. It sounds like a fun mechanic!

Hey! The shooting in general and shooting feedback are pretty good, the movement is smooth, that one is pretty fun!
Except ugh... Z for shooting while aiming with the mouse. That's... Not great. Really awkward control scheme.
But it has a pretty good potential to become a great twin stick shooter game <3

Hey! That's an alright prototype. I didn't quite like the fact that you need to jump to slay enemies as is, but there's potential there. Like it's a cool idea potentially: if you are sorta choosing a jump trajectory to slash enemies on your way sorta bouncing off walls - that would be pretty neat!
Defo add some music, sfx and player feedback - that means A LOT to a player and best of luck in your future projects!

My daughter was asking me for a very long time to put a cat in my game, so that's how it came to be xD

That means a lot to me! Yeah it takes its sweet time to load up VFX and shaders on web, but apparently that's how it is with GODOT for Web. <3

 Thanks and so sorry to hear that :( Maybe win version works a bit better, cause WEB is yeah.. Tricky to optimise.

Thank you!
The lag is GODOT web export problem and I am only  learning about it. As I understood it runs on OpenGL and bypasses a rendering device. And OpenGL needs video card to process VFX like on actual screen in actual pixels and first time it's always slow.
In the hindsight, I should have probably tried to tone down effects as much as possible in WEB version so it runs smoother. But yeah, may next jam :)

Thank you! Well, embargo is only for source code just in case this one will go full viral and we start working towards publishing on steam. Win build should be more than playable for foreseeable future :)
I really wanted to add more enemies and Sand Worm, maybe upgrades, but had to leave that for after jam dev
Thanks for kind words and taking time to play <3

Hey, the writing was indeed surprisingly funny. I loved the puns and the plot was not too serious, giant seal crime boss, a bit random backdrops. I really enjoyed this one, even tho didn't manage to defeat the wizard

Hey! I am one of the authors of Umiushi, it's a small cozy card game about sea slugs
https://pangramgames.itch.io/umiushi
And Id be happy to play Sealcery! I love seals <3

Hmm.. very weird. 

Does Esc key help? It's supposed to close the intro log entry. 

But console log  reads as the game might not be loading up properly on different machines and that's pretty odd.

Thank you for trying!

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Ok this one so far is the real gem!

It's fun, it has a lot of Resident Evil 7 vibes, sound design is really-really good, loved the cutscenes - there was a lot of love put into this game. Oh and cover art is so catchy.

I managed to cheat my way a bit by stealing the hammer from the side without opening the safe, but properly finished on second playthrough.

Great stuff!
Oh I also think that flashlight AS IS kinda hurt the game look. The initial scene in the cage has amazing lighting, but when you get the really bright flashlight it shows all the imperfections of the models. If it was a bit more dark I think both the game would be a bit scary AND look a bit better <3

Hey, this one felt a bit more like a movie rather than a game, though I understand the prototype part.
Rae Ford (I actually looked the credits) does a REALLY good job, she's the biggest highlight of the playthrough

The cockpit is also modeled pretty well, so yeah this one defo has potential <3

Hey, this one was pretty interesting. The artstyle is pretty unique. I'd say enemy spawns during last level were a bit bullshit: I rammed into a few that spawned JUST before me, but hey, still managed to finish the game.

Some text glitch effects look pretty cool, but yeah, agreed, makes it a bit harder to read text, so definitely use these, but tone down in the future.

Anyway, love how you used very limited resources to make something looking unique <3

Hey, it IS a good prototype. Nice job with getting so far! I think it's a great template if you'll just take that and join another game jam with it. The controls are responsive, holding items is a pretty nice touch, camera and torchlight felt fluid and you made a menu with mouse sensitivity.
Keep it up and best of luck with your future projects!

Ok the parkour part was actually pretty fun. I dunno if it was intentional, but I really enjoyed both parkouring on top of the crates in the warehouse and making huge leaps over the houses in the street area. That obviously made monster not very scary and the controls felt more like boomer shooter, but it was pretty enjoyable nonetheless.
I think if the monster was more of a flying thing and there would be more than one - that would feel pretty amazing - collect stuff in high speed parkour game while avoiding flying enemies.
So kudos for controller, you definitely have something.
CRT effect made things look really great up-close. At the same time it was absolutely obnoxious for navigating in street enviroment.

Hey, was an interesting experience. I liked how parts of the levels were completely dark until you got c loser. That's eerie. The boss in musical hospital bed rooms could use some sort of damage confirmation - I was not sure if I am hitting it or if it does anything to him.
But I LOVED the flying axe animation scene. That was cool. Overall really nice work with cinematic animations in this one <3

Hey, it's a nice twist on horde shooter formula. I liked visual effects and negative light cones from the enemies. I wish I didn't have to click for each shot and could just hold lmb and I reckon would be great if there were different weapons to try, like shotgun.
Good job with this one!

I added fix exe to the game description

Damn.
I've deleted the buggy .exe, but can't patch with a fix until voting is over
Really sad that it happened, didn't test enough

Oh god I didn't upload the proper .exe file :(
The web version should be working
I am terribly sorry. I will reupload as soon as jam ends

Discord name: plstiche


https://aethewn.itch.io/the-retreat

Hi Jen! Have a question about your other pack. Just missed an oppportunity to grab your Dungeon Pack, and now it's unavailable :( Any chance it's coming back?

Oh my, I had a dream game about hospital horror and this is so much better!

I liked the 3D pixel art shader, controller, atmosphere, it's a very well made game, great job here!

It DOES feel a tiny bit goofy when you gain some speed on a wheelchair, but it so soooo satisfying, hardly a complaint.

Great job, especially for a jam game!