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Lila Alindrome

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A member registered Dec 30, 2019 · View creator page →

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It's great especially for a jam game! I love the concept, and I love that I was actually able to play it on mobile thanks to the on-screen controls. You should make the 'b' button exit out of menus so that you can lean into this.

My biggest gripes all just come down to stuff you wouldn't have had time to implement -- not being able to use items directly from the inventories, when you use an item from your bag it puts you back at the top of your bag again, not being able to save, not being able to use your flash light indoors... I wasn't too keen on being a racoon, it kinda took away from the zombie survival fantasy.

What I liked was being able to wiggle around the control stick, being able to level up so fighting zombies isn't all bad, being able to find books to raise your stats was a fun way to incentivise gathering, and I liked the creative way of using the Gameboy LEDs for Hunger/ Sleep need. Although I was left wondering if I over-ate would I be wasting it or not? 

Anyway I think you could very easily keep expanding on this and be successful. I reckon you could do great by regularly updating when you add small things instead of trying to go away and do loads at once because you already have a good base. I think you should change the cover art to be more clear about the zombie aspect eg. show running away from a group of zombies as if you want players you gotta give them more of an idea of what they'll be doing in the game.

Anyway, lots of potential! Good luck!

Thanks for letting me know! I'll try and figure out why for the next jam :D

I noticed the audio issue while wearing different headphones - it's really strange. My main headphones was fine and the other headphones had the issue. No clue why, maybe it was a Godot bug? Any ideas?

Thanks for the feedback! It's really helpful!

thanks so much for playing! It was really cool to put this one together :D

*Typing furiously intensifies*

Thank you! That's awesome of you to say.

I did try to add a prompt for movement at the start, but I realised in hindsight that people will probably miss it as they go adjusting volume. Or did you mean more as in a few prompts of where to go and how to move? Hadn't considered that before, thank you

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Thanks for trying it! The control scheme is definitely a bit tricky.

I discovered Vimlark's video on game jam tips AFTER the game jam - he's got a section saying "make it easy to you" - which is darn good advice that I wish I'd had before I went into it :D

The art's really cute! I like what you did with the instructions - I could have done with more of them. I got tripped up a few times not understanding that the blue meter had to be full to do the orb & I left without the orb when I did fill it so had to backtrack.

I really suck at platformers to be honest, so I ragequit after attempting the disappearing platforms - I ended up so far away when I fell. I can tell you put a lot of care into the level design though! I found the dragonflies frustrating at first, but once I mastered it it began to feel quite zen. :) It was smart to try and not make the player lose too much progress when they die.

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Oops! I *think* I broke it by spam clicking the 'create a planet' button! It started crediting me by about 2000 atoms a second all of a sudden (when before I had very little). Maybe you missed a guard against a value going negative?

Anyway, I think this is a pretty solid idle game! The music was a great fit and I liked all the little details with the planets and things merging. I'm a little sad there's nothing to click on while you're waiting for things - give our little monkey brains something to do :D

Any hints on how to catch the yellow bird? It was circling in the air where I couldn't seem to get it. I thought it was attracted to the torch so I moved it and stood back, but it didn't follow.

Love the visuals, great job on that polished menu.