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ASarevok

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A member registered May 30, 2022 · View creator page →

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(5 edits)

Thanks for the thorough feedback — I agree with practically all of it. Most of the issues can be traced back to a total lack of external playtesting:

  1. The overturned catapult — As the developer, I knew the exact pixel-perfect shot angle, but that’s obviously not the case for players. It's an issue I have with most of my games, it's hard to look past your own knowledge having played it so much...

  2. Bugged skills — These were unfortunately expected, given the limited development time. It’s frustrating that we didn’t have enough bandwidth to properly clean them up.

  3. Lack of tutorial/information — This was underprioritized, and it shows. A more structured introduction would’ve helped players get up to speed faster.

As for the lady swinging her hips, in my head she is trying to get free out of the catapult.

I really like the game's setup – it feels like a solid prototype for something fun, well done guys! Here are a few suggestions to enhance it:
- Add angled kills (stationairy shooting enemies?).
- Introduce multiple angled kills, where some mirrors aren’t even visible to the player.

If your goal as a game developer is to prototype more quickly (which is one of the most valuable skills to develop during a game jam ), I recommend focusing on composition (if you're not already doing so). Take some time to refactor your code by breaking the logic into custom Godot nodes (e.g., health nodes, movement nodes, etc.). This approach allows you to reuse these components in future jams and significantly speeds up development. It’ll help you go from building small games in two weeks to larger projects like those from Overboy (on Itch) in just two days.

A great resource on this topic is Firebelly Games' video on composition on YouTube.

Love the adventure, but Dad is a bad sponsor...

Nice, Tommy did some crazy stuff in the woods that day,

The only thing I would recommend is to make the cursor a different color, it currently blends too much with the environment, so it's hard to sometimes see it

(1 edit)

ng+3 is so far, very nice, glad people are enjoying it (I always find it hard to tell on release if people will enjoy it or not)

I added ng+ an hour before submission, it could very well be that it's not be freeing the nodes from the previous run, based on the feedback it seems it needs debugging -.-'

nice, thanks for that feedback, glad to hear people engage it longer than 2 mins :D

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thanks for the response, I'll try it out but explosions is on the refactor list for sure, feels underwhelming compared to shock poison combo

ow it froze? That's a first hearing that feedback, could you give any details on your playsession so I could attempt to reproduce that bug? What build did you go, when did it freeze, etc...?

(4 edits)

This is my type, and might come back to play this even more, which is a big complement.
The 3 were kind of fumbling, trying to find the controls, but the last 5 I got the hang of it
did about 15 puzzle's, best was -4
Very well done congrats!
Edit: played 20 puzzles now and found what I assume is a bug, getting -1 is also winstate...

very nice game, got to 1820ish

First thing I did, was slap my own character. It was amazing!
Cool game!

The description helped me out, i was just randomly clicked then figured it out, nice game!

man... 30 years later and I'm still getting owned by tetris...

Very cool, loved the music

810, is how much I can score! Lore wise I just can't understand the hate that the d20 had for my d6... why... WHAT did D6 do wrong???

(2 edits)

I'm not the target audience but still enjoyed it, I would've like some more handholding on the range of the towers such as the tesla, but that being said it was still very well made!

took me a bit to wrap my head around how to play, but I ended up getting it and beating the enemy. Great game!

nice game, although with an AZERTY keyboard I missed 50% of the buttons I had to click -.-' (WASD for me is actually ZQSD). The easy solution for this is allowing both Z and W for (W) input and A and Q for (A) input, or allow remapping keys

(1 edit)

my style of game, I liked it! I got to wave 12, the boss spawning on top of me in round 5 and 10 did not help with that :D. Not sure if the magnet works tho and if trigger the "explosion" bonus twice did anything.

I clicked on the button on the bottom right, but it didn't trigger anything? I'll try it again later today

Cool!

Nice puzzle game, I got through all 4 levels, well done.

Fun puzzle game, I cleared all the levels, well done!

Love it, well done

Cool game and loved the art, well done!

I love the game; it seems like the foundation for something really cool if you expand on it!

Reminds me a bit of Dungeon Keeper from 1997

Gz, Vesemir

Not gonna lie, glad you put that video of the walkthrough in there, cause I couldn't figure out what to do even in the tutorial level. Would recommend doing some handholding on the tutorial to explain what the player can actually do, such as drop stones on top of other stones, pull boxes, and move through it's tongue.

That being said, once I saw it on the video I figured it out and could complete the other levels. Well done guys, very lovely puzzle game.

Gz, Vesemir

Nice, well done!

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I'm not sure what I have to do, I clicked one of the tiles to get to a battle, i drag potions onto the slots, but not much is happening? Attempted it a few times but I can't figure it out

cool, well done

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Exceptionally well crafted, game design at its finest. It's truly inspiring to witness such depth expressed through such elegant simplicity.

I quite enjoyed it, well done!

probably the best gamejam game I've ever played, congrats

Thanks for playing!

(1 edit)

I get what you're saying and you're 100% right. As for the reasoning behind why I made the choices:

SFX I ran out of time to implement properly, so I discarded most of it. The issue is that most turrets shoot at a rate of 2/sec, and you can have up to 50 turrets, which would make it just a constant "bleep". As for visually, at first, I had flying bullets, but it was programmatically much easier/faster to add effects to an instant hit, and I had less overhead on calculating bullet pathing (Again, same problem -> instant hits = easier), and it took little to no time to setup without bugs (compared to bullets with special effects). 

Now if I let the bullets just fly without pathing, then you start missing shots, which felt like a punishment and wasn't fun. If I speed up the bullets so that they don't miss, they fly so fast that you won't even see them, which would make them equivalent to instant hits.

The cleanest way to convey the info would then be like you mention a particle effect for an on hit, and prototype a bullet with tracking.

For debugging I added logs of the damage done per turret, perhaps I should make it accessible in the ui in some form that it's clear what's doing the most dps.

Thanks for playing and great score. Wave 10/11 is a boss fight fyi, so you were super close to that. (goes to wave 20)

(4 edits)

Thanks for playing and the feedback. Some of my friends responded  the same in the way that it's instantly quite difficult, but that after trying it a few times they could handle the difficulty better. But for newcomers it can feel a bit too punishing to start.

As for the bullets => enemies until wave three are all melee, so only if they are on top of you will you get hit.

I'm not quite sure how to improve the impact your guns have on enemies without bloating the screen with hp bars considering the vast amount of enemies.

Thanks a lot for the feedback! Most people seem to get confused with our controls, feedback clearly points out that should be our first priority on next iterations/future games.

Thanks for the feedback! Very clear on what we should focus on in future iterations/games.

Thanks for the clear feedback! Very clear on what we should focus on future iterations/games.