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Banderi

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A member registered Apr 11, 2018 · View creator page →

Creator of

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Absolutely lovely and kinky game! love all the scenes and banter @//w//@ Keep up the amazing work!!

Checked out the project files, and here is the way I have it set up! (Godot 3.x)

The player is two sphere colliders, one is the parent which is a RigidBody2D with continuous_cd set to Cast Ray, linear_damp set to 1 and angular_damp set to 100; the second is a child KinematicBody2D which is the "hammer head" that follows the cursor.

Inside `_physics_process` is the main update step, which I cleaned up a bit:

var vector = get_global_mouse_position() - get_global_position()
var clamped_mousepos = get_global_position() + vector.normalized() * min(110, vector.length())
var push_force = clamped_mousepos - $Hammer.get_global_position()
if $Hammer.move_and_collide(push_force * 0.59) != null:
apply_central_impulse(-push_force)

Essentially it gets the clamped cursor positions, uses that to determine where the "hammer" should move to, and if the movement finds solid ground, simply apply an inverse impulse to the parent. The magic numbers I used there are the mouse radius/max reach distance around the player (110), and the responsiveness with which the hammer follows the mouse cursor (0.59).

Cheers! Hope it helps!

Oh hey, very glad to hear! Sure, I don't mind at all-- I haven't touched the code in 4 years but I'll check through it and see what's what as soon as I get some time.

I leave that up to imagination :3c

That's the only "explicit" scene yeah!

There's checkpoints when you change levels!

Heckin ADORABLE omg

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Yooooo this is sick!!!

Great job so far! Can't wait to see more :D

The controls are a tad stiff especially during combat, but all the art and writing are excellent!

Haha yeah, the boss is def the most janky part as I approached my self imposed time limit I threw it together as best as I could - maybe if I have some time in the future I'll sit down and fix/finish this lil game, ty for playing tho!! Glad you liked it!

Ty! ♥

Adorable premise and artwork! Lots of potential!

Thank you so much, I'm glad you've enjoyed it!

The second area's exit is on the mountains on the right side, where there's a strong wind (unless you've got the item)

It's very hard to see atm because everything is white and empty there, we didn't manage to add effects like a visual wind effect or any indication at all that it's where you need to go haha

Amazing work on this, the dialogue and story are really gritty and captivating and I love the voiced lines! Very polished too - and of course, 2.5D is always awesome to see! (no bias)

Seems to be solid! I was able to get all the way to the end, I really enjoyed this! ♥

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I've tried both versions, it  seems to be exactly the same on my end.

You can move around in your room a bit but that's it - if you step outside you fall into the void, and you can't interact with anything or do anything else. If you walk up to the wall near the wardrobe on the left corner you get stuck and can't move anymore. :(

I absolutely LOVE this style of puzzle interaction! I really haven't seen this around much. I would absolutely kill to see a full version of this!

The only problem I encountered is that it crashes so often, and there's no save mechanic implemented yet... I can't play past the courtyard! :,((

This looks really cute, the story feels interesting and captivating and I absolutely love the voiced narrations & music.. Sadly, I can't find a way to play past the intro. :( The only way out is to fall into the void. Very easy to get stuck inside the walls as well.

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Really cool and creative idea to make a game revolving around colors like that! The controls may feel a bit clunky at the moment, but I would love to see a full game develop out of this! :D

If you'd like a suggestion, I'd recommend firstly making the color selection more immediate -- the gun selecting the colors is a really cool aesthetic, but I'd make it select them either with fully dedicated keys, or complete mouse control (e.g. with a color wheel)

Secondly, having a bit of spare health like 3 hearts/hits before dying would be great! It's very easy to accidentally slip and fall onto a blob on the ground that you couldn't see and have to re-do the level from scratch haha

I regret that I was born long after the period were these games were more popular - I really love that RPG-y text interpretation mechanic, and I really would love to see more of these games and made with modern tools!

Cute graphics, they work well! This could be a really solid basis for a good game if continued and polished further!

Thank you so much for the detailed feedback! ♥

I'm very glad you liked the music and the writing! We absolutely will polish up the camera and controls and other immediate QoL things first thing next!

It's a performance issue, yes; more or less all UE games run at 5-10 fps maximum, with a huge amount of heavy post-processing effects like bloom and motion blur. I couldn't find much info online on these issues sadly!

Adorable little game! I really like the watercolor style, fits really well the charm!

Only bug I noticed is, you can slide off of the chairs sometimes when sitting down and pressing Escape to open the menu softlocks the app!

I love the style! I really can't seem to get past the lady though, she flies through the gate and catches you as soon as the first NPC forces you into a conversation, and it gets stuck on "game over" without being able to restart :,(

I don't know if it's something on my end, but I swear every Unreal Engine entries I see is completely unplayable :(

Out of curiosity, have you tested that the exported version runs smoothly on your machine?

I have nothing but respect for a man who can add spices to bowl of beef soup with his mind without being caught!

Awesome! Having the option in the settings I think is definitely a good compromise. Still challenging but absolutely playable now, it adds to the eerie melancholic atmosphere without being a hindrance. I got to the end and I really liked the bitter-sweet sad lil finale. Great job!

Thank you so much, it means a lot to hear this!

We'll most definitely finish the rest of the levels and post the full version soon (potentially might expand into a fully polished game, but who knows!)

Let me know what you think if you do! :D

Also, if you got the post-jam version you can save/quicksave/quickload which definitely avoids much pain when having to restart the game from zero, haha

Cute art and catchy music!

The level won't transition properly in a few rooms right after the section where you jump from platform to platform sadly, so that's the limit of where one can play. It will teleport you back to 10-ish rooms back, near the bee. Good job still!

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Applausi per i nomi Italiani, se prendo un ragno lo chiamerò Cinzia haha

Very lovely art, classic nostalgic surreal-cartoon point and click! The only thing I would say is, because it leans so much into the surreal "nonsense" bit, you end completely stuck up 30 items in the inventory which you have no clue whatsoever as to what they would be used for,  and with areas that make you feel extremely lost because the graphics don't match between the entering and the exit. Exiting the maze was a pain as it was quite unclear haha. Apart from that, I love the writing and the art! Great job!

As for bugs themselves I haven't encountered too many; the tape and plasters (bandaids) respawn endlessly and there's one of the backdrops in the maze that makes you crash back to the main menu if interacting with an exit, overall nothing that compromises the gameplay.

Thank you! Yeah the hits are really tough to get in without lock-on, and the camera not hitting the walls def doesn't help so we'll fix that first probably. Thankfully the javelin throw skill can help a lot in the first level so it goes by fairly quick!

Haha he truly made it to the highest peak possible! ;D

I'm usually not a fan of multiple-choice narrations in writing, especially big moral choices, but retro style point and click adventures and old school sci-fi ones in particular are always an absolute classic. Great job with the music and the art as well!

I second this sadly, my monitor is 16:10 and I can not find how to proceed in the kitchen. I can turn on the belt and grab one of the plates, but then I'm stuck.

Really cool meta vibes so far btw!

Really low-bit aesthetics, it's a gasp of fresh air coming from every bog-standard anime looking RPG Maker titles!

Thank you so much! And yeah auto-save def would be a much needed QoL improvement!

We also gotta polish the camera & combat for sure, as it's now it's either really hard or really easy, depending on if the player finds those 1-2 moves that are spammy with lock-on turned on and plough through everything haha

Mhmm yeah I getcha. I'm not a hard core platform player myself either, although I think even for more experienced users it might feel too punishing since it might feel detracting from the game loop and feel more like a "bug" or accidental gameplay element; I can see how it is a creative idea though!

Personally, I would only leave some classic health depletion as a way to make players decide if risking & advancing, or taking it safe and restarting. With the rust making you slow, it doesn't really give the player a sense of risky challenge / reward if they wanna gamble and advance, rather it makes it clear immediately you wouldn't be able to advance after the point is reached, so it's a mechanic that is sudden and out of their control, and doesn't depend on their skill.

That's my two cents at least!

Really cute style! Sadly I think it got bugged right at the very end, the stamina isn't enough to climb the last cliff and the bar goes negative - when you interact with the fire, it starts trying to "climb" it and you just fly off into the sky haha

Apart from that, I really like the atmosphere. If it were possible to make it faster, especially walking and the text dialogues, it'd be really awesome!

Really cute graphics, it fits the simple 2D style really well!

The rust slowing down the character is a neat idea, however as soon as it kicks in, because it's a platformer based on (sometimes a bit too unforgiving) jumps, it starts a negative feedback loop which makes it impossible to progress further after dying just once.

I would suggest having a different mechanic for replenishing it rather than that being equivalent to HP - i.e. when out of combat, press and hold a button to restore yourself!