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Bigfootmech

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A member registered Aug 19, 2023 · View creator page →

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(2 edits)

I mean, creative way of contacting me. 10 points for effort

I’ve released a version on github releases, and uploaded to modnexus

github releases: https://github.com/Bigfootmech/Silksong_Skipintro/releases

nexusmods: https://www.nexusmods.com/hollowknightsilksong/mods/82

the zip has a readme if you already have BepInEx installed, you should be fine. If not, readme will help. Or you can look up how to install bepinex

Hey, I got this on Steam, and it was one of my favourite ‘free’ games recently :)

Do you have anywhere I can send you money for it?

(1 edit)

Note: that I don’t like Vampire Survivours (or ‘like’ games).

So for me, it starts off on the wrong foot already.

But you can’t always help personal preference.

Attack

I hate that I have no control over the weapon.

It feels like an integral part of a game, but this thing has a mind of its own.

This goes for both timing, and direction.

Hitboxes

The hitboxes also feel wonky.

Maybe partly because of the “no control”.

But between:

  • juggling the distance for the scythe to activate,
  • it sweeping, and needing to be timed perfectly
  • and also it not actually being able to hit because the enemy is too close;

…is just harrowing.

Movement blocked

Finally, the enemies block movement for the character player, which doesn’t feel right.

In horde games, you don’t want the player to be left stranded, or stuck.

In this one, I’ve definitely been not able to move due to enemies hemming me in.

C-C-COMBO

Between the movement block, the hitboxes, and the activation,

I feel like I’m not in control.

But also, I’ve also definitely had enemies get past my scythe, stop my movement, and then I can’t hit them or do anything.

Being bullied by pixels is super un-fun.

Quit

At this point, my will to try the game out any further is kinda not there any more.

And I can give a score to all the score-able categories.

So that’s what I do. And then move on to another game.

After I got in to the game:

It’s a really good go for a 3rd game. Tonnes of work and effort seem to have gone in to it.

Here’s some feedback

Text

There is a lot of text. I’m usually not interested in it, and an option to skip would be nice.

Failing that, Holding the tab button might have been nice, as I have RSI.

And the only way to get through the text is spam-hitting a button. Which is painful for me.

Restart

Repeats whole intro

You have to go through the whole text every time you respawn. This does several things.

  • Aggrevates RSI from clicking the ‘continue button’.
  • Take the player out of the action.
  • Is a frustratingly long setback.

Fail to restart

Restart also stopped working properly after like 4 or 5 respawns. Kept spawning me dead/camera up high.

This can be fixed by reloading the scene, rather than trying to put everything ‘back to its place’.

It’s hit me before. And also pdil (Hunger) this jam.

Though it’s also not a huge issue, because you can just reload the page.

Walking

The ‘default’ walk is too slow to jump between platforms properly.

Which means realistically, you need to keep shift held down the entire time.

This is not fun (finger strain).

An option to toggle to “always run” and shift to slow down would be better… or just not have walk in the first place.

Keybinds

E for shoot

Feels like a forced “one hand” wild card. Even though you didn’t mention it here. But you can rebind it, so that’s nice.

I’d like ‘mouse click’, but I’ll take ‘J’.

Continue

If you bind ‘continue’ to spacebar, it no longer works. Neither does Tab. Meaning you can’t get through the intro text.

And I’ve chewed your ear off enough about it already

Ah! I never would have guessed it was ‘Tab’

Usually it’s click/space/enter/e/f/esc.

But I guess my fault for not checking the page/controls more thoroughly.


The sound is a little better this relaunch? But still buggy in the volume menu. I’ll send you a video on Discord.

Oh, and you may-or-may-not need to check your graphics are in

“Compatibility” (Godot4) or “GLES2” (Godot3) mode

You go to:

Project -> Export… -> Add (button)

Web (Godot 4.4) or HTML5 (Godot 3.6)

Then:

Export Project (button)

name it “index.html”

zip all the files produced

Upload the file to itch.io

Select it as “Play in Browser”

And click the SharedArrayBuffer support at the bottom

The camera control is really nice!

Sorry to hear you couldn’t find a programmer. Usually the discord’s #team-up channel has a tonne floating around looking for artists of various kinds

Would have been nice to see controls somewhere.

  • E = interact
  • A/D = move left/right, Wall grab
  • Space or W = Jump -> Double jump

Finally: I managed to jump out the start level on the right! Wooooo

I didn’t get the point of the game, but it was HILARIOUS!

I loved the duck-and-cover (hold spacebar) sound and animation.

If I wanted one thing, it would have been a “run” feature, as I spent most of my time walking back and forth

Pretty cool for a first entry! Can’t wait to see what you do next

Graphics were interesting.

Music was nice.

Would have liked some sound effects to go with music, but I’ll take what I can get.

Pretty cool first entry guys! Good hustle

Ah yes. Games with drawing.

At first, I thought it was criticizing the size or shape of my richard.

Later I figured out, I needed to not incubate it for quite as long.

I don’t think I really ‘got’ it, but cool game! :thumbsup:

Audio was nice.

I wish I had more control of the zombies. Like “Overlord” (1 or 2) style, where you can select an enemy, or just SWEEP minions through things.

Other than that, pretty cool.

Nice first entry to GWJ :). Can’t wait to see more

Dashing required being moving in a direction.

So what would happen was:

  • I’d move towards the boss
  • dash
  • hit it
  • keep moving towards the boss
  • it would hit me

How would I fix it? Not sure.

But it was interesting!

Good job!

(1 edit)

The audio balancing could use a little work. It kinda flip-flopped between too-quiet, and too-loud for me.

For something as big as a core mechanic, I’d say the “dash” deserves spacebar instead of shift.

Also, sticky-keys >.<


It’s weird how many options you guys have, but no web export :S

It would have been nice to play in web instead of having to download, and this doesn’t look like it would have been performance bottlenecked

The graphics and audio were nice enough.

But the shooting felt bad. I had no idea when the gun had reloaded (visual or audio cues). And I felt like I was trying to tickle the enemies to death.

I actually really liked the ‘pause’ blur effect.

It would have been nice to have another camera control (rather than just edge-of-screen, have right, or middle click, or wasd, or arrowkeys)

Other than that… I wasn’t exactly sure what to do here.

It would have been nice to have this as a web export.

What’s more, it didn’t work on a smaller screen, because of fixed resolution - adding a camera to re-scale everything would have helped a lot.

Keep on truckin’!

(3 edits)

Ok, I wish the start text was skippable… I don’t actually care about any exposition if I can get it by fiddling/tinkering. And this puts a big barrier between me and any gameplay/fun I might have.

Like a bouncer in front of a club holding a palm up saying “stop”, you can’t go in there.

“Why?”

“You gotta first listen to this 2-hour long lecture/ read this 20,000 page manual on: putting one foot forward in front of the other, and then…”

It just kinda kills the mood/pacing. And builds resentment in me as a player.


Another thing is:

The potions have fun names and certain particle effects. But there doesn’t seem to be any logic to them.

Ok, the

spoilersColour of the potion is affected by the ingredients. Seemingly weighted towards the last ingredient.

But with 4-ingredient combos, it’s gonna be impossible to guess off just that.

</p>

Having a “you have limited tries” combined with what felt like complete randomness was un-fun.

Coupled with the fact that they’re randomized on restart it’s like… why should I bother ‘playing’?

This is literally random guesses, with no actual learning, or progress.

An ‘undo’ mechanic would be nice on death.

On the 3 puzzle games I played this jam so far, this was the most engaging logic wise

I eventually got stumped by lvl 19

Nice game! :D

I liked the ‘zoommmmm’ sound lol

The menu music is bugged somehow. It’s clipping and topping out the volume level? It’s less bad when looking at a different tab. Maybe you’re trying to play too many different sounds??

Clicking ‘Play’ brings me to a screen with a house? and test “It is 2084.”. And just stays there.

From the other comments, it looks like people got in, but it’s 100% bugged for me.

Most weirdly, both my Firefox and Vivaldi (backup browser) behave exactly the same way.

WOW, this feels like a well-put-together game!

I’m not sure what I was expecting. But this blew me away!

It’s difficult to not critique it as a commercial game, because it’s just so solid.

You guys also managed to organize really well. More people on a jam isn’t necessarily better. But this came together just perfect.

First thing is music made me feel like Age of Empires. Setting the tone. And the rest of audio was a nice backup to it.

The graphics are really pleasant, and blend well with the world.

And enemies, coupled with not knowing what was in the fog created tension, and interest.

It also felt like you guys did a bunch of play-testing, and answered a lot of potential things a new players could trip over.

Wishlist/critique:

  • It would be nice to see “grown” tree stats before planting.
  • It would be nice to get ‘general overview’ of what a tree does on hover/mouseover
  • When in a deficit, it’ll say “+-2 water” instead of “-2 water”
  • it would be nice to use more screen real-estate
  • it’s still difficult to see behind other trees (even with slight seethrough)
  • right-click to destroy isn’t explained, or “confirmed” on grown trees
  • a ‘building in progress’ bar (particularly for tech trees) would be nice
  • there’s no real challenge or skill. I get that it’s a jam, and you’re on a time constraint. But there was no actual exploring (could see all factories instantly) or threat. You could pretty much just plonk down trees with impunity. This mean currently the game doesn’t have progression or replayability. It’s your biggest challenge at the moment to get to a commercial title.

Overall, it’ll be cool to see where this game goes!

I don’t believe for a second that it’s gonna be left to wallow after the jam.

And I hope to get it on Steam/GOG some time in the near future :)

I tried, but it didn’t work for me :(

Thank you for playing, and the kind words :)

(1 edit)

Pretty cool first go-around then :)

The raindrop-dragging script as well as making it look alive

Tips for improvement:

Player info

When the plant is done growing, it would be nice to get a “level won” popup as feedback to the player to move on. And ideally redirect to next level / main menu.

Resolution

As the other person said when exporting to web, you might encounter resolutions you weren’t expecting.

For the main menu, this means you could look in to scaling UI.

For in-game, it would possibly be repositioning the camera :) (or manually adding one to the scene)


Keep on Jammin’ ;)

(1 edit)

Hahaha how was the taste?

Yea. I’m building slowly :). The goal is to learn something new every time.

This time it was mostly to do with importing existing assets:

  • Sprites/Sprite Sheets, including animations.
  • Tile sets (and collision boxes on them)
  • music/sounds, and audio buses

With some bonus points for Autoload scenes (rather than just scripts), and controller-friendliness.

Plus to address the biggest feedback from last time - which was that people weren’t sure when the game was over.

I feel like it was pretty successful overall :).

Thank you for playing! ^_^

I couldn’t figure out how to grow vines :(

they kept ending up in the floor or walls

Super interesting.

I liked the crayon-effect art

The only thing is the movement was stutter-step-ey

Other than that, solid entry!

I’m not entirely sure I get it.

There are raindrops. And you can drag them. But they don’t do much of anything.

And I have 1 plant grown, and a barren wasteland otherwise.

Are we supposed to be able to summon more raindrops somehow?

Interesting game.

Incredibly impressive for solo first jam ever!

A bug I found:

I managed to get stuck ABOVE boxes a couple times. Which kinda broke the game for me.

Also, are you meant to lose all your scrap at the first intersection? It’s never explained.

The art is absolutely lovely!

And I loved that there was a German language option! That was pretty cool

DAMN! this is a good entry!

The audio is amazing. The the visuals are all great.

And both of those tie in SO WELL. Both the guns shooting, and the transformations. Just mwwwa. Chef’s kiss.

The premise is interesting! The enemy design is varied enough.

I’d say this gives Enter the Gungeon a run for its money theme wise.


The only thing I would comment on, gameplay itself feels a little unbalanced.

It’s frustrating to die to not seeing yourself getting drained too much. Maybe a full-screen visual effect/cue would be good if you aren’t looking directly at the bars.

And the way the action ramps - feels slow somehow?


But still, for a solo entry, this is nuts!!

Like what are they feeding you?

This is definitely one of my favourites!

Really engaging game!

It was fun played it through to the end

And the menu music is an absolute bop!

(2 edits)

get_tree().paused = true …

make sure your pause menu is either Paused or Always

That’s what I tried. But I must have made a mistake somewhere.

It wasn’t working immediately, so I forced myself to not get hung-up on it, and try work on other parts.

I guess now’s a good time as any to try fiddle/tinker to see what I might have done wrong.

1. Actually that’s a really good point.

I can’t remember if I meant to put it in (maybe I did, but then scrapped due to not having multiple levels?… or time.)

But you’re right.

Especially play-testing some other people’s games, it feels like it’s a must!

3. Yeah, pdil also mentioned Coyote time. I’mma look in to that!

2. So, unlike Grow Motion, we had a different idea.

We wanted the plant to just keep growing without end. Sort of between Katamari Damacy, and eater-of-worlds level.

Sadly, we didn’t really have time to do more than the barebones.

Still, I learned quite a bit during this jam :)

AND I managed to (for the first time) get a game that conveyed it ‘finished’ to the player XD. Small steps.


Thank you for playing, and the valuable feedback :)

Good effort, then!

Keep on trucking ^_^

(4 edits)

Firstly: The dialogue prompting (one space to end line, one to go next) is really well done!

I really enjoyed seeing that.

Second impression: The cards are fairly difficult to see. They’re bunched up. And then when selected, sometimes the pointer gets in the way of text.

It would be nice to have a mouse-over, or Alt+mouseover display/magnification of the card.

one day I’ll get to the gamey-part!

As a counterpoint to both of our entries this jam

Float: https://itch.io/jam/godot-wild-jam-79/rate/3417319

all gameplay, no frills

(7 edits)

1. Ahhh. Ok. Texture filter Nearest… Hey that worked! Thank you :D

2. Yeah, I know about the back of the player sprite.

It’s the first time I tried working with sprites, and I had issue splitting them properly. Only noticed the back of the player after crunch time, and figured it wasn’t worth to fix.

3. Yup. I agree with the shadow too. It just wasn’t prio. I barely managed to get a level in the last like hour or so >.<

4. Ah! That might be a good solution!

I wasn’t sure what would be a good way to make the jump ‘feel’ better. And my first assumption was that I did the hitbox really badly (which I kinda did).

But this might really help.

I’ll note it down to look in to!


Another thing I wanted to check was making the player faster / jump higher with size, but again, time (for testing/tweaking).

Also, other mechanics Q_Q

Also actual playtesting XD

AlsoAlso, I never managed to figure out how to ‘pause’ the game when the player falls in the hole, or hits the “end level” point - without also disabling the UI