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Bird With Toes

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A member registered Apr 15, 2016 · View creator page →

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I like the B-Movie aesthetic. Pretty fun to play too.

On the web version I found a way to walk into the void. Go up the ramp between some buildings near the top, then walk right. There's a grey area where you can enter the void. I don't know if the desktop version has this issue.

I think I found an exploit. If you hold SPACE or ENTER then spam left/right you'll get a hit every time the stick contacts the other player. This allows attacks to be executed far faster than normal.

man, why you gotta do kacaro_ dirty like that... wait a sec

Nice twist on Simon. I think I also saw what Trevron did. The clicks technically did register but the sound/light only showed for a single frame before the count went up.

I got a bit over 30. Is there a third tier of colors to click?

Very nice use of the theme. If there was one thing I'd change it would be to have the spikes visible all the time. Having to scan for them makes the challenge more one of memory than puzzle solving. Having a light that works in reverse (i.e. makes red things disappear) might be an interesting alternative.

This is a nice little point and click adventure game. I could see this being expanded into a Kings Quest like adventure with enough time and effort.

That the sunscream works outdoors but not in front of the kitchen window feels like a plot hole though.

I really like this one. Nice twist on the "radial menu" concept

A slight exploit I noticed is that, with the gather leftover ability and increased spawn rates it's possible to die repeatedly and collect a huge amount of flames to get maxed out damage abilities early. This makes later levels almost auto-win. Level 3 seemed to be the sweet spot to use this trick for me.

I'm sad that the context clown doesn't have different taunts for the different actions. Otherwise I love this absolute fever dream of a game

Top-tier shitposting. 11/10

Controls were all inverted (up was down right was left) until I turned "Invert controls" on.

It didn't really feel like zombie spawns had much relation to either the melody or the rhythm of the song I tried. While the spawns were on-beat it didn't feel like there was much relation between the song and what was going on in the game.

Another thing I noticed is that Easy is felt harder than Normal. The low speed of the zombies causes them to spawn in piles on top of each other which makes the timing harder to get.

I like how you used the theme in this game. It's fun to swap between light and dark worlds to reveal hidden stuff (or accidentally kill myself. If I were to change something in the controls I suggest making aiming and movement separate. Controlling a jump and trying to fire the grapple was somewhat frustrating.

If you're using Godot's rigid body or character body physics you can stop the character from sticking to the wall by assigning a PhysicsMaterial to it with very low, or zero, friction. I had a similar issue in my game Robot Shooter where the player could get stuck against a surface instead of falling.

I like the vibe this game has. One thing that was a problem is that the text on visiting the village sometimes disappears too quickly to read it all. Having a "Done" button  after you're done chatting in the village would allow people to read the text at their own pace.

The only other issue I have is that the X in the center of the radial menu covers the item selected in the menu making it a bit harder to read.

I'm not sure if it's an issue with my setup, my browser or something else but I was getting random, but frequent, hitches in the framerate which made controlling the game extremely difficult.

I like the idea of how the controls work but due to the technical problems had a really hard time actually playing effectively.

Nice concept, took a little getting used to the gameplay but is a neat twist on the theme and on what a "radial menu" is.

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Really funny story, I like the dialog. The controls felt quite slippery and, for a platformer, I lean more toward space as jump instead of up. Slightly slower movement might help here as well as making the first enemy/boss a bit slower too.

With a bit of polish this could be awesome.

I like this twist on the clicker game. Something I think would be cools is if there were some progression effects when getting high click counts like changes to the background or unlocking crazier curses or something.

Good job

Agreed that it would be better as a web export though it would mess up the final joke. I'm kinda stuck though since I'm using C# with Godot 4.x

My understanding is support for web export w C# will some SoonTM but has no timeline.

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Solid start for a survivors-like. I like the music. It feels a little odd that I can't fire bullets over the water.

I really like the aesthetic you have going on the title screen and the background music is good too

Fingers crossed it's not too difficult to fix :)

Funny. Fit the theme reasonably well though I think playing as the boss and getting everyone to quit would fit better still.

Interacting with the servers doesn't seem to do anything and the stairs were a bit janky to work with.

Good game overall though.

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Really liked the writing and use of theme on this one. Overall visual and audio design is consistent and does the job nicely. I did run into a couple problems though.

  • The tutorial for the battery minigame is cut off on either side on the web version. Probably due to the aspect ratio being different. Because the "Next" button was cut off on the right I was never able to actually play the web build
  • Button presses didn't feel like they were registering consistently on the battery minigame
  • The different controls for "left" and "right" required repositioning my hands between games
  • Lack of feedback (specifically the sliders/dials not moving) on the synchronization minigame made it a little confusing.

Couldn't play the game when I tried it.

Uncaught ReferenceError: Engine is not defined
     <anonymous> https://html.itch.zone/html/13254993/index.html:116 index.html:116:16
     <anonymous> https://html.itch.zone/html/13254993/index.html:116

I saw two errors on refreshing the page that may point to a root cause.

GET https://html.itch.zone/html/13254993/index.js [HTTP/2 403  80ms]
GET https://html.itch.zone/html/13254993/index.png [HTTP/2 403  106ms]

Not sure if this is a problem with how the package was uploaded, exported or something else.

https://discord.gg/YaV8GfqX

YOU INVERTED IT A SECOND TIME?! HOW COULD YOU!?!?!


(love it, this is hilarious)

It's a fun little playable game. Not very silly though :p

It's a fun little playable game. Not very silly though :p

Very nicely polished and feels quite complete as far as a jam game goes.  Some necessary items a little oddly placed though I'm guessing that's for the challenge :) Well done

It's missing some QoL features I normally rely on when playing IF games (shorthand commands like x, i, l, n, s, e, w) but it's fun to play. I especially like the evolution mechanic it has going.

Thanks! Glad you're enjoying it so far. I am planning on changing the controls to use both sticks and/or keyboard+mouse like you're suggesting but it probably won't be in the next update.

The game isn't done yet so stay tuned :)

IMO it would play more smoothly if the selected ship were "sticky" instead of having to constantly click it over and over again.

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The Windows build has two game packages in it.

Space.exe (and related files) and Out of Space.exe (and related files)

Pretty fun to play and didn't break when I submitted an absurdly long seed.

The controls took a little getting used to since the slow turning speed made me think the game had tank controls at first rather than up/down/left/right.

I could see this working really nicely as some kind of asynchronous multiplayer game using shared daily challenge seeds.

Nice start.

Art is nice and solid. My main criticism is there's very little feedback for the player when important stuff happens. For example hitting the trees doesn't do anything until they disappear. Having the tree shake a little when hit and/or spawning some leaf/wood particles would help tree chopping feel more like it's doing something. Same for entering/exiting the water.

The Game Over seems to be bugged with no obvious way to quit or reset the game without a hard refresh or closing and reopening

Not a bad start. Definitely some fun potential in juggling resources. I feel like the biggest add would be to have some way to risk one resource to get another at the moment all resources just go down and it's luck of the draw what is found.

Being able to jump out and back into a system could represent a minor exploit since it saves a lot of resources when planets are close to the star.

Not bad. I found the knockback when taking damage a bit jarring at times.

Feels like this could be a really solid platformer if given a bit more polish. Good work

Yeah. They're really aggressive characters. The trick is to blast through to the nasty guys as fast as possible, kill them, and then mop up the more passive horde.

One of those things I guess. I know I've made weird decisions in the heat of jamming.

The art says DOOM but the slopes and sprite floors all scream Build Engine to me :) Really nice work overall.

I like this. It's a nice chill game with a good ramp in difficulty.

I did find the controls sometimes a bit sensitive where I was able to accidentally wash a square I had already washed when I didn't want to if I slightly double-clicked.

Short and sweet. The melee weapon feels a bit janky in how it registers hits otherwise things are pretty solid. It's a little easy to get lost but not too hard to find where the right path is after either.

The only thing I'd really want to have is a way to skip the opening crawl since it slows things down a bit when re-playing the game.

The proper boss fight is in the center of the map. If you start finding lots of bitey guys you're heading in the right direction.

Fixing  jank and adding navigation aids are on the agenda for the first update :)