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BouncyTurtle

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A member registered 67 days ago · View creator page →

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Character drawing and some the narration style make it super cute!

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Thanks! :o

Yes I putted the introduction and everything about sound aside for the sake of just finishing something that works before submission time ends v_v

Hehe I managed to catch him with only one ghost! :P

It's funny

I was blocked on the balance because I couldn't tell when it was balanced to guess the unknown weights, the difference were too thin. :/ It should show some light when it is balanced.

Nice but you should be careful with the colors. They can be confusing

I understand that feeling ^^

Then what about that turtle can dig up, but the camera don't follow up so you can just go in the visible cells above? And if it is not powerful enough, some other power along with swapping tile instead of digging, so it explains why he doesn't fall after digging because he doesn't let an already dig trail?

When I saw the flying turtle Caelo I tought that digging up would be his power. ^^ I also tried to click the clouds at the start as I searched how to unlock him, given his update description. I expected maybe a turtle-shaped cloud then... I wonder if I am the only one who tried that. ^^"

I didn't think about fullscreen... Thank you, it solves it ^^"

But still, I think the middle mouse button is not the best choice. Maybe add that arrow keys also work for that?

Finally finished the game. The end is a bit disappointing. But the game is still great :)

Please tell me I am not the only one who can't unsee Chilchuck as the hero character

Awesome! The design is very delightful, the mecanic is simple and funny. I love how the last example world explains things.

And I am impressed how well it works despite the many possible combinations!

The only thing I miss is another way to move the camera than the 

middle mouse button, as that button scrolls on the page at the same time.

Just to clarify, are you saying that the map from a previous run stays on the next one

Yes, that's the idea.

but it disappears after some time, or it disappears after you die again, or in two deaths from then?

And that's an optional idea on the previous one in case you're afraid it would become too easy and under control.

Would you mind elaborating? Does the checkpoint save the map? Does it make you respawn there?

No, the second idea is just to keep a permanent landmark to help the player locate himself and memorise the area. I was thinking of a light you activate when touching. It's may be just four colored pixels that does nothing more, but then the player could remember "ok that is that area", like a sign to tidy what you see into what you memorize.

But they are just ideas you can modify as you want. There is many paths to choose according to what you want your game to be ;)

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Not someone you know, I just randomly came accross, the picture catched my eye. ^^

Hmm, ideas... When you die, even if you would start back with the map you discovered, there will still be more unknown area to discover, and discovering is still dangerous. I already find how to handle the monster by turning around a rectangle at the start anyway, but you don't go further when you do that. Exploring is still what you have to do and is still dangerous

Eventually, to put some pressure on what you control, the map you would keep after dying would slowly fade, that way you can't just die and retry to show slowly bit by bit the map. Like, let's say a white wall you have discovered three death ago will finally disappear?

It's just an idea, maybe it won't work. ^^" Sorry for my english.

Also I see you got a 1 star rating. I think it deserve more rating so I will put a 5 star to balance. I feel work and passion in this little game. :)

Edit: another idea while I was closing the tab, what about a light checkpoint? Not that you respawn a it like traditional checkpoint, but just some kind of landmark in the dark void. It would also add some feeling of progress maybe.

I love the concept though it's too challenging for me! I guess you must either have a good memory or just draw the map with a pencil, or discover by dodging and highlighting everything but you lose everything if you die. The enemy presence is scary

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Nice!

There is two tricks that makes it much easier, I wonder if they were expected. Thanks to them I almost always do each level first try and without thinking much

Thank you. ^^

First two stages was a lot of fun. The third stage, however, steadily killed it with his constant instant death traps. While I only lost one or two lives on previous stages, here I am at my fourth game over. The nice score I had was canceled. I go a bit further each step as I learn each trap, but with fatigue the game is becoming a hassle. I give up. v_v It was a lot of fun before though.

Restore cells wasn't already much visible for me in the stone area, but with the fedora effect they become almost invisible for me. A shame since Fedora is my favorite as it makes me think of an Indiana Jones turtle ^^
For example there is a restore cell in this screenshot. Can you spot it?

(Yes I am the same one who warned about Omnishard visibility. Gonna be called the visibility turtle...)

It's so cool to see this game growing. Once again, I love it! It's cute and feel good! I didn't forget to rate it 5 stars. :)

I think you should really warn any beginner to also see the full Godot documentation if he wants to really create with Godot engine, or at least put a link to it:
https://docs.godotengine.org/en/4.4/index.html
And in particular, the key concepts overview in it:
https://docs.godotengine.org/en/4.4/getting_started/introduction/key_concepts_ov...
And/or the 2D example tutorial:
https://docs.godotengine.org/en/4.4/getting_started/first_2d_game/index.html

Because I bet whoever discover Godot with this learning game and jump joyfully straight to the Godot editor will bang his head against a brick wall, like I did. After I played this I was confident as it's just your well-known programming, but I was completely lost when I went to the editor for the first time.
I am not talking about the range of buttons that can look impressive. I was stuck having just 'nodes' on a plan, and nothing else. When I started a script it began with a curious 'extand node'. I searched how to have something like the robot or turtle you code in your game but nothing. Just nodes with wich I couldn't do anything while it looked like something essential. I replayed and searched your entire game lesson here in case I foolishly missed anything but no.

Fortunately, I am not a complete beginner and I found the documentation (link at the top). Now I understand node and the scary inability to grasp the editor disappeared. I almost gave up on using Godot because of that experience but now I am finally interested and curious.

As a conclusion, I think you should guide the beginner to at least have a sprite to code with, like the ones you use in practice, for example with a link to the documentation's example tutorial, and also warn to learn Godot's key concepts.
I know this game is about learning GDScript, not Godot, but your nice appealing little game floating around on this site may be the entrance door to Godot for a lot of curious people, and currently, because of the raised issue, may accidentally lead to negative publicity

My two cents

I think omnishard power should be more visible. The first days I unlocked it I wondered how to use it as i didn't see anything shine, until today I finally notice a faint yellow dot and understood it was just too shiny outside IRL to see it on my screen...

By the way, I love your game! I have played it for a week and I really enjoy his vibes! :D