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cagibidev

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A member registered Jan 24, 2017 · View creator page →

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Hi, I just published Uproar 0.5, with a new cursor (which is a little fly) and lowered difficulty after failing a phase.

Thanks again for the remarks!

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Thanks for the details. I guess a custom (bigger) cursor seems like the solution (maybe a crosshair one in the bullet phase), I'll see what I can come up with.

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Thanks for playing. Can you be more specific about not being able to see the cursor? Is it completely invisible (which would be a bug, no pun intented) or too small/low-contrast in the context of bullet time?

I can add a custom, high-contrast, insect-themed cursor in the next version if that helps. Now that I think of it, I could also lower the threshold with each try.

Update: itch.io seems to have reindexed the games they deindexed last week, so I have no plan to move my games elsewhere at the moment.

J'ai ajouté la fin du combat du boss. Eh oui ce projet de jeu n'est pas la 5e roue du carosse !

That's a good start for a turn-based sailing game, although it's a bit confusing to control at the moment. I understood general direction but not to the point of know where exactly I'll end up. It would be helpful to explain how to move in a graphical way (I'm thinking of the classic "how does this chess piece move" diagram type) or at least a ghost image of my next position when I select a direction.

Another nitpick is that night time makes wind direction very low contrast. Otherwise it's pretty good for a small prototype, especially in two days.

(also I had to rate audio even though there's no sound because itch wouldn't let me save without it)

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Interesting, I have no problem on Firefox 136.0.4 on Linux. I found a compilation flag that could work and built with it, ready to publish after the rating period.

EDIT: I tested it, that won't work. No way around WebGL2. But that's why the native build exists! :p

Merci ! Et encore, je me suis un peu précipité pour cette édition x)

Whoops! Guess I forgot to set the minimum (…OR DID I???)
Don't worry, there are no multiple endings based on your score… for now. :p

I'm aware of the "on death's door" bug, but I only reproduced it when I spammed the controls and got out of a bush, staying in the same room. You might be right, if the web export has greater input lag, I guess the bug can be more frequent.

I didn't think about losing the elevator. Looks like I have to add some stairs, like a real architect!

Thanks! Looks like I didn't seal all the room boundaries :p It's definitely a project I'll expand in some form or another.

Really cute game! The difficulty curve is good, not too brutal but gets interesting fast. There's some potential for adding a few visual things here and there like making stronger clouds darker, but as it stands it's very well done.

Thanks for playing! I wanted the shot's kickback to be multi-use (as a high jump, double-jump, speedrunning tactic, etc) and predictable (so in terms of physics it's just a dumb omnidirectional velocity add). In short, playful, kind of? I guess that was at the cost of harder jump-shoot coordination.

Some high walls at room borders are just there to prevent being out of bounds (I know, I should make them unambiguously very high, but in daytime the sun would just be blocked across 80% of the rooms with the current directional light system)

I added keyboard-only shooting, though it was a bit of a last-minute addition.

Thanks again. I'll play your game later in the day!

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I uploaded a new version in which you can shoot with the 0 (zero) key (I guess because it was close to the arrow keys on the numpad). You shoot forwards by default. Down+0 shoots up and Up+0 shoots down (so that double jumps are just as easy).

The game might still be harder than with the mouse but not in a frustrating way anymore!

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I guess it's more accessible, at the cost of precision. I think I'll go back to the prototyping phase or at least rebalance the difficulty / attack patterns / some of the level design once the new controls are decided. Maybe there's even some opportunity to make it more "musical instrument-like".

Thanks for the feedback. In my previous Super Note prototypes, I searched for better ways to do "platformer controls + shoot in any direction" controls on a laptop. Sometimes moving is tedious, other times shooting is awkward and imprecise. Do you have any games in mind that do it particularly well?

Yep! 4 years and still kickin'! Started in Godot 3.2 during the 1st Covid wave.

If you think this is old,  my current 2013-era laptop has a CD drive.

Android version is now on the Play Store! Though I gave up bundling it with the custom compiled version so it's from Godot 3.5, but it runs fine on my phone at least.

Hi! I used some of your fonts in my latest game, thanks for making them! The game is here: https://cagibi.itch.io/uproar

Thanks!

About playing more… Wish me luck in trying not to overscope things and making this project unfinishable… again. x)

The game has been submitted, thanks and best of luck for the bundle!

Thanks very much! ^^

Thanks! I'll keep that in mind, I have other pixel-art fonts of similar sizes.

Really cool game with a lot of potential!

Yep! I'm on Twitter: https://twitter.com/cagibidev

https://cagibi.itch.io/ace-of-rope

Thank you very much!

The "males and princesses" class includes all fertile ants, who usually have wings: males (or drones, now that I know this term), and future queens. The high-color part of the artwork is from the pre-Twine proof of concept made by another artist.

A background is a cool idea, and would be very easy to do (2 lines of CSS), as long as it's completely static. However, I'm thinking of changing the background during the story, like having a storm when you're at war, etc. Twine might show its limits for that :P

As for the errors, I might have done the English translation too quickly without fully testing it, I'll look into it.

Cool idea, though the dice are spawned randomly so I die instantly sometimes.

I can't seem to find the game on the game page. Did you upload it correctly?

That's a start! Next step would be to add win/lose conditions when either health reaches zero. Also, I only have 1 character in the character selection, is that a bug or normal?

Thanks! This is the amount of clovers you kept to the end of the game, I should have displayed the total amount of clovers collected.

Thank you! I have some ideas on moves that could be influential, like bouncing off ladybugs to steal their number, items/situations that bring "bad luck" and decrease your number, etc.

Thanks! Yeah, I never really designed my games around luck elements before. At least I made it so the next number is always different, so you technically have a 20% chance of getting the right number instead of 16.7%.

I'm a solo dev by the way, the submission form completed my answers as "we" for some reason.

Sorry for the invincible ladybugs. The spies in the wooden boxes can be defeated if you ram into them twice if that can help!

Thanks, fixed it!

Actually, I will be able to publish v3.0 in July 22, two days from now! I just have to publish the trailer, and do a final pass/test.

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Thank you! Lots of practice in prototyping, that's how! You can check out my other 2D games if you like this art style / gameplay.

Thank you very much!

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Thank you, steal as much as you want! This style is just great for "placeholder-style" graphics that can still look final.