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Carpyn

22
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A member registered Sep 02, 2018 · View creator page →

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I really liked this, great job! The atmosphere is good and I love this type of rpgs where you have to interact with the enemies in other ways. The graphics and aesthetic of the environments and ghosts are great, but the UI and text size needs some work (I know the pain of trying to make UI work in Unity lol)

I made a similar rpg concept in godot but put too much focus in the combat mechanics and couldn't finish the story nor environments... If I had simplified the scope I could have made a more complete game so I took notes from your entry! (I also wanted to add negociation with enemys in battle but had to scrap it)

I made a ton features that I couldn't put into use... like more types of skills and quests, and a battle log to show what skills the enemy is using... I gotta learn to keep my jam games more simple :(

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It works! Thank you! I'll save it to my user library. By the way, is there a way to upload nodes on materialmaker.org? I translated a setup from Substance to make endless textures with an atlas (and trying to make a shader in godot for them). I think I'll upload it as a material to demonstrate it but would be cool to have a section to browse custom nodes, especially ones that generate noise or patterns

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This is an amazing software and I'm having a blast making textures so I don't really wanna complain about this petty nuisance but maybe it's a bug:

Is the pixelize node working as intended? It ruins the result by making the borders and center half a pixel instead of whole, making the texture shift a pixel when exported, which I can't use (I need the texture to have the same border width)

I used an image to demonstrate the issue;

Damn, a 3D game with AI, procedural levels, a boss and a online Highscore? You did amazing for your first game jam!

If you want to continue this game or make a similar one in the future, I think you could improve the controls by allowing to aim with the mouse or with the arrow keys. It's not bad per se to aim with the same movement keys, but in this type of game having the abilty to move and shoot/attack in separate directions allows for more and better options for the player, you can balance it if you want by reducing the speed while shooting/attacking or moving backwards

Really good, fits the theme while being original, nice visuals and sounds, and a simple but engaging narrative with charming dialogues. The controls are good but sometimes it's a little anoying to collect the moon food. 

Wish I could also annoy planets by bumping into them, you already have the physical interaction and sound effect, and they are quite good too. 

I liked the concept and execution, the only thing that bothered me where the alternating spikes that were a little too fast and pushed the player too much.

I wonder how this game could be expanded, it has potencial. Like, different types of monsters with different attacks, different enemies, or some puzzles that require to command the monsters in certain ways, really interesthing game.

Maybe a way to click and drag so you can cure multiple plagues with one click

Found a bug: you can't cure plague tiles that are below the top ui and at the edge of the map. Also, i feel like the plague shouldn't expand outside the map, but since i can move the camera there i don't know if it's intentional

I love the art style and the ending! My only gripe is that sometimes is hard to get what's an obstacle or not, leading to unnecessary maneuvers, but being a short game is not really detrimental

Really fun and intuitive! And i like seeing godot entries, i wanna switch to it in the near future

Yeah it's a bit confusing, i didn't know how to convey it more naturally and didn't want to plaster more text on the tutorial. Thanks for giving it a try!

Ah i missed that, i don't feel it should be something hidden if it improves the game, rather have it by default, you can make it limited (stamina bar or limited uses) or you could add it mid game in some later room. I'll give it another try, i really wanna see the ending!

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It's nice, i like how you use the perspective to make it harder to aim when they are close. Would be cool to have a secondary ability or some powerfull but limited shoots with right click to add variety and more ways to defend (I didn't progress very far so i don't know if you unlock it later) Maybe placing some traps could also work? The game has potencial, could work pretty good on mobiles too.

This one really got me. I love the narrative and the mecanics work pretty well, especially the routines of the AI, they are simple but add a lot. Things to improve: You should add basic functionality like pausing and a simple checkpoint or saving system, i couln't finish the game because i lost too many times and felt really frustraiting to do the same steps everytime, especially because some of those losses were due to presing esc to pause and instead quiting the game, or the character buggin out and couldn't walk anymore. Also, i think having the ability to walk by clicking the mouse on the floor would be a nice addition. Regardless, excellent game.

I think i found a bug, played on web an had to pause, couldn't continue/unpause

Also, felt nice seeing an entry from a fellow spanish speaker

This is really good, the intro was amaizing and the concept is really nice. However, the level layout is a bit confusing and every room looking similar doesn't help, and the jumping is a bit unresponsive, I think you should look into giving the player a litte control over the height (If it helps, there are some nice tutorials on 2D platformers about that, maybe you can adapt them)

Really nice! My only complain is that I wish the shovel would finish it's animation when it reaches the edge of the ground/island.

I think it's a litte convoluted at first hand and the corpses reanimate too fast to even let the player learn the order and use of the tools, I learned by brute force and ended up frustrated. Maybe making the first zombies reanimate slower and building up speed as the game progresses or making a simple tutorial would help.

I really liked how you made the player progress on puzzles by obtaining knowledge via experimentation rather than simply obtaining new abilities. Not a fan of mixing combat while solving a puzzle though.

Pretty good! I really laughed when the guard jumped over the knife.

Kinda bummed it was so short