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A member registered Nov 03, 2017 · View creator page →

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I loved the writing and the interface details; they really make you feel like you're handling actual documents.

Personal note: I come from a family with a history of mental health issues (a long story I’d rather not go into details), but I really resonated with the narrative. Of course, there’s no supernatural element, but some of the dialogue strongly parallels things I’ve heard and experienced firsthand.

A few minor critiques: While the writing is excellent, I’d try to mix up the gameplay a bit by alternating long blocks of text with visual materials (e.g., old photos, artifacts, etc.). Otherwise, the pacing feels a bit too slow—after all, it’s a game

But those are just small details; I really enjoyed the experience. If you ever release an update, please let me know! 😊

Oh, these are my favorite games, I love some colony/ecology simulator! 

I think the mutation system is good, though I think it would be better if there were some visual changes, so I know which of my fish have mutated or not.

The breeding system is also very interesting. I used it to breed fish with "good" mutations.

At the end, I killed the turtle with uranium, but I didn't get a success screen, but I think I beat the game 😊

Ah, there is a freeze happening every 15-20 secconds, maybe there is some hard processing going on?

That said, I'm being nitpicky, it's one of the games I enjoyed the most on this jam! Congrats on the great work and the big amount of mechanics you were able to implement in so little time 

Hey, interesting take on the theme, making the unselected mutations affect the enemies. I had fun playing it for a while.

I have the feeling that the camera is flickering a bit, but it may be my pc. Not a big issue anyway 

Hey, I loved the atmosphere, the palette, and the art of the game in general. It's simply amazing how good it looks!

I think you have a resolution issue? It opened really big on my screen, and the card descriptions were off-screen, but I could kinda fix it using + and - on my browser

Gameplay-wise, I liked the mechanics you implemented, and the take on the theme 😊

Thank you for your review, Mr Lad!

Thank you, Wayne! Your game looks very polished too, Im looking forward to test it soon 😊

Hello, Mr/Ms. We Like Games, I'm surprised you remembered Song of the Hollow Mother! It was one of my favorite games!

I completely agree with you, the gameplay loop is very shallow. Unfortunately, I joined this jam late, so I had to make some concessions to get the level of polish I wanted in the rest of the game

Thank you, ProgrammerOnCoffee, I'm really happy that you recognized my art style!

You know,  I'm kind of a programmer on coffee too; double espresso is probably my favorite, especially during the southern hemisphere winter 🥶

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Hi, Gottver, thank you for the review! To be honest, it was only 4 days. I wasn't participating in the jam until Thursday, when I saw some posts on the "in progress" channel, and this idea came to me. But even so, those were very focused days, I had to sacrifice most of my routine to finish it in time😄

Thank you, aturtl (a turtle?)! I'm glad you liked it. I always (almost) try to convey this kind of atmosphere in my games 😊

Thank you, Connor! The trick is that the body part is the one holding the positions for the other ones, but still it took a lot of testing and error 😅

Thank you, Yoneda, I completely agree. Unfortunately, I only had this idea a few days ago and haven't had much time to develop an achievement system, but I wish I had 

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Thank you, Happy Hoopoe! Yes, there are some similarities, but I won't lie: a large part of the little monsters' stylization was due to the limitations of being able to quickly mixing the limbs 😁

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Very fun cozy game, I loved the hand-drawn art style and the mechanics. 

It's curious that you chose a 3D perspective instead of 2D, but I think it gives it a very unique look.

It reminded me of some cozy games I have on Steam, like Dorfromantik 😊

I liked how you implemented the unit mutations; it worked well and brought a bit of randomness to the units.

The interface is easy and understandable to navigate; perhaps a little more juiciness/animations when a unit receives a new mutation would make the game even more interesting/enjoyable.

Hey!

I loved the dialogues during the game, and the way they escalate; it reminded me a lot of Plague Inc.

I'm not sure if I really like the chromatic noise shader, but I understand that it's part of the game's identity, which is very original and cool.

Okay, now I need to order a burger for dinner 😅

The game is beautiful; all the elements have sound effects, which really add a lot to the atmosphere. I just love this kind of noir aesthetic.

Being nitpicky, the background music gets a little repetitive after the first few days, but nothing that takes me out of the game

Hey, it's impressive how many mechanics you managed to implement in such a short time.

The mechanic of combining animal parts works really well; it's fun to see the combinations.

In my opinion, there's a lot of room for improvement in the interface/graphics; I think it lacks a bit of animation/juiciness to make the overall experience more enjoyable.

That said, I loved the game, and congratulations on your first Wild Jam!

Hi Bacchy,

First, congratulations on your first jam! I know it can be quite challenging.

The game controls are fun; I particularly enjoy games that demand from my dexterity

I didn't find a goal, so I wandered around until I realized I was already going in circles, but I found the core mechanics fun.

In my opinion, what's most lacking are more detailed sprites, but I understand you didn't have time.

Anyway, completing a jam is a great achievement. I hope you had fun! 😁

I loved the new additions; both drawing and using stickers to create the suspect work well and are quite fun.

For those who play on a laptop with a mousepad, using the right button while dragging a sticker is a bit impractical; it would be better to have a key, like "R" for example, but I think that's an uncommon use case. I myself usually have a mouse nearby.

Congrats to the team! 😁

Very informative and fun post to read 😄. I've participated in a few jams too, and I can't stress enough the importance of using a source control system enough; it's very sad when we see a friend lose work due to a local problem with their machine.

For me, the best part of participating in a jam is the review phase. That's when all that work pays off, seeing people playing and giving their feedback, reviewing work from others, etc

Loved the game. Putting the poster on real photos at the end was a superb idea! I ended up catching the criminal, but I had fun in the process 😅

Hi McNelly, thank you so much for replying and leaving another review! I'm glad you liked it, it means a lot to me 😊

What a lovely game! Your art looks stunning as always, owl!

Hi Stanley, I believe it's a bug you encountered.

What's probably happening is that if the mouse is over an interface, the game prioritizes clicking on the interface. However, there might be a transparent interface border that's giving the impression that the click isn't being registered, resulting in this disabled shooting effect.

I'll check and improve it for the post-release version. Thanks for the review and feedback! 😊

What a fun, slow-paced game!

It's funny how my gameplay style changed as I got richer. First, I was afraid of losing the few skilled dudes working with me. At some point, I was just throwing mid-level characters at quests, because they were cheap to hire.

I'm sad for Armin, though; he was my right-hand man, really a sneaky dude, but got jailed in the last turn. RIP, my friend.

Really, one of the most polished games I tried this jam

I think you did a really great job with audio, game feel, animations, etc.

Also, the game design is top-notch. At some points, I felt the enemies were cheating a bit, like choosing health cards instead of damage ones, when I was low. But that's fine, honestly, having this kind of balancing is impressive by itself in a one-week jam.

Usually, I don't like card games; it's just a personal taste, but this one entertained me for quite a while

Congrats to the team, you did a great job here! Wont surprise me if you get the top1 position!

It's amazing how small experiences can captivate us so much with their atmosphere and storytelling.

I loved this one; I finished the game wishing it were longer so I could continue collecting small pieces of information about this universe.

Congratulations on the game. I hope you do well in the jam!

Technically, the game looks flawless; the sound effects and background music are great, the demon's animations are also excellent, and the dynamics of the card interactions are fantastic. Everything looks incredible!

Unfortunately, I don't understand anything about basic card game mechanics, so it was very difficult for me to understand what was happening as the turns progressed.

At the end, I think I got the idea. You did a great job with the tutorials and written tips. 

Congrats to the team, I think if you want to continue developing it further after the jam, you'll have great results!

Hi Pookie,

Thank you for taking the time to leave a comment!

I'm glad you liked it. I always try to spend the last hours of the jam to draw a cute page; sometimes it works, sometimes not that much 😅

I was looking at your game page, and it looks good and professional, too! 😊

Hi, Eit

Seeing that you managed to max all skills puts a big smile on my face 😊

I myself tried many, many times in the last days, but I always get killed by a desert biome tower at some point 😅

Thank you so much for reviewing, playing, and letting me know of your progress!

Hi Hedgiesman!

Thank you for playing and for taking the time to comment!

It's really a lot of work, but I love it. Every day at work on a game of mine is a day well spent 🥰

I wish I could do that for a living one day, but I'm already happy being able to be part of the Godot Wild Jams community 😊

Thats a quite a fun experience 

I like the lore to explain the goal of the character, but I wish there was different ways to capture souls

I got to around 30 souls, when I finally died because I was over confident of my stealth skills 😅

Congrats to the team!

Hey, that's a very fun entry. I loved the 3d car, it works well with the isometric map.

I think its a bit hard to differentiate obstacles from buildings overlapping the street because of perspective, but after a few tries I got used to it

The theme is also very creative, congrats to the team 😊

Thanks for your review, Damkeeper!

I'm glad you liked the shooting mechanics. Force/distance control wasn't in my design doc at the beginning, cause I was planning the shooting to be linear, but I loved the result, and I'm going to consider implementing the feature in a post-jam update 😊

Hi Vpeter,

I received some feedback regarding that. Some people preferred the resource-collecting mechanics to fighting the enemies. Maybe the game could have an alternative "non-aggressive" path of progression, harvesting upgrades, etc.

And yeah, some places got a bit crowded by enemies. There is even a city on the cold islands (I cant remember the name) where you can be attacked the moment you undock 😅 It's the result of a very, very limited amount of tests, unfortunately.

Thank you for reviewing a game of mine, again! Your reviews are always insightful 😊

I feel you, yesterday I was trying to reach max level on all stats, and I got insta killed by a desert tower ☹️ The game definitely needs some attention to make hazard zones (near enemies) clearer

Thank you for reviewing, Lethoxis!

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Hi, totatodev, thank you for reviewing!

I think that as you progress on the side biomes (desert and cold islands), it gets harder to harvest without being hit here and there, but you are correct, the game is not well-balanced at this point. 

Some upgrades are still relevant for harvesting, like damage for destroying ores faster (gold and sapphire, I think, have high health), and speed prevents you from losing falling resources.

But definitely some balance is required to make the game feel more cohesive, and even allow different ways of playing it (e.g. not aggressive to towns).

Thank you again for the detailed review, and the kind words! 😊

Hi Olli, thank you for the review!

Im glad you mentioned the biomes! I wanted to make them even more distinct from each other, but I was running against time, and I have issues with dynamic color palettes 😅

The "police" effect is also cool. When I was on the design table, I planned a mechanic that included cities' defenses, which would remember players' loyalty", but it had to be over-simplified.