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CCadori

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

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Love your art style, especially the UI and the scenery, it looks so fine!

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Definitely one of the most polished and beautiful games I've seen at a Wild Jam.

The tutorial is clear, the diegetic text worked very well, and the basic game inputs are easy to understand.

The camera changes to highlight points of interest, which is very useful, but I think that at times, it slightly hinders movement. I remember a part of the game where I needed to jump from a high place to get a flame, and right at the edge of that place, there's one of those cameras, which makes the jump quite difficult.

I was wondering about the shrines; what's their purpose? In one of them, I managed to get several flames, in some I didn't find any. Do they all have some?

One thing I really liked is that you learn as you play. In the beginning, I went for the most accessible flames, eventually I learned the techniques of climbing, finding small stops on embankments, etc

Well, that's it, I really enjoyed the experience, congratulations to the team!


Thank you, Kyle! We're happy you liked it, definitely the boundaries needed more visibility 

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Came here randomly from your blog post, and loved the idea of the TTRPG. Im an old CoC player/narrator, and I will try to bring your system to our table in an upcoming one-shot adventure 😊

Just passing by, but I wanted to say that your work on the Itch page is incredible, very beautiful. I loved the color palette.

Thank you, astecarmyman, I totally agree with you! At first, our idea was about rat sailors x pirate cats and something about catnip trafficking, but we ran out of time before being able to do much with that ☹️

The snow pile mechanic is quite clever; I don't remember seeing that mechanic before.

The setting, art, and sounds are also great; I loved the game!

Yes, you are correct. Unfortunately, this feature was implemented halfway through the end of the jam, and I (the programmer) didn't have much time to polish it.

It's very hard to run from it, especially if the wind is against your ship.

But I'm glad you managed to have fun still! Thank you for the feedback! 

Thank you for the feedback, nedredmond! The big ships can be a real problem in the beginning, but I'm glad you got over it!

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Hi Genepistudios, I guess you played on an ultrawide monitor? if thats the case, probably its a graphical bug 😅 

We tried implementing a fog of war in a few different ways, but it impacted the performance too much, so we removed it completely (I hope so)

But thank you for testing, hope it didn't bother your experience that much 🙏 

Thank you so much for the kind comments, and for appreciating our work, vpeter! I'm happy to see you again at a Godot Wild Jam! 😊

Overall, I agree with your points (the audio design is really good, thanks to Ollibanjo)

But I don't think it's that simple, there are many good games in this edition, including yours!

I loved the game! The fog of war makes exploring the game, especially in the first few minutes, exciting and slightly scary.

The small stories told through dialogues and missions/choices are fun and create a certain lore for the world. I must have played for about 15 minutes; if there had been more variations, I would definitely have played longer.

As time went on, I understood what was worth the risk and what wasn't. In a way, the game is "easy," once you understand that fishing and fresh water are risk-free, so you don't have many reasons not to avoid a fight with pirates, giving them food, or risking your crew on dangerous hunts. I would have had more fun with a slightly more punitive system.

I'd like to say that whenever possible, I took the natives' gold and accepted being considered a traitor by them 😅

Finally, I was almost accepting that there was no lost city, but I was happy being a successful sailor and exploring the seven seas, when finally... I found it 😍

Finally, congratulations on the idea and implementation. I'm a fan of management games; it's one of my favorites so far!

Hi Johny, we're big fans of navigation games too! Especially Ollibanjo!

Thank you for the feedback!

Hi hoodscott,

Yes! The solution of limiting the map in this way ended up being adopted near the end of the project, and I ended up not being able to visually delimit it, but I admit I also struggled with that during testing 😅

Thanks for the feedback!

Thanks Whataboi, always good to see you here 😊

Hi JaMe, the island's UI does indeed obstruct the map view at times.

This happened because initially, the panel was small, but it grew larger than planned.

Thanks for the feedback!

I think you managed to implement a really solid platform gameplay; everything feels well planned and designed beforehand.

I feel that at some point, the game gets a little repetitive visually, perhaps because the visuals of the game change very little, I'm not sure.

But I found the game fun and the idea well executed, even though it's not my favorite game genre ☺️

What a brilliant game! It's one of those experiences that quickly immerses you in a strange world, yet one that feels very familiar.

It makes the player feel part of a complex and confusing corporation, where even though they have a simple job, the information around them seems to contradict itself all the time, and that's what sets the tone of mystery that drives the game forward.

Absolutely delightful! I followed your development on the jam server, and I wasn't disappointed when I finally tested the game.

Artistically, the game is impeccable; I'm fascinated by hexes, and the combination of your pixel art and sound design works very well!

In terms of mechanics, I'd say the game is a little difficult to grasp at first. I needed to play two full games and the tutorial before I felt I truly understood what I was doing. Even so, the most I got was 14 tiles.

But I don't think that's a problem; it's more about the type of game you were aiming to make.

Overall, congratulations on your entry; I think you nailed the theme ☺️

Bem interessante ler sua trajetória até aqui, acho que em alguns pontos se parece também com a minha.

Boa sorte nessa jornada, vou acompanhar seus próximos blog posts

Amazing! One of the most polished experiences I have ever had on a jam game. Art and sound design are top-notch. Gameplay works well, too; the amount of animations and effects makes everything feel smooth.

I was expecting a lot, given the screenshots I saw on discord during the event, but I'm still impressed with the quality of your finished game!

 The atmosphere you created is great. I was on the edge of my seat during the whole gameplay. The background music and the pieces of lore here and there are really unsettling. Which I honestly loved.

My only criticism is that some sounds, like open/close bag, and putting seeds on the ground were a bit too loud, I felt like I was shooting a gun everytime I planted a tomato 😁

But that's just a detail, I loved the game overall, congrats for the experience!

That's a great implementation of a short tower defense; it's fun to see the towers/plants growing every night.

I think that, in terms of game design, there is an issue that there are no incentives for the players to plant anywhere other than at the beginning of the road. Usually, tower defense games fix that by using limited space, and/or multiple lines of enemies.

The sprites and the sounds have a great fit together. I really like how chill the game feels.

That's a great implementation of a short tower defense; it's fun to see the towers/plants growing every night.

I think that, in terms of game design, there is an issue that there are no incentives for the players to plant anywhere other than at the beginning of the road. Usually, tower defense games fix that by using limited space, and/or multiple lines of enemies.

The sprites and the sounds have a great fit together. I really like how chill the game feels.

Simply fantastic. It looks like the work of many, many months. Everything is very polished, the animations, the sprites, in fact, I love your art style, kind of flat/clean.

The movement mechanics, the lore, and the planting system are super original and work very well together.

I honestly have no criticisms; everything is great!

I haven't finished it yet, but I'll definitely come back after trying the other games!

The game is fun and looks really well-made. The tutorial is very helpful in understanding the planting logic.

The game loop works well; it's challenging but fun at the same time. Perhaps there's something I haven't noticed, but it would be great to have some kind of timer, so I know how much time is left and whether or not I can risk planting more crops.

Congratulations on the game!

Hi zikondou, thanks for the detailed analysis!

I'm happy with the reactions to groaning mass 😁 Did you get the lore about it by chance? I think it's the most hidden part of the story

Regarding the pink palette, this was a deliberate risk. I know it looks monochromatic, but I was in love with the idea of separating the two universes by color (locals in pink, invaders in blue), and I ended up getting carried away. I probably should have added a little more variety, especially the plants.

Regarding the engine, all my games are made in Godot. I've played around with many others (unity, unreal, phaser, cocos) but only Godot makes me feel like I'm actually having fun while working on a project

Again, thank you very much for the review ☺️

Thank you for the review, Fantoche De Caixa! I'm glad you liked the sound design. It took a good amount of time to make everything fit together. It's a mix of adventure + sci-fi sounds 😁


PS: Are you also Brazilian/Portuguese? 

Hi Wagyu Dev, thank you very much for trying the game and leaving a detailed review! I will comment on some points:

I was very happy that you mentioned the lore pieces. I spent more time than I assume would be ideal for a jam writing them 😁

Regarding the amount of required wood and even fruit throughout the game, I received a lot of criticism in this regard, about the progression curve not being as smooth as would be ideal. Unfortunately, I didn't get much testing (by other people) during the game's development, and I think that had an overall impact on my perception of difficulty.

Finally about energy, this was a point of many doubts during development, I considered the possibility of the generator changing the growth speed of the surrounding plants, instead of requiring it to collect energy and feed the growing vegetables, but I was a bit afraid of the game becoming "too idle" since its a bit limited in terms of game mechanics/verbs.

Thanks again for the detailed analysis. I'll be testing your game soon, too. I followed its development on Discord, and your art is fantastic!

Thank you very much for the review, I'm glad you liked it! ☺️

Got it, no problem, I will test the desktop version then! 😁

It's not the type of game I'm used to playing, but I found it surprisingly fun. You have a very unique artistic style!

For me, the background music is a bit repetitive; perhaps some variations would make the passage of time in the game less noticeable.

Congrats on your submission ☺️

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Hi Stigz, your game is fun! I think your farm mechanics are very solid. I don't know if the art is yours or pre-made, but it works very well with the theme.

I felt it lacked a bit of gamefeel when performing actions, some particles, SFX, etc., but it's understandable considering it's a game jam.

Congratulations on your entry!

Hey guys, the art is interesting, the animations are great, and the sounds really enhance the immersion, but unfortunately I couldn't quite figure out how to play. If you could update the game description to specify which controls are used for each action, that would be fantastic!

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Hi Fantoche, I couldn't play your game, there is a red layer over the screen, is it a bug?

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The game is very fun and engaging. It has an issue with the font size that makes the text a little difficult to read, but it doesn't really hinder gameplay.

I kept playing until I managed to unlock the cave scenario haha

Great game, the sprites and sounds work well together, and the farming gameplay is solid!

The game is quite fun, the idle mechanics work well, and the retro art is very pleasing.

For me, the text under the shader is a little difficult to read. But maybe it's an issue with my monitor. A full-screen button would help a lot (it's an option on itch.io, if you want to add it in the future).

The progression is natural and fun; however, at some point, the game becomes almost completely idle, as it takes a long time to get upgrades, and with the automatic collector, there's not much you can do. A trick that idle games usually use for this is to add some mechanic that depends on constant user interaction, for example, clicking on the screen to earn coins.

But I'm being nitpicky, you did a good job, congratulations on your entry!

PS: I read some of your logs, it's very fun to follow your creative/technical process.

The number of systems implemented in a game jam was surprising. I loved the game!

I missed perhaps being able to send multiple expeditions at the same time; it would have been an opportunity to do a riskier run.

The sound choices were also great, and the art worked well with the game's style. It could have used a little more game feel here and there (animation, particles, etc.), but nothing that impacts the experience.

Thank you so much, Blume, for your kind words and for following my work 😊