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CCadori

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

Creator of

Recent community posts

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.

Hi, McNelly

Thank you for leaving a detailed review. It is always great to get some constructive feedback!

I agree with most points you mentioned; I think they resulted from a lack of testing. At first, I wanted to make harvesting resources more than just shooting them, so I created the "explosion" effect.

But the result feels more like a shore, especially when you drop 5+ resources.

This is something I will try more in the near future, maybe "pushing" the resources towards the player, and increasing the attraction range? I'm not sure, but I will try to see the results!

Again, thank you for the review 😊

Hi LowVoltage, you are absolutely correct on your point, especially the first/second ore, which has a color/saturation pretty close to the floating islands' ground.

Thank you so much for the constructive feedback, and for the kind words 😊

Hey Clyte, I was afraid at first that the scenery would feel a bit too static when I first launched, so Im really happy you mentioned that! 😊

Ah, dont worry, your game is amazing!Thank you for the review!

HI, Mr ProgrammerOnCoffee, yes, the game got a bit too dificult, I would definetelly change that if I could go back in time. Hope you had some fun anyway!

Thank you!

Hey, so, first thing, your game idea is great, and the art direction is even better. I simply love the palette you chose.

Regarding the gameplay, it feels a bit "clunky" to me. Disabling horizontal movement while jumping can feel more "realistic", but it's not very intuitive for a platformer IMO.

A few times I felt input delay, I'm not sure if it's an issue with delta multiplication or just an FPS drop.

That said, the game is fun and really nice looking, congrats to the team!

It's an interesting game, I had fun in the first two levels, the last one was a little too difficult for me (I'm not good at this type of game, so it's fine).

As another review said, having to use Q and go left at the same time, sometimes makes it difficult to maintain control. But I imagine it was easier for those playing with a mouse.

The idea you used for the theme is good, and the changes in the level when returning make the experience more fun! 🚀

It's a short but very fun experience 😺

In the cat part, I tried counting the seconds I could hold the button down, since its reaction is quick, but it seems like some cycles are faster than others. Does that make sense or am I going crazy? 😅

Hi Clyte, you had a fun idea, and good execution

I think I found a bug. After losing the first time, all the next tries, my game transitioned directly to the gameover screen.

The ziper mechanic works quite well, though its very hard for me to play on the touchpad (Im not quite as fast/precise 😅)

What an interesting game idea! I'd love to see my "stats" at the end, because I'm sure I might have left a few thieves slip out of the store, haha.

The diegetic interface is also great, I'm definitely the kind of guard who enjoys a cigarette 😅

Congrats to the team, it's a very solid entry

Thank you, Jet! It was a rush to finish everything in time, still,  a few things got left behind, but that's the usual jam experience 😅.

Im glad you liked it!

Thank you for your kind words, Ibra, Im really glad you liked it!

Same hahaha great game though

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!