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CCadori

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

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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 😊

Hey, Rakudajin!

I really like the idea of "Imagine Sisyphus Happy"; it’s a clever concept. I’ve already added it to my wishlist 🙂 

Congrats on the results so far, and thanks for sharing your experience.

Marketing is definitely a big learning curve, and I still have a lot to learn

Ah, I noticed the similarities but wasn’t completely sure, haha. Glad you managed to include them in the game ♥️

Hi Woodland, Thank you so much for the kind words and thoughtful feedback! I’m really glad you enjoyed the aesthetic and the bug-catching mechanic, it means a lot that you noticed small details like the leaf colors!

Thanks for taking the time to play and share your thoughts!

I loved the game, Cherain! Beautiful art, lore, and fun mechanics. Thank you so much for your time and care in making this game for me! 😁

What a charming game! I really enjoyed the graphics and the tone of the story. A submission that lived up to the jam's name 😊

Hi lxv, thanks for the kind words! Godot is an amazing and user friendly engine, I'm sure it's just a matter of practice 😊 

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Hi Tough kitty, you have a really good point, it's a shame that I didn't pay attention to that. I will definitely have this in mind for my next projects.

Thank you for taking your time to leave a review 🙏

Thank you for your review bus ride, nice to see you participating on the jam again. I will review your game soon!

Thank you so much, Turtle, I agree with you, the psyco mask is a lot stronger that the others, its an issue with balancing that I couldnt fix in time!

Thank you for the kind words, CloakedCrow!

It's very creative to use "masks" in the sense we use them in image editing software (I imagine that's the idea), it worked very well with the puzzle/platformer style.

The learning curve works well; I never felt lost without knowing how to proceed.

I think the color palette you used conveys a really cool sense of adventure and exploration.

Congratulations on the game!

That's sooo addictive! You guys did a really great take on the theme, the art is nice, and the tech tree works perfectly (being able to drag and drop it is a plus). The only thing that I didn't like much is relic physics; it gets out of the masks' drop zone all the time, but I think that's intentional.


I got around 17k masks, and am doing 90+ masks per second. I had to force myself to stop playing .😄

Hi Kaynooo, the number of systems you've implemented in this game is quite impressive. The art is also very pleasing and matches the game's style.

I think the game's pacing is a bit slow; the protagonist moves too slowly, leaving the player waiting for a long time, which ultimately disconnects them from the experience.

I understand that some of these aspects could be upgraded depending on the masks, but I imagine that if the character started faster/more agile, you'd be able to retain more players.

Congratulations on the submission; as I said before, it's very impressive! ☺️

Dude, this is impressive. One of the most solid platformer experiences I played on GWJs. The levels are well designed, and the end plot twist felt great!

Olá, Nuno Das Neves, do you speak Portuguese by chance?

Your criticisms make perfect sense. The balance between idleness/randomness/player agency was a point I struggled with a lot throughout the jam.

Thank you very much for the review!

Thank you so much for the review, Brynkilius! I'm glad you enjoyed the gameplay and visuals! Please don't worry, there was no cheating; the most that was done pre-jam are some shaders and UI transitions that I reused from other editions of Godot Wild Jam ☺️

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Thank you, Jake! Yes, the balance is definitely lacking some polishing 😅 I think ghost mask is also not that optimal. On my runs, I used mainly default for fast money, defenders to heal the queen, and lots of psicos to fast convert enemies

Thanks for the kind review, whataboi!

Hey guys, very interesting concept, I like the possibility of being able to mix different buffs by choosing different runes. The game could be a bit more challenging, but it works fine as it is.

Btw: I think I found a bug on the final screen. Seems like a victory, but then my character died in the background

It might be a bug, thanks for reporting and for the review!