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Cello

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A member registered Nov 29, 2023 · View creator page →

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Thank you, and I agree, I made him wait around a bunch to give the player just a bit of time to explore without having to worry about him, but if you're waiting for them to go away it gets annoying. The ringing noise was meant to cause slight discomfort when being around him, but I went waaay overboard.

I like the assets and the idea, I would suggest to reduce the movement speed of the player because I'm not sure a child could sprint let alone walk at that speed

A heads-up, you can use the flashlight even if you haven't picked it up. Also, when you're holding click on something the hand icon overlays with the crosshair and, well, it makes a rude gesture


Very professional graphics and audio, although my poor 1050 Ti could only handle the game on the lowest settings and started chugging when the monsters showed up

I would suggest to add a motion blur toggle for the camera because it triggers motion sickness in some people (Me, for example)

Thank you, you're the first person other than a friend that's confirmed to have beaten the game.

Yes, I realized during the last days that the layout of the house wasn't particularly conducive to stealth, and even though I tried to add a few hiding spots it still ended up being a bit punishing. He can also hear you, especially when sprinting, something which I feel I could've communicated better.

Thank you, I will look at your game. Do you mind telling me what hardware/device you were running the game on?

Sorry, it's not a real page, I had to resort to a link because itch.io doesn't have spoiler tags. The address of the page is the hint.

Very polished presentation. You can get to an inaccessible area right at the beginning by stacking some boxes and blocks, but that's just me goofing around.

Nice visual style. The text boxes in the first room are a bit buggy, and personally I felt like the gameplay was a bit too straightforward, but good job.

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Seems like the first puzzle is harder than I thought... here's a hint

Good work. As someone with a somewhat similar game I can appreciate the work that must've gone into modeling all of the house's assets.

Being able to interact with the various elements of the house is nice, although it felt kind of pointless since it never really came into play, perhaps some of the code digits could've been inside drawers or closets.

The chase scene I feel could've used a bit more leniency since the monster can take strange shortcuts, and will even get ahead of you and make it so that you end up chasing the monster rather than the other way around

Fun game, personally felt like there was a difficulty jump when the spinning enemies appear since up until that point you can just avoid everything by sitting in a safe spot


Charming pixel art and nice music. (Although it was so quiet compared to the sound effects that it took me a while to realize it was there) At the start, the game is ridiculously punishing and enemies feel like bullet sponges, but moving around gets very fun once you get more bullets.

Wish I had known it doesn't have an ending, because I went all the way to floor negative 2... 

A few notes:

  • I'm almost certain the firepower upgrade doesn't work, it always took the same amount of shots to kill an enemy no matter how many times I had upgraded it
  • That room with the 4 pins is vicious, it took me quite a while to start being able to do it without being hit
  • Killing a pin while it's flying at you causes its sound effect to loop infinitely until you enter another level with a pin
  • 100 floors is a tad ridiculous for the available pool of rooms you can encounter, it got very repetitive
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Very nice presentation, the voice acting really added to the constant war-like chaos

I would recommend not having slow motion affect your aiming, as part of the fun of slow motion in shooters is being able to line up your shots more precisely

Also, I'm not sure if it was broken on my side or if it was just not implemented, but you'll usually want to lock the player's mouse to the window if your game has mouse aim

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Nice and fun game, wasn't expecting the genre switch

Would be nice if your launch speed at the end of the first segment affected the second somehow, maybe by making it progress faster? (Unless it does that already and I'm being dumb)

We've had issues with the audio skipping on the web export from Godot 4.4 Any insight would be greatly appreciated.

I'm not sure if this'll help with your problem, but Godot's "Default Playback Type.web" project setting gives me trouble when it's set to the default of "Sample", I put it on "Stream" for all my games. It's under Audio->General

Minor bug: You can restart right after starting when the screen is fading in and it causes some weird behavior

I won!

Restart bug

Thank you, yes, the scrolling and curvature of the clouds are done with a shader

Awesome chiptunes (the title screen one went surprisingly long) and charming Gameboy graphics. Blending Tetris-style falling but with the objective of cramming as many high-value blocks as you can rather than clearing rows feels like a great concept to me.

Can confirm that sometimes the game will skip showing your score without you seemingly pressing anything, though I haven't been able to reproduce it, but it does happen for certain if you happen to be holding anything to move a piece when you game over. There's some wonky behavior with mining downwards, but nothing that would matter unless you were purposefully trying to break the game: https://files.catbox.moe/dyt88p.mp4 Also a small silly oversight, but trying to move diagonally makes the player character slide around without the sprite animating.


Ha, thank you, I had no idea the game even loaded on mobile, although on my device it is indeed almost microscopic.

Really impressive work for just two days, and superb otherworldly atmosphere. (Although I'd be a liar if I said I understood most of the tablets)

Very interesting gameplay concept, I bet programming the expanding lava must've been challenging. Would've been nice to have some sort of indication as to when it would expand so as to be able to know when it's safe to pass by, but it's not a big deal and the game is still fun. The chute showing your ores being collected is a very nice touch too.

A little tip though, you seem to have made your ingame music a positional sound source and it appears to be coming from the top left corner, this causes it to play mostly out of the left speaker/headphone ear. For music and other sounds that are supposed to be "in the player's head", you'll usually want to use an AudioStreamPlayer rather than an AudioStreamPlayer2D. Another tip regarding the music would be, in a game where you can quickly die over and over like this, to make the music a node that can persist between retries so as to not have the music restart every time the player dies. I don't know what your project structure is like, but an easy way to do this could be with an autoload.

Had me going insane for quite a while when I couldn't find the 5th gold piece, turns out you have some sort of bug where if at the start you decide to mine the ore that's down of the ladder rather than the one to the right, it causes the one on the right to disappear and make the level unbeatable.

Will second the other commenter's confusion on the TNT looking like an interactable element despite only being decorative, but otherwise congratulations on the game, keep it up.

Thank you! There's no win condition, you just rack up points for as long as you can/feel like. The doors are how you escape the tomb, so that you don't die and retain your score. The chests are the less valuable score item, the other being the ankhs.

https://files.catbox.moe/b7072n.mp4

Sounds good and it's very fun to play around with

Hell yeah OG Bionicool! Also, my friend will appreciate you telling me to continue my Blue Prince playthrough.

Very polished presentation, had a fun time reading through the item descriptions and finding out what bonuses my collection got me

Nintendo ripped you off, bro

Big W

Yes, that's sadly the expected behavior. I ended up not having enough time (or energy) before the jam deadline to actually implement some moves for it.

Very cool game, here's my city!

Nice pixel art and interesting game concept

Two minor complaints:

Circuits being fixed to one orientation felt a bit too restrictive, especially when the game decides to give you mostly tiles with 2 or less connections, perhaps it would be nice to be able to rotate them.

It becomes a bit hard to parse the visuals when things start getting cluttered, it might be a good idea to add just a little bit more space between objects.

Same here, both files extracted to same folder, game crashes on load, and when ran through command prompt it prints out all those errors


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For anyone who still cares:

It's a little bit extremely too late for me to have figured this out, but if you're having crashes, setting the game's affinity to only one CPU core through Task Manager should (I think...) prevent those.
Another thing that is also coming way too late (It's already been a year since the jam...), but the promised updated version is still being worked on, albeit unreasonably slowly; if the stars align it should be out before the end of February 2025. I'm giving up on the Mac version because getting the project working on MacOS seemed like a royal pain, so there'll only be Windows and Linux versions.
Don't expect anything huge in regards to this update though, it's mostly the same game but with considerably more polish and a little bit more content.
I might revisit this project in the future in the form of a spiritual sequel, but no promises.

(P.S. Never try to build off of game jam spaghetti code, it's a huge pain. Take the time to rewrite your game. Or don't. You're probably better at coding than I am.)

Update (July 28th, 2025): I promise that I'm not dead and haven't forgotten about this.

On the way :)

Thank you, the music tracks are XM module files made in OpenMPT with samples made to imitate SNES game instruments (or at least that was the intention), most sound effects are mashed up and edited from freesound.org samples and heavily reduced in quality, some were synthetized. I believe it might indeed be a fault of the module music player addon for Godot that the game crashes, I've been trying to fix it though and hopefully that will be solved by the next game update

Lock-on is the main method you'll use to attack enemies, especially in this version since the manual aim doesn't work properly and will just shoot where your gun is actually pointing instead of the center of the lockbox. Having seen people play the game it seems to be tough to get the hang of but avoiding the enemy fire is crucial, hence why the damage is so high, I plan to soften the learning curve for next update. I'm not sure what you mean by the manual aim not working specifically with controller and the feedback, though? I actually developed the game entirely with controller and added KB+M last minute, haha

I ripped off the logo stretching from Megaman X, although mine is way lamer

Short and sweet, good puzzles although some of them felt a bit too tight on timing, liked how the music changed between light and dark mode

ps. you can go off-bounds if right at the beginning you jump over the door and climb the wall instead :')

Haha thanks, I've added a settings menu where you can invert the aim for the next version that I'll release sometime after the jam is over. I'll try to make it more evident that you shouldn't lag behind the train in that mission too

Super fun top down shooter, the use of the RPS mechanic is really clever

Surprising amount of levels, loved the how over the top it was when you went monkey mode

Love it, the assets are great, the gameplay is really fun and unique, and any game where you use firing recoil to move around gets bonus points from me

If I had one complaint it's that it's far easier to stay in tread mode and lure the flying enemies down than it is to switch to flying mode and risk getting trapped in the air by them

Great concept, going to have to echo the complaints about distinguishing the dance moves and the turning being slightly too slow

PS. don't go into the fellas bathroom of the lobby mode, worst mistake of my life

Science has gone too far

This game was a blast, only thing I could ask for are more weapons to stick onto my rat

I guess rather than the spikes it might be an issue with the player sprite being somewhat misleading/unforgiving with how far back the hitbox extends