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A member registered Oct 28, 2022 · View creator page →

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Wooo… I did it(at the expense of rating other games)!

It is amazing how your game feels like pacman, snake, and frogger all smashed together.Then it completely switches genre when you enter Electra’s stomach.

Btw, there may be a bug in the level where Clara first appears. If you wait long enough, she eventually disappears completely until you retry the level.

Thanks for playing the game and taking the time to read through the story. I am thinking about maybe adding an additional color to the socks for each level, seems like the cat made the game too hard for most people. Also I have submitted your objection to the council.

Pretty sure there is no skill issue on your end. I’ll probably give the gnome a more generous hitbox after the jam, and if I stop being lazy, I’ll also dig deeper into the input unresponsiveness.

Other than the occasional lag (when switching or picking up the gem) and a somewhat abrupt end to the game, everything else was good. The character and the environment are charming. The puzzle is challenging but not too challenging. Well done.

Probably add the option to speed time up. Nothing else to say, very nicely done!

Sorry about the cat, I may need to tweak it after the jam. Thanks for the playing and the feedback.

REALLY good job on your first game! It looks great!.

With the Tofu match, I kept on trying to match the coconut with the coconut milk. Didn’t understand why they don’t match and had to look at the comments to figure out that it actually matches with the pineapple. For me that was not very intuitive.

When I saw the text with the Minty match, I knew I can’t read that fast and enjoy the game at the same time, so I just decided to give up there.

You turned a very simple idea into a good game. There’s a lot I can learn from the way you executed it. Really nice submission!

The gnome used to have the standard WASD controls but a friend play tested and it felt disorienting for him. For me the game feels a bit easier with WASD. Give and take I guess. Currently it’s 1 color for the 1st level, 2 for the 2nd, and 3 for the 3rd. Given the feedback I have from a lot of people about how hard the cat has made the game, I think I might change it to 2, 3, and 4 colors instead after the jam. Thank you for playing and for the feedback.

I think this is the first game of yours I’ve played. Was kinda expecting more of a Synty showcase. The idea is interesting, and I think I somewhat got the gist of it. This was the turn right before the ghost escaped: This game actually made me rethink the kinds of games I’d like to make in the future. Are you planning on keeping this game up after the jam? Would love to revisit it later as a reference.

Your pixel art is beautiful as always. The bantering between the characters is a joy to read. It’s a good thing that I was able to try the game out when you can’t die. Now I need checkpoints. Agreed with a comment below that attack shouldn’t cancel movement. Also would be great if you can figure out a better way for a single person to manage two characters.

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I like the simple art style.

Got stuck here, the blue guy can’t climb and the red guy can’t jump to pull the blue guy up:

Thanks, you are the first one to point out the story/achievements is part of the overall design. Glad someone noticed.

Great art, great atmosphere!

A couple feedback I have:

  1. The orb objects (they look cool btw) look like they can be light up, but yet I couldn’t figure out their purpose in the game other than being a decoration.
  2. I wish you can zoom out a bit longer. Sometimes I feel like it doesn’t really help at all.
  3. After the introduction of spikes, the levels all seem very similar (other than the one with the long windy path.)
  4. About the level with the long windy path, I am sure why you need to include a section of path after the exit. I went there and explore only to find a dead end. For a timed run, I feel that should not be there.

Finally, to help me out with the voting, can you explain to me how your game fits the theme “connections”?

It wasn’t immediately clear to me that I was supposed manually connect the clues on the board. It was not until the third or fourth day that I notice I could draw the red lines. Do I need to connect all the right clues with red lines to catch the murderer? Also as the amount of clue grows there should be a way to better organize them. Maybe the name of the suspects and victims should be color coded somehow?

Also I feel like these two clues should be connected: When it says “hmmm not sure…”, I couldn’t understand the logic behind it, which made me doubt the consistency of the other clue connections and resort to just trial and error instead.

I am just going to purely describe my player experience as feedback:

I didn’t quite get the game on my first run. It just feels like I am dealing with a lot of pop up ads and trying to close them all. Okay no problem, the game looks nice enough to give it a second try.

Got a better grasp of the game on my second run. But thought to myself: couldn’t the attack and att support node be just one node? Not sure why we need to manually connect them when there’s nothing else for the out(magic) to connect to except for the in(magic), since the other option is the fueler/igniter(Which I feel can also be just one node).

As I spend more time playing it seems every time I buy something from the gem shop it goes right on top of the nodes I already have on screen so I have to move them out of the way. I am spending most of my time rearranging the nodes on the right and dealing with the pop ups when I think should be looking at what’s on the left which is where the action and rewards are. I imagine the space on the right becomes even more cluttered as you progress through the waves, to the point where it feels like managing the interface is the game.

Yes, what I meant was that I don’t get WHY the attack changed. Because if you let me decide which enemy to target, I would target the enemy with the highest attack first, but if it changes from turn to turn, I feel it would throw the player off.

Gameplay is very fun. Not sure if I have any feedback for improvement. This is almost the perfect game for this jam. You have set a very high bar. Well done!

Woah, very well done. This could be a commercial game already.

A couple feedback:

  1. I don’t understand why the enemy attack damage changes from time to time.
  2. I would like the number for the enemy damage to have a bigger font.
  3. Also I would like some kind of visual indicator for the heal the player is receiving.

Took me long enough to beat the game but I had to take a break in the middle of the game for the word on the right:

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Unintuitive but fun enough that I give it a couple tries. It is unclear to me what each character needs, for example I found batteries but Nurse Irena says I need to bring batteries from Marek, but then Marek doesn’t give me batteries even though I brought him some parts? I tried bringing the batteries to Marek too but that doesn’t seem to do anything. (Yes, I know he wants the herb.) For whatever reason I got the rare medicine form Irena one time but then I am not sure how to cure myself with it. There is a lot of information and I feel there needs to be better communicated from the game’s UI to help the player to put the information together.

Getting robbed is a very frustrating. I understand there are safe houses that you can deposit your stuffs, but losing items in your inventory creates a very negative player experience since right now there are TWO ways you can lose stuffs, just moving to a hex, and staying outside overnight.

Overall I still like the game, and even though most the assets are AI generated. The art/music/atmosphere all fit together very nicely. I think this would be one of the more memorable game for me in this jam.

Short and cute. Kinda wish that you can choose to play on after you find the key. How does this fit the theme of the jam again?

Nice UI and nice music. Like some others have said, not exactly sure what’s going on except maybe you are collecting data or doing a survey. Sleep won the first round for me, nothing can beat sleep for me.

Thanks for playing! I’ll definitely look into what mechanics or elements from mini golf games I can work into mine. Great suggestion!

This is an old game, so the perfect place for me to test comments.

there is only one ( cursed) remote, it just keeps manifesting in different locations over and over again until the player can’t keep up anymore.

Okay, makes sense…

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Well, guess I fell off the house while trying to figure out how to fix the outlet. Also, you are a few decades late to trying to ruin Jim Carrey’s career.

Very thoughtful integration of the theme into a platformer

Couple thoughts:

  • I would prefer faster movement
  • Maybe collecting remotes might make more sense than collecting feathers for a tv
  • I like how you have to jump around to search for the signal

Nice job!

The interior environment looks great! I especially like how you can see outside from the kitchen. I would suggest adding a skybox there to complete the view.

I really like that there’s a remote right at the start. It helps the player understand what to look for and guarantees at least a score of 1. My best score so far is 3. I couldn’t play too many rounds though, the movement gave me a bit of motion sickness. Maybe consider adding a small visual cue for interactable objects, I kept on trying to open the fridge and the oven.

One final question for you, how come there are so many remotes for just one TV??

This game is actually quite interesting. I was able to craft the candy, put them in the bowl, and even place some decorations. But if I place down decorations, the kids would run away before getting to the candy. Not sure if that’s a good thing or a bad thing? I would also need a clearer explanation of what happiness factor actually does. Finally the clown costume is slower compared to the others. Maybe keep movement speed the same for every costume since it doesn’t affect the core game play. Overall, very interesting premise, the game needs a bit more clarity on what the player’s goals are.

Fun game! Managed to beat it!

Notice a bug though, if I click on the controller before the text (There’s nothing for me out there…) disappears, it remains on the screen in the game world.

Nice entry. The concept is very cool!

Just a couple thoughts/observations

  • The CRT aesthetic works great for stationary games like yours, but in other games that require movement in a 3D environment it can give me a bit of motion sickness (That has nothing do with your game, just needed to vent after playing so many of them XD).
  • Enemy can spawn at the very edge of the screen on Level 5. There’s no way to shoot them.
  • I think the levels should be designed with a maximum of 2 controls. Any more than that is a bit too overwhelming for me.

Wow, this is a very beautiful and unique game. All my moths got eaten and the last one died by flying into a candle. Is there a way to deal with the bats? I guess the goal is to get them to the mausoleum on the lower right of the map? Also, I wish there is a better tie in with the theme. Good job overall!

Just a couple thoughts after playing the game:

  • Pretty cool that a guy comes in to fix the tv after you call the front desk, but there’s nothing different about the tv afterwards?
  • Had to play again to find the cat after reading the comments
  • Pretty sure that’s not how mirror works…

Nice entry.

A nice puzzle game with a distinctive visual style. I like how the jam theme is incorporated into your game.

Just a couple thoughts while playing the game:

  • Was hoping the guy in the the tv would tie into the story later on.
  • The bloody writing on the wall and the pentagram look interesting enough that I expected them to be interactable.
  • Odd that you can turn off the gas repeatedly.

Candy lowers your social credits and hitting the tv slows you down. When you come to a complete stop, you lose. If you get the hammer, you win.

Click here for spoiler To beat the game, collect coins until a candy appears. Then stop collecting coins and collect candies only. Once a hammer appears, stop collecting candies. Grab the hammer and you win!

Thanks for playing and leaving a very detailed feedback!!

it doesn’t start directly on the web build, only on the desktop build ; I need to click somewhere to start it

Oh, yes. Another godot web build quirk. Not sure how to get around that. I have read something that you add a scene that says “click here to start” and after clicking you transition to the main menu. Not sure I like that solution.

the footsteps SFX is not synced with the character’s actual steps.

It’s supposed to be the sound of the mannequins marching. I didn’t want to animate them at all since that would cause serious lag, especially in the web build.

I had to ALT + F4 Windows’s build to end it, as it’s in real full screen with no cross. An exit button is missing (like in my game, actually).

Thank you for trying out the windows mode too. Perhaps it is not obvious, but the “Quit Game” button is in the options Menu under the credits button. Maybe not a very good design choice, but I wanted the player to click around (so they can read the quotes)

And there’s a New Game + ? Wow ! I didn’t understand it, but that’s a great idea.

Last thing I threw in, just an endless fun mode. Hope you enjoyed it!!

I’ve played as well other (good) games that used only a Halloween theme while it was not the goal.

You are so right about that.

The desktop builds look as expected. May be due to Godot using a less powerful engine on web builds

Yah, Godot is wonky sometimes. I usually make sure everything works and looks as intend on the web build first. Then check the other builds. Most players tend to avoid downloads when possible.

Thankyou! can you leave a link to sugar rush? I want to try that as well.

Here you go: https://krysknife.itch.io/sugar-rush

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Who would have thought a game with just circles and squares would be so fun? Wish you had included a tv as a character though. Very nice submission.

Ah, using the tv as a checkpoint. That’s pretty neat. Your game is actually more on-theme than most other entries. My suggestion is to add some variety to the patrolling mobs. Nice entry.

The concept is very cool, and I managed to finish the game. But some bugs along the way caused some major issues that made the experience frustrating to get through:

  • Sometimes when you attack a skeleton, it jumps away then attack you, but then you can’t move, and eventually get beaten to death. I learned to just avoid the skeletons instead of attacking them.
  • Getting trapped inside a platform:
  • Finally collecting all the bones but it showed that I have 4/3 bones. Pressing E with scarecrow does nothing:

The outside environment looks great. It reminds me of another game (Sugar Rush) in this jam. I think this is too difficult for me. I wish that you use the E key (which is closer to WASD) to toggle the flashlight, and some other key for interact. Good job on your entry.