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Chippper

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A member registered 42 days ago · View creator page →

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So fun. Loved the level design, character design. Energy as a resource was a nice mechanic. And also really nice to add an option to ignore it to make the game less challenging for folks. 

The art is beautiful. It was confusing that the dialog art didn't match the sprites, and there didn't really appear to be much gameplay in yet.

The pause when you are attacking is too long. I liked the art and the music, and the basic concept of the game. I think if you want to stick to the one hit kills you, the enemies should have gone down with less hits too. Maybe the switching mechanic would have felt more valuable if you attacked the wings creatures with a bow that killed them in 1 hit, and if you attacked the ghost and rhino with the sword it was killed with 1 hit? 

I thought the music fit the retro look, but the sprites made it too easy to lose your character. Maybe if the background could have had less contrast than the moving characters? 

Really cool game. I liked how as you played it explained the mechanics, however I forgot how to throw, and couldn't see a way to get that information back. Maybe if controls were included in the pause menu? Also I kept getting the prompt about being the vision cone of the guards over and over again, but not the others. 

I really enjoyed navigating in the world. I did get lost, but it was still enjoyable. The dialog was really nice, and the game felt well polished. I think it would have been fun if the buildings/town fit the fruit theme as well. They felt out of place style wise. Really liked the forest scenes though.

I enjoyed the art and music. I am not sure if I hit a bug in the boss fight, or it is intentional, but it felt unfair. If the boss hit me I couldn't move after that. The intro exploration area felt very easy, especially as Poseidon but I had fun trying out the different Gods.

The plane fight was confusing with the two heath bars, and would have liked to see a projectile with the bigfoot scenario. I think I would have preferred one polished game over two disjointed ones. I did like the art on bigfoot.

I enjoyed the story. All interactions coming from the options menu felt confusing. Especially with how much you use the map I think ideally that would be present on the screen at all times. 

Really solid entry. I enjoyed the banter and progression of difficulty

The shop is a really nice touch to make you want to come back and play some more. I didn't immediately understand what was going on even if I knew what the controls were. Would be nice to start with a tutorial section explaining things. I enjoyed the art style and sound effects

I appreciated having a tutorial area to get a handle on the mechanics. It was a bit confusing initially. 

Challenging, and fun. Not super clear in the beginning of the game that dashing would kill enemies. I think a tutorial area that explained the mechanics a bit in the beginning would really help. Also the font was really difficult to read. Overall I enjoyed it

The voice over detracted from things for me. I liked the music though. Art style was really nice, and it was fun to navigate the swans around. Nice work over all

Really solid entry. I liked catching arrows as well as needing to hop to move around. I got a weird bug (I think) where I died right when I leveled up or got a n upgrade to where I could get a heart, but I was dead. So I had health, but couldn't play.

I liked the concept, but would have liked to see an indicator of where the jump would land, at least initially. I thought the controls were broken when I couldn't move with the arrow or A/D keys till I figured out you just can jump. Nice art style. Would be nice to add sound effects too

I really didn't like the player control/slipperiness. I liked the concept and the art and music

Really nice art style. Would have liked a progression, especially as your choices are locked in. Starting with matching one element maybe with the rest filled in. Maybe you could be an apprentice needing to finish up the statue and you eventually become the master and can do the whole thing. Well polished overall though.

The starting cutscene is so well done. Gameplay, controls need some work. You don't call out you need to move forward toward the items to interact, but even after I figured that out and was holding something it was unclear how to put it down or add to it. I would suggest you build in an interactive tutorial where you walk the player how to interact in the future instead of having static instructions in another section of the game. Also the second time I tried to play after the time ran out I couldn't rotate the camera around, which limited me from looking at the bowl and interacting with it.

Yeah, I had on my list of stretch goals to be able to lay your character down as a way to avoid their eyes. Turns out with all the performance issues I had to drastically cut down the number of night marchers that spawn and it is really easy to avoid looking at them :) Thank you for playing!

Really enjoyable. I am not sure you audio settings were hooked up. Super impressive what you were able to accomplish in the time.

Impressive how much you were able to add in the timeline. The dialog felt too long at times, but just breaking it up so you didn't need to scroll might help. I was surprised how built out everything was. If you wanted the initial area to feel different than the human area I would have leaned more into a different visual style. Otherwise it just felt less complete than the other areas. I liked the little walk animation

Was deaf mode left checked because of no audio?

I was impressed with how well this played. I got to 3 minutes before getting overwhelmed. Really well polished, and I enjoyed the companion mechanic. I did wish there were more upgrades for them. They felt more impactful and I didn't care about the upgrades to me. It could be fun if there were checkpoints or something that encouraged you to walk around the map, I basically just stayed in a circle.

Really liked the art style. I noticed some were getting generated on top of each other and I wanted to be able to move them away from each other, but I think if they hadn't spawned on top of each other just having them controlled with AI would be fine. Could be fun to include some nonsense talking in the background, kind of like the sims 

Thank you for playing our game! I left the fps score in there because of the dropping frame rate, though probably should have put it behind an optional setting. First time completing a game in Godot and I thought 3d would be doable...I think my next game will be 2d. I ran into so many performance issues. Though I learned a lot and hope to improve on performance in particular on my next entry.

I enjoyed the camera shake when you smash, and seeing a score to beat. The end was abrupt, looks like it crashes or hangs if you get a negative number? I thought when my health went to 0 I would die, but I didn't. Took getting a negative, though then it froze. Nice gameplay overall

Wanted more variety with the different players instead of a reskinned single character. I like the concept though

I enjoyed the sound effects and pace of the game. Controls were a bit challenging and I would have liked a goal. Based on the description I thought getting a mushroom would get me another gnome, but it took many mushrooms to get another gnome which was a bit confusing.

Really great game! I loved the arty style, audio, playing in a book. There was a couple finicky things with the original tutorial where the hit boxes didn't line up, but I was able to progress. I thought the shadow growing to see that the bird was about to come was a really nice touch.  

I was enjoying it quite a bit till I think I hit a bug. Both red and the wolf died, and it said AI turn, moved the camera to the top of the screen, and then nothing happened. There weren't any AI up there, and I couldn't get my turn back. Overall I thought this was a pretty good tactics game. I wished there was a way to regain mana, and similar to others have the camera move back to your players. Audio was pleasant to listen to while playing. 

I enjoyed this a lot more than expected when originally starting. It is simple, but really well executed. Leaderboard is a really nice touch too. Made me realize how bad I was :). Would you mind sharing how you are storing/accessing that data?

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100% agree. I thought we had an okay handle in scope, and then throughout the week kept cutting things and cutting more things. But I didn’t think about ensuring what was in got polished. I am excited for the next game jam to try and see how much I learned about creating manageable scope to polish. 

Thank you for playing our game!

I really liked the idea. Was giving me journey vibes a bit. I got stuck falling as a tall rock. The environment was peaceful. I did get some framerate drops I believe, and it took a really long time to load. Might be some room for optimization. 

I was confused why the enemies (or what you need to attack) stay still, but what you collect moves around. It would probably be more challenging if it was the other way around. I wishes the attack collision was more obvious. The art felt cohesive and I liked the overall aesthetic. I didn't care for the platformer controller as much. Felt too jumpy

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The speed in which you run around felt jarring. Though I appreciated it with how large the map was. I am curious if you made the space smaller if a slower speed would have been more doable.  I enjoyed the minigames and the character art overall. Also the settings not totally being opaque over the game made reading the different options more difficult. I did remap the keys and liked how the tutorial prompts used my new ones. 

Really solid mechanic. I like the art style and execution. I was confused why I seemed to be failing forward, but realized what was happening is I was going backwards back to the beginning :). I enjoyed it

I wanted more of a tutorial/lead into what to do. I enjoyed the art and audio quite a bit. I think this project has a lot of potential.

It might have been the collisions for attacks, but the layout felt unfair. Like you had to get hit to progress (or I am just bad at this type of game) I enjoyed the audio and the sprites.

Really solid entry. I loved the art and effects. Reminded me a bit of dustforce with the leaves on the walls. The controls were finicky for me but the dash (when well timed) felt really good and the animations were well executed. I also liked how you introduced the abilities one at a time so you could learn as you play. I would spend a bit more time on level design. Could just be me, and I am not great at platformers so totally possible, but the layout just felt unfair.

I found the premise interesting. I like the idea of having different characters that have strengths and weaknesses that allow you to progress in the game. Reminds me a bit of trine in that sense.