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Clearleaf

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A member registered Aug 24, 2016 · View creator page →

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Even after reading the new controls you posted (thx btw) it took me a few seconds to understand how the gun worked because it's a really off the wall mechanic. But when I figured out what was going on in this game I got excited about it. Having to stop to pump up the gun leads to lots of interesting decisions when the pressure has mounted. The question is not only when to stop and charge, it's also about how do you "spend" the charge wisely enough to create another chance to charge. The charging also created an interesting feeling of power, like I was really putting a bunch of energy into the gun and then blasting it off. I think this is worth expanding on and if you do I have some suggestions. Spamming R so much is hard even for me with no disabilities or medical conditions. If you change it to holding R I think the essence of the game would be the same but make it a lot easier to just play. I also think it would be cool if there were different guns that had different gimmicks for reloading them. 

I did! The bombing is a very unique and surprisingly interesting mechanic. I find the graphics very solid as well. I think it would be better to be able to hold a direction to move though. 

The window can't be resized and my screen is not big enough for it :(

Good presentation and idea we just need some stats or something to make these matchups interesting. With the game like this it's pretty much just betting on a coin flip. If characters had strength, def, HP, and accuracy,  it would be predictable but not too predictable.

I had this problem and for me it was because I didn't know I had to type something in to make a wager.

I've never seen such a complete game made with godot on mobile. 

By level 10 I was ready for this to be over because after seeing every type of obstacle nothing was making it more interesting. But I kept going and I'm glad I did since the ending was worth seeing.

Oh so it's not physics. You definitely succeeded in giving the character a feeling of weight. It's hard to judge what this would be like with faster lerp. As for the tutorial thing, I find most tutorials recommend really weird ways of doing things which require you to fight major components of the engine to make a whole game out of it. 

The shooting does not work for me. Do I need to find ammo or something?

It was hard to figure this game out but it was fun after I did. 

Sword tower: Fires bullets, costs 100 rocks

Cross tower: Harvests resources (maybe more on a gem space idk) costs 50 rocks

Eyeball tower: High damage lightning bolt weapon

You can also upgrade the sword towers.

If anyone is confused about how to run this, you need to go into the love-win folder. This game includes full source code and a build is in that folder.

For babby's first game it's actually far from the worst game submitted. Collision works very well, the controls make sense, and it lines up properly when you shoot stuff. I also appreciate the message, and the fact that a game about preserving source code actually includes it's own source code is great. 

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I really wanted a gun but the style and movement were good. There aren't very many good devil daggers style games so if you keep working on this it would be welcome in an underrated genre. 

With how ambitious this is it's incredible how far it got within the jam period. If you want complaints the main thing I didn't like was how much waiting there is if you die. There should be a button that advances dialog and skips to the full line if you press the button while text is being typed out. The button should also skip to the beginning of the next clip in a cutscene (I prefer this to skipping a whole cutscene with one press.) Controlling the character feels kind of "loose" and I think it's because you're using actual physics to move it around. Many tutorials are very wrongheaded about stuff like that. For something like this to be snappy it has to be much more simple and direct. 

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This reminds me of games like Arranger that take a classic "minigame" concept but extend them into a whole adventure. In this case it's something like pokemon ice puzzles, though you can just hop one tile if you want. On one hand I think the hopping undermines the puzzles a bit, but on the other hand it keeps the teleporting feeling like an ability and not a handicap. 

I really like the focused direction of needing a certain number of scrolls and having a little museum to show the ones I got. More games need museums of stuff you've done and collected. 

Oh thanks! For some reason itch.io has not put it's custom fullscreen button on your game, and when I zoom in my browser, the game stays the same size. If you mention that in the description I think a lot of people will find that helpful.

Also just in case you find this funny, it took me a while to realize the 1st Mentak you get is not a vampire. I thought the bow was the vampire's cape and it was doing that batwing tpose thing vampires do when they want to look scary. 

The first AAAAA game. 

Thanks. At first I was still getting no response but then I discovered you also have to be moving to attack. To sketsbereal I think you should write a new controls list because the ones available seem to be outdated and I think the low number of ratings on this game are because not very many people can figure it out themselves. 

I agree that a simpler palette would help. The quality of the art itself is good and so far the only actual problem it has given me is I didn't realize I could go through doors so easily. I thought I had to be aligned slightly higher for the non-collidable door frame to not stop me. Check out lospec.com to see pallets I think it will help your art a lot.

I made my own challenge out of beating levels with the least clicks possible. I can usually get down to 2, or 1 if the level comes out easy. 

I made my own challenge out of beating levels with the least clicks possible. I can usually get down to 2, or 1 if the level comes out easy. 

Please upload an alternate build that has scaling mode on. I really like this game but it's too hard to play when it's so small. From what I was able to manage though it has a great concept and the limited lifetime thing doesn't feel tacked on. I would like to get far enough in the game to actually use the cards that grow ingots.

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This is really underrated right now. It runs like a well oiled machine and has no issues with hit detection or anything. The style makes all the enemies perfectly distinct. In all this chaos it's an accomplishment that I'm able to tell exactly  where all the projectile casters are. This is the foundation of itch.io front page material. I have no idea why only 10 people have rated it.

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The way the dice flies is inconsistent though I somewhat got the hang of wrangling it in the general direction it would go. The dice is definitely thematically appropriate but the fact it just has to touch the yellow square and not come to a stop on it helps a lot. This is sort of like one of those toys you fill with water so you can squirt little rings around. 

You should combine 2 and 3 so you can shoot a lot and refill often.

The controls feel good and there was never any serious confusion about what I should do. You've really got the fundamentals down. If you could make this you could make something a lot more serious with the same amount of knowledge, as long as you can accomplish the game design.

It was kind of shocking when I realized a customer had starved to death. But it led to some funny situations with how casually it's dealt with. Like when I'm bringing a hot dog to someone and then realize they're dead, but someone else who just showed up wanted a hot dog too so it's their lucky day. There are times when a customer is still alive, but they have so little time left that they're obviously doomed. So I just stand there for a sec politely waiting for them to die so I don't go back to the kitchen empty handed. That's the best strategy I found, never be empty handed when traveling. Also when you pick up food in the kitchen you can get something cooking before you leave. But as the variety of orders starts getting large it becomes more likely that what you chose to cook was a bad bet. It's not the most interesting challenge in the world but the comedy carries it. I think if you focus on making funny games you would have some fans along the way of your learning. 

It was fun when the enemies showed up. You make shooting the gun feel really good and strong. 

Some websites don't work if your computer's date is wrong. Someone who does this might forget all about it and then weeks later something will break and they'll spend time figuring it out until they realize it was ubisquare's fault, always making customers suffer to the end. 

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The graphics are really cozy. I would like everyone to note how this simple set of ms paint graphics blows any asset pack away in terms of character and flair. Obviously the creator of this game is a good artist so not everyone's ms paint graphics would look this good, but think about it if you are an asset pack user. 

I appreciate the honesty in how this was made.  I don't think templates are very good for learning. If you do something simple and then build on and around it you will understand everything that's going on.

I played it and liked it. There only seems to be two games that directly reference skg in the whole jam. Would you be able to post the text of the speech bubbles here? I wasn't able to read them except "games are art."

If anyone else is annoyed by this you actually can hold a direction to move continuously but it's like when you hold down a key on a keyboard and there's a delay before it starts repeating. 

The controls are very responsive. It never feels like the game "ate" my jump or anything. I couldn't get past level 5 but in the levels I played there were some opportunities to pick which path I want to take to visit all the candles and those levels were much more interesting. 

For me the lag only kicks in when I have returned to the menu a lot. I think when you're changing scenes the other scenes are all still running. That's a common mistake in godot.

In godot the characterbody2D node type can handle slopes well. Increasing the value of floor_snap_length determines how strongly a grounded player will be prevented from walking into the air on slopes.

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The shop screen throws a lot at the player when they first start and every fight pretty much goes the same way. Despite that I like upgrading the robot. I wish there were a lot more different parts to customize. Like it would be cool to put a helicopter blade on the robot to make it fly, while the opponent may have a turtle shell making it resistant to long range attacks. If you've never seen the show battlebots please check it out I think it will be good inspiration.

I thought this would be boring because the art style is very "mobile game" but it got fun when the egg throwing started getting serious. You get a lot of good puzzles out of that which also feel good to pull off (for the most part, some are annoying). I think the jump button should break you out of the egg instead of the egg throw button. 

The graphics are really good. It's a lot of style and expressiveness in a very low number of pixels. I can't figure out how to fight though. On newgrounds it says to click but but nothing happens.

Very basic but it shows how a little bit of narrative can make the player want to see where it's going