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clicligames

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A member registered May 26, 2023 · View creator page →

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@snacksgg said the same thing and forgot to add the bindings :S The diagonal movement and the controls is what we should defnimprove, thanks for the feedback :)

got them today B-)

Very engaging!

I couldn’t figure out how to get the door upgrade.

Loved the music and the challenge!

Wow you nailed it! The adaptative music is incredible + the camera work. Very important details that lift the game to the top.

go ahead. we’ll take what we take :) we were a bit improvising the movement on this one to keep the speed.

ok that was eerie as hell.

I couldn’t find any car parts tho…

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When one manages to do big jumps and crazy skips is when its the most satisfying. I wouldve LOVED to add an online leaderboard for this. I keep wkndering what everyones times are

Actually one extra, bigger collision box for pickups is a great idea, dunno why I didn’t think of it.

There is a footstep and landing sound! I’ve never done audio in a game so I couldn’t figure out the right equalization and I think you can only hear them with headphones? Or the sfx somehow got reset, it was like a last hour thing to add because I had the same lack as you. Thx for the feedback, we’ll definitely tweak those sfx. Also pickup sfx…

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Hey at least if you run out of time you start at the last level entrance when you go to sleep again :)

I think we should’ve made the time tighter so one realises it’s a speed game. Probably lowering the starting time and adding a +time when reaching the level.

Thank you for the comments!

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Mmmh thanks for the thorough report! I guess if we add input detection to disable one or the other, the bug would stop. By the end of the jam period we realized the game is in reality a racimg game disguised as a platformer, so if you collide or move in tbe opposite direction the speed stops to a halt. Which apparently breaks controller support if inputs conflict, we’ll look into it for the future. Thanks!!

superb art, so cute :)

<3

The linux version works :)

We could effectively wall jump all the time :D pretty cool

Daang and you’re a newbie?? This was awesome, great setting, ambience and story.

The platforming had a great feel, very well done.

Did you finish it?

It turned out very well :D I hope you all like it :) Like and subscrib just kidding just have fun and enjoy life.

It’s not obvious that 1-6 changes poses :/

Fixed!

Would any of you available to test the console version and see what’s the output?

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Could you get the log file by any chance? Under %APPDATA%\Godot\ there’s app_userdata/<my_project_name>/logs

Would you like a third godot dev? What do you enjoy doing?

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I’m still not confident enough on my 3d skills for a jam, I’m afraid. Also I’m really a bit fed up with pew-pew and kill everything, it has been done sooooo many times. Did you have anything specific in mind, tho? I’m catClicli on discord if you want to have a chat.

I’d love to meet fellow artists or devs or game designers with a similar mindset to join this jam in 2025!

I’m a programmer and I focus essentially on non-violent games – Ok, I did make one about sending rich people into space without any plan to bringing them back with achievements on collisions with the various celestial bodies–, I find the destroy everything mechanic overused.

Mostly 2D at the moment in Godot, game dev as a hobby and passion, cooperativist as a means of living. If you’d be interested write me up!

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Hope you enjoy it :) Leave a comment if you want more richlaunching

<3 Sweetest intro cutescene :D

Ooh man! Hope you recovered allright. The phase mechanic was sooo cool. Gj and greatr game design! it was funny to jump into the infinite wall while phase shifted.

Very nice! Nice stealth mechanic. I couldn't figure out how to get to higher bosses since the first one was very weak.

I'm not on the jam, but daaang your game is crazy fun! good job!

Well done. Thank you for playing :))

wow! thanks!!

Oh thank you! That the previous runs cause _something_ in the environment is a great idea. It's hard to do right because it could potentially make any level trivial, but man if we could do something with it, it would be so great! thanks for the suggestion and the nice words. I've been thinking on coding a procedural generation of the levels but I'm kind of afraid of failing espectacularly.

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The best trick is to slow down on the stars to fully recharge :) The current level can be won without this trick but it's waaaay easier :P give it another go. I guess you got all the permanent powerups, but if you didn't the topright is a distance meter to them. (don't feel bad if you didn't, nobody that I saw play got the distance meters)

I forgot to lower the volume of the burning effect :face-hand-covered:

Thank you for playing! I was having doubts about this mix of real photography + pixel art, it's difficult to get right and I was afraid it would make the game incoherent. You're the second person refering to it as a strenght. Would you go for it or change it to the same style as the rest? We weren't very coherent overall in terms of resolutions, for the next iteration I was thinking an aquarella or more artistic look like some other games had in the jam would be fitting. Like florish or spectacular smoothies here.

That's probably it! Nicely done

With this new bearings I can't bear not to find them!

Let's see where it goes! we'll definitely add a few levels in the future :D