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Codebolt

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A member registered Apr 04, 2021 · View creator page →

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oh, neat!

That was pretty neat. I liked the posterized pixel art look, and the game loop was pretty satisfying.

Was fun! I really liked how the idea of the game getting harder as your bounty went up, and doing things to try to increase that bounty. It was a bit repetitive with damage requirements being so high, and the upgrades didn't quite scale with it. The impact of doing extra damage is also lost when the enemy's HP also scales up. I'd probably recommend some damage numbers popping up, or choosing to increase quantity of enemies rather than increase hp.

The balancing is a bit off, especially with the deadly bullets upgrade. It's as effective as 3 damage upgrades, but it also takes 3 upgrades for it to be reusable (1 deadly bullets + 2 health). I know the health upgrade said it would heal to full, but it only healed to 10 for me (after i had previously picked up the health). I wish it was an upgrade that you could equip in the beginning without health upgrades, would have been more interesting.

All in all, nice simple and fun!

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This is probably my favorite of the submissions I've played so far. I love the Windows 95 aesthetic. I loved how the bounty system worked and it make the game a lot more interesting. There is a very fun incremental game under all of this that I think could be expanded upon in a future build. Nice work!

Edit: Also, incredible ending.

I'm very curious what the inspiration for this game is. It's a very novel idea and I think some extra juice could get this combat to feel really nice. I was expecting mostly a puzzle game to be honest. Pretty nice, I had fun.

That was loads of fun! I struggled quite a bit at first, but then managed to get to beat wave 17 using the Pawn. Funny how when we both heard bounty, our first thoughts were "grid-based inventory system roguelike". Admittedly, bounty wasn't integrated very effectively, and would be probably be scrapped if it weren't for the game jam theme, but I think it was still really fun.

Yeah, I'm very sorry about that :(
I was hoping to add a few alternative keys, because I was worried about some people being unable to play on trackpad, but didn't have time to get around to it sadly.

Pretty neat! Very good job for y'alls first game together. It can get a quite tough working with friends, so I'm glad to see y'all figured it out! By the way, I recommend using the canvas_items stretch mode over viewport. I think it usually looks better overall, and has less of the weird pixel art scaling artifacts.

I had a lot of fun for this one! Intro was a lot, but I like that there was some time for me to mess around until I figured out the game :D

Unfortunately, sometimes I'm pretty sure I got the order right, but the customer still didn't like it. Also, I was asked to make strawberry tapioca, but didnt have any strawberry, only mango. (Couldn't make the mango tapioca either)

But I really enjoyed the art direction, setting, and game was really fun, even if the physics were chaotic. There some nice charm to it! (Also the setting menu options are insane!)

It's simple, but I really enjoyed playing through this one! I was a little lost at first, but the game clicked a lot more as it went on. Felt a bit like an incremental in a way. I got about 101 cups sold and 19,000+ on my first run, so the revenue might have been a little too high there lol

It's fixed now!

Thank you so much for the kind words!

  • Our artists worked very hard on this, so I'm sure they're very happy to hear that :3
  • The missing character is meant to be a "...", which doesn't show on the web build
  • Thank you for reporting the music not looping, our sound designer has posted a fix, but that might come after the jam's duration
  • Fun fact: the bird sounds were made by our sound designer!

Sorry, we were having issues with our build, and hoping the jam will allow us to update and fix it. Thank you for trying to give it a shot

This was a really strong submission. Lovely polish throughout. My main critiques are that after a while, flipping the coins felt a bit tedious re-rolling, and it was easy once I figure out how the game worked. Lots of potential for depth I'm sure though.

thank you for the kind words!

jokes aside, i just want you to know that ever since i discovered "Horse Tag", i've been showing the game to everyone i can, to the point where i have it bookmarked. i think about it more often than the Outer Wilds sometimes

please, never stop creating stuff. you'll never know how it'll influence others

i know

Wow, this was actually much better than I was expecting. I already thought that the game was really cute, but after a while, I got really immersed into the atmosphere and mood. There was a bit of a jank feel to it all, but it was really charming and felt thematic to the game. 

Enemy design is really fun to play against and the loop got pretty tense due to the lack of checkpoints.

Really nice job! This is one of my favorite submissions!

Just a note to the devs, v1.2 works for me, but one of my friends also had issues. I'm not sure what Abyss-King saw, but all of the models were glitching and the screen was mostly black otherwise. Text seems to have rendered fine. I had an Nvidia GPU (RTX 3060 Ti) and he had an AMD GPU (5700XT or maybe 6700XT?). Hope this helps!

Thank you for the kind words! I was hoping to be able to get some basic materials in for the non-sonar world, but we ran out of time sadly. Still pretty proud of the complete package, and I'm really glad to hear people are enjoying the core gameplay loop :3

Although I do agree, I'm curious what you mean by the lack of audio, if you don't mind me asking. What parts or areas do you remember sounding too empty?

Why did I decide to join a jam where most of the submissions would obviously be horror games... The worst part is that this is a really good horror game.

I love how the tutorial was tied into the room you were in so you were able to figure out what the radio was talking about before moving on. This feels very polished and refined!

I impulsively pressed ESC when the lights first turned off and accidentally closed the game out of fear. That gameplay loop is really tense and feels super tight having to barely be able to balance everything. Audio and art were also really spot on, and I really liked the environment design.

I felt really accomplished and relieved after beating it. I fear that if this game was any longer, my little heart might not have been able to handle it lol

Very surprised you all haven't gotten a rating yet. You all got 5 stars for every category from me! :3

Congrats on winning! It's well-deserved :D


Thank you for enjoying our game! 

I'm not entirely sure if you meant this, but there is a sound that plays from the sonar. The sound is actually just a wind chime. I thought it would be a good fit since could help calm the mood of the game since I was worried it would feel too "horror". I also liked how angelic it sounds.

I added a bit of fade out as the sonar shrink, and some reverb, but this is the original sound: https://freesound.org/people/Sllarson/sounds/342185/

Glad you liked it! To be honest, this game is a bunch of cheap tricks tied together, but I think it resulted in something more impressive than I anticipated!

The wireframe shader is actually really simple. I was originally going to use a wireframe shader from https://godotshaders.com/ But for some reason, they didn't work well with custom meshes and only on CSG meshes. 

After some research, I ended up settling with having the `render_mode` be set to `wireframe`. Wasn't exactly what I wanted at first but it ended up working in the end! I was able to control the color, and have the wireframe fade depending on distance. (Borrowed a snippet of this code: https://godotshaders.com/shader/camera-distance-uv-scaling/)

As for the sonar shots, it's just a simple Area3D attached to a Rigidbody3D that bounces around. The Area3D checks for StaticBody3Ds and reveals the wireframe meshes so you can see it! The real world and "radar" world exist on different rendering layer and the Camera switches between cull masks. 

wooooAAHHH!!

Pretty fun game! Got 12359 :3

Yay!! Godot!

Wish there was a category for "polish" as this game is absolutely outstanding in it, not that it's any more outstanding than the other categories. This might be the best game jam submission I've played so far. This wouldn't be so far away from a premium game title on Steam. Hope to see more from you!

I'm going to have to invite a friend over just to play this game. Already had a blast just playing around by myself for a bit.

That fun! I think I finished it. Guessing the big room above the elevator is the last one

First game I played so far this jam and it made an incredible first impression. Great art, idea, audio, polish, and gameplay execution. I like the frantic loop of having to  juggle between all the items on my tiny little desk as opposed to just pressing buttons. Awesome work!

Thank you so much for the kind words! Glad to see someone getting what I was trying to go for, even though I was worried that it's quite incomplete. About that last bit, you can delete props if you want by right-clicking :D

Absolutely loved this! I think more games should have a similar art style to this, I thought it was so charming and cute. Superb writing by the way! I was invested the whole way.

I softlocked myself after moving to the right after the cutscene of the first fall, so I had to restart. Then I discovered that you can "sprint" through the dialogue by holding run. Very nice touch, got to go back to where I was immediately. Also, thanks for having FPS controls in this platformer :3

This one is really fun :3

Honestly, this is such a great concept. I really like the addition of the heat mechanic too to prevent too much back-tracking. Definitely my favorite submission so far!

Honestly, this is such a great concept. I really like the addition of the heat mechanic too to prevent too much back-tracking. Definitely my favorite submission so far!

The smoke effect got me. Great game!

Once I realized what left-clicking did, I thought this game felt pretty nice to play. I just wish restarting was a little faster so it would be less punishing. (Made it far enough to find the computer by the way)

Thank you! Pacing was a really big thing for me, so there was a lot of playtesting for it. There are some things that have gnawing at me although, so maybe I'll fix them later down the line.

Thank you! First time, but I really enjoyed making those reload animations. Hope to improve them in a later patch/update.

Thank you for the feedback! I agree, but in our defense, that level was made within the last 3 hours of the game jam and my first time using Unity's terrain creator. :P

Movement isn't fleshed out enough yet for levels to rely on them, which is why they're currently more reliant on the weapons system and reload timing. I want to add at least sliding, better dashing, a grappling hook, and maybe wallrunning.

We barely were able to scrap this game before the deadline (less than 10 minutes before), so we ended up having to ship with some major bugs. Any encouraging messages like yours definetly make us want to continue building up and polishing this idea.

This response is rather later, but I'm very happy for you!