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diomonogatari

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A member registered 72 days ago · View creator page →

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hmm I understand what you mean. The original idea was to have a flame object in the pot that would start burning more and more using shaders but I'm new to gamedev and shader languages so that overshot entirely 😅

But I do see that there could be two dimensions to track. The amount of items that we need in order to get a soup cooking and the necessary heat to cook it. One problem with that model is that speed seems to then become detached from the item-picking mechanic and has it's own system (heat). Not necessarily where we were going, specially considering the scope of the jam, but separating it like this allows for expanding the game more and not just be a sort of "treasure hunt endless runner" thing.

Thank you for playing the game and review it!

the little steps in the terrain are very buggy unfortunately, those are a major redesign that needs to occur.

We have a foundational concept that could serve as lore. Stone soup is a folklore story, there are many variations around Europe https://en.wikipedia.org/wiki/Stone_Soup

As for the stone golem, he needs a backstory for sure

Thank you for playing and reviewing!

thank you for playing :)

about messing around with the enemy catapult, I wasn't able to always do it but I did do it some times. I remember doing it immediately in the first level/arena.

I remember that the enemy already had placed a ball in their catapult, I'm not sure if they were clicking and dragging and I hijacked the control or if they were not clicking at all and I clicked first so I was able to control it.

Hope this helps you crush that bug :)

Hey there, thank you for playing and reviewing!

The initial concept was "a guy that runs around with a soup pot and has death stranding balance mechanics." This concept was way bigger than we could've imagined xd

We compromised some things and this is the end result.

You make an excellent point about the picking up mechanic. At late stages of the game I decided to put the items a bit higher so that it's easier to identify but collecting them always felt "ugh", even when I've increased the pick-up range to 1.5 meters or so. Going through the item to pick up would also balance more the game into the core mechanic that we pivoted to, which was "run, fast". This also goes into the camera becoming harder to manage, but as you've said, needs to be balanced somehow. Not just hard for the sake of it.

Things dropping of the pot randomly is a collision bug with the ledges, that I couldn't get rid of :(

It makes the game a poorer experience, but oh well. We'll improve :)

Again, ty for playing and reviewing. Hopefully you'll see more games of us in the future :)

Cheers,

The game seems to be rendering in portrait mode on Firefox. Because of that I tried to resize the window so that it matches a phone with devtools and this error kept happening every time I jumped (image below)

It was hard to understand what was going on, I guess I was avoiding a gray worm and picking up the "cogs". Then I went to the center of the map and the game ended (?) I wasn't sure.

I was vibing with the music :)

I've played osu for so long and I can't understand what beat I'm supposed to match. Can't land a single punch :(

Not sure if this is intentional but you can cheese and cheat a lot:

- steal the opponent's balls

- mess with their catapult

- grab balls mid air

- etc

This felt like an incremental game, scratches that itch. I would say that the initial difficulty can be hard, depending on how you choose your path but the next 2 levels were just "travel anywhere you want and increase the horde regardless". Felt like there was no consequence for going without thinking

I cannot shake the feeling that I get rewarded by spamming one attempt after the other, instead of trying to think where to launch the satellite.

Good concept

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Some part of me, a little kid that used to play countless hours of Digimon World in the PS1, is having fun again, while the adult is tearing at the nostalgia.

The soundtrack and wind foley really made the vibes hit hard...

In terms of design, I didn't understand if I was progressing at all. But maybe that was not the point of this game at all.

Good stuff

eustress.. I learned a new word and an important one for game design! Ty :D

This game scratches so many itches, some I didn't even know I had. Epic.

The ability to grab multiple objects makes the game very painful. I think it's in room 4 where we have multiple platforms and we have to transport a box from the beginning that the game starts feeling very hard. I loved the mechanic, as some have mentioned, having a way to only select one object or at least allow for intentional grabbing instead of "if it's in the circle, it's getting moved" could balance the game.

Apart from this, I enjoyed it very much

Slapping the PC is so RNG that sometimes I slapped it for a solid minute to win the mini game xd

Loved this submission, gj

It was very easy to cheese the dash ability and just walk around the map and find the portals to progress.

I only discovered that the green orbs where healing in the boss fight.

I liked the boss fight, incredible you guys did this in 2 weeks. It made me remember boss fights  like the ones in WoW.

Another thing I noticed, I didn't understand which key I had to press for the fire ability. All the other ability cards hint to a control using a lighter shade, an highlight, and in the fire ability the highlighted buttons are the wasd ones. As others have mentioned, it's not possible to understand if I'm hitting my enemies with the sword

It felt grindy at first and I wasn't sure what upgrade would be the best. The pendulum became a bit frustrating because the longer it got the harder it was to collect the fish. At some point, the game was more of a wrecking ball against the sharks.

With some balancing, this can become very enjoyable. At this state I think I've played 40min of it lol

Incredible that you guys were able to achieve a game like this in two weeks, kudos!

Overall, I think I've spent around 30min or more playing it until I got a victory. The tutorial doesn't clarify much, at first I didn't understand how to move the troops and just skipped the tutorial. Skipping it didn't help, my first run was a very quick loss.

After understanding the basics here's what I've noticed:

- I have no idea what's the difference between level 1, 2 or 3 troops but getting level 3 is a must so that I can win every fight

- all the fights I didn't know which attack option did, so I just went with the highest I had available

- eventually, I got the impression that whoever attacks first has a massive advantage so I just went full aggro without much planning. It worked I think


Good game

No bugs, all good. What I meant is that I only noticed the merge mechanic around level four and I felt the game was hard having to pick every single blob one by one and dragging it to the "bin" while still having to help fight.

After getting the merge mechanic the game became super enjoyable, would definitely play a longer version

I was able to progress further ahah. It helped me get a better feel of the game and I've adjusted the rating accordingly

I replayed it again and was able to complete it :)


I've found a bug in the village screen, I just walked all to the left and went out of the screen and then I couldn't go back to the screen, had to reset.

It's a very little game with a certain feel to it. The puzzles are very simple and one dimensional, which ends up feeling like you were trying things and trying to make them work first, which is fine. There's a lot of room to expand more of this concept you've created.

One design aspect, I didn't understand why lady crow didn't like some of the offerings, it felt random. I didn't receive any prompt from her saying "I want this, go find it". Not sure if I just moved too fast and didn't queue the prompt bubble. We see this prompt when we first go into the nest where she "says" that she wants the green thingy. That didn't happen again during my play. Essentially, I felt that my purpose was "collect everything and bring it to her" instead of a "treasure hunt for the shinies"

Hope this helps you all :)

I wasn't able to figure out what I was missing. I stepped onto the 2 squares, they became blue/cyan and then I went to the door. Pressed the switch and nothing seemed to change.

Yes, I've found them a bit overwhelming initially and was unsure what some of them meant (charging objects and the difference between the them). When playing I started understanding what those pictures meant.

I'll give it a go again later in the day to try and find out what I missed :)

I ended up feeling like the moment you have to solve a puzzle the rhythm of the game slows down or even stops. The puzzle interacting with the platforming is a good concept. What I feel that it's happening is that I get momentum from the platforming due to movement and just when the pace is picking up I get slammed with a puzzle to solve

I was feeling like the game is extremely hard and then at level four I noticed that a blob disappeared when I was dragging a blob around xD

Apart from that, it was very intuitive and fun!

The mouse control felt weird and glitchy in the web version in firefox. Couldn't run it on linux even though it's marked as supported

Couldn't run the game on Linux with Lutris or just Wine :(

An .exe download isn't really supposed to work on Linux, but it's marked as so

I got past the first door and reached the switch. I didn't understand what was missing and got stuck there, never going past the door with the ramp. I stepped everywhere I saw I could step.

This sounds dumb saying but it's also hard to navigate because of how dark it is. Not sure if some minimal ambient light could help or something else. Essentially, it feels more like we're in a pin-hole and can only see in that single spot of light source instead of "I have a flashlight and I can navigate around, even though I'm not entirely certain what's around me because it's dark"

The input/tutorial page also felt confusing, as in "wow this seems a lot to remember" and while playing I then understood what those things meant.

Tested with firefox

Tried this game with Firefox and Brave and I wasn't able to get past the map screen :(

Also tried to find a way to fullscreen it as it could maybe fix the problem but also no luck in that.

My bugs are the same as reported below