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ElitoGame

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A member registered Mar 21, 2020 · View creator page →

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Yeah, I thought about it, but with the limited time, making spawn rate an upgrade was actually already done way as I thought about the acaling and well dev time haha

What might be better as a design decision would have been to increase the spawn rate each level. Would’ve added some variation and made the scaling slightly less luck dependent.

Regardless thanks for playing and probably streaming, missed that one though ^^

Glad you enjoyed it! The magnet does have it’s disadvantages sure and I did think about making it only active while you move. However, this is a game jam and not everything needs to be balanced. This game certainly isn’t, even without the magnet. When desinging game jams I’d rather make the game easier and funny than difficult to beat. And if auto farming is what helps you finish the game if you struggled with a level so be it, finish it slow rather than get frustrated about missing that tiny bit of score. Plus with the natural small mice movement it was always possible to farm. The magnet just makes it less time consuming. The ghosts are clearing out mice that have moved into your path after you left. It’s not the strongest upgrade, but I found it fun to include. Had some additional ideas for it, but didn’t get around to implement them.

Happens, game jam exports are always stressful ^^

The map is extremely large for the amount of enemies that spawn. I felt like I had to wander around to search for enemies to actually progress, otherwise it would take too long. Other than that an interesting game ^^

Love the seriousness setting! Very good entry, enjoyed it a bunch, it’s an interesting take on movement for sure! The only issue that I see with it is that moving above/below the wheel can easily be confused when ones eyes are glued to the screen to look for obstacles ^^ So ultimately it becomes more of a muscle memory task to remember how to move around dangerous zones. But nontheless a cool game!

Interesting game, I struggled with understanding why the bar went up three times until I noticed that they actually corresponded to the icons in the machine - neat looks good! However the layered ghosts moving in front made this a bit tricky to see on the first try. I did manage to get through 3 days, however it’s a real gamble when you don’t even know how much you need to reach ^^” 1st day 100, 2nd 200, so I was expecting to need 300 or 400 for day 3, but instead it was 200 again? I mean nice, but also difficult to predict then. As it stands the game has an interesting mechanic, but suffers from the long wait times while the bouncer is sus. Oh and I ran into a bit of an issue where pressing W or up arrow didn’t open the casino every time, which was quite frustrating, when pressing it multiple times, only to then be thrown into a rushed task at a point where you are no longer “as ready” because it’s unpredictable when it goes through. Similarly, operating the casino sometimes only showed me 2 bars before calling it done, which I assume is a bug with taking double inputs (on mouse up/on mouse down or smth). However the game had decent art and a funky story, so good job on that!

Nice game! I did however encounter 2 small bugs: I was able to pick up multiple potatoes during the cutting phase, but only ever placed one of them, the rest just vanished… And that the input doesn’t account for different keyboards. I got a QWERTZ not a QWERTY keyboard, meaning I kept typing “frz” rather than “fry”. Those were minor issues overall, gameplay wise it worked reasonably well, even though it felt a bit repetitive, but that might just be my taste of games ^^ Would be cool to highlight the score better to actually reward the player for doing a task, all tasks and scoring is static or jump cuts. I do like the kitchen turning and the people walking on the sides though - adds life! Good job on the game overall though!

Yeah that part should definitely be communicated better, but the idea is that you’re swallowed by it to deposit what you have collected. Just wait a few seconds and you should end up being sucked to the middle ^^ Glad you enjoyed the start of the game though!

Glad you enjoyed it and thx! The controls were kinda inspired by golf games like kindahardgolf.com where you also charge up your shot. The goals were set higher because some upgrades can be really powerful early on as well. In an ideal world that would be better balanced or stronger upgrades would only appear later to lead you slowly into the game. But I didn’t have enough time to perfectly balance the numbers there - shockingly XD

What issue did you encounter? The idea is to drag from the roomba to shoot it off.

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That is fair, I would’ve loved to add more variety, but I also didn’t want to invest too much time into the game as it was mostly about learning godot a bit better again and having fun ^^

Most of the variety time was spent on developing the upgrades, which at least change every time you play, giving you a bit of replay-ability by mixing up your progression (especially should the first few attempts not go to plan) Thanks for playing though!

The itch pages looks good, I love the cloudy background and skull. Sadly The 3D game didn’t quite reflect that with missing textures on the gun and TNT as well as enemies that were just default capsules swarming towards my position. I also massively struggled with the controls of the game. Seeing as the game is a shooter I as expecting to be shoot my gun by clicking with the mouse, however that didn’t do anything. After playing around further I found that E picks up the TNT on the ground and R brings up a menu for some kind of sequence pressing? I managed to light the first arrow up once but struggled to reproduce it. Would love to revisit the game with proper explanations on how to play it, however as of right now I am just stumbling in the dark.

The game seems interesting but I feel like I ran into a bit too many issues to properly play it. The background looks fun however and it is very Balatro-like but moves too quickly (felt like it got even faster over time…) and makes it very hard to read the tutorial text. The tutorial also didn’t show any actual gameplay UI, just arrows pointing at spots which felt even more overwhelming cause it seems like I would need to memorize locations and actions for something I haven’t even seen yet. When selecting levels, the black numbers have waaaay too little contrast. Didn’t even know there was something at first galnce. I also didn’t have any cards in my hand when playing and the only 2 buttons were start round (which seemingly didn’t do anything) and main menu which ended the level.

I feel like I encountered a very buggy version of this game and it’s a bit sad I couldn’t really get it to run, but could be interesting for sure!

Cool game, I just suck at beats haha! Was able to cheat the game a bit though by only ever spinning a tiny bit to get further. Ruins the fun but at least I got a bit further haha! Also tried jumping in without reading the instructions first to see how well the game explains itself and got very confused in Barcelona Nights ^^”

But aside from that a really polished experience with animations and sounds playing together quite nice, good job!

Interesting game for sure ^^ There should be an indicator for how much meat you’ve fed the bear already and additionally the wolves should not be able to spawn this close to the bear/player, made escaping out of the feeding area rather difficult sometimes. Regardless good job making this in 48h =)

Thanks! Also for the curious suggestions! The reason for the zoom limit was to prevent the camera from clipping into buildings, but maybe there’s something that could be done to prevent that.

Nice game, good job all the way through! Replayability is a bit low, but that’s easy to fix for future updates haha! Also great cutscenes!

Nice game, did enjoy it! The tutorial was decent, though it would’ve been easier to see the bugs being introduced slowly rather then all at once and having to remember all their quirks. Regardless good game!

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Thanks! And yes it is. It’s a jam game and some bugs sadly couldn’t be fixed in time

I liked it, was quite atmospheric, might replay if you get to add extra levels in the future!

Amazing game, quite tricky, but wonderful puzzles, neat mechanics, good presentation and fine music, would play again ^^

Thanks =D

Thanks! =D I get that, I feared it might be a problem, but well once you are committed to an idea in a game jam haha! Regardless for the future, maybe it would be more fun if the player has control at which point they play the cart and when they play the town puzzle? That way it might feel less disruptive and give control to the player.

Very nice game! Art and music wise very polished, gameplay seems nice too but too confusing to get started as others already said. One note, I found the boom sound rather loud, but maybe that’s just me =) Regardless good job, also on managing such a big team ^^

Curious game idea! Impressive that you got a leaderboard in. The UI was sometimes a bit overwhelming with overlapping windows, but overall a decent game!

Glad to hear you enjoyed it! =D

Thanks! Was quite happy with the tutorial as well, though I guess we should add more indicators to read up on stuff haha!

Glad to hear!

Thanks =D

Thanks! Good point, the “wizard vision” with the outlines can probably get a bit boring, we might look into some more fun ideas!

Pretty cool game, well done!

Pretty cool game concept wise, however it needs a bit more variation as it does get rather repetitive, with always the same encounters and shops, treeasures and campfires not working. Even the end boss was the same 2 enemies. Regardless good job for a game jam! Also I’d recommend you compress the file to a .zip rather then a .rar next time -> itch tends to prefere .zip’s as it can automatically read them and you can install them via the itch.io desktop app.

Fun game, interesting take on built to scale, was a bit confused when playing how it comes in, but I guess it makes sense after reading the description. Regardless really quite a fun game!

Cool game, had fun playing it! However, I had a few minor issues I guess.

  1. The dialogue kept playing every time I caught something new, layering over already existing soundtracks, which made it really exhausting to keep the sound on.
  2. The scaling popped up immediately and made taking references a bit hard sometimes.
  3. It is easily possibly to scale something to 0 on one axis (making it invisible) if you keep pressing enter, because at the end that also closes the dialogue box. I’d recommend adding arrow keys and maybe a confirm box to confirm your scaling choice.
  4. Maybe there was a special ending dialogue after completing the game, I couldn’t hear it due to overlaying sounds, but the ending felt somewhat abrupt and I wasn’t sure what to do afterwards other then Alt+F4’ing the game to close it haha!

But overall kinda hilarious scaling my cat down to look like a lizard and estimating how many lampposts a giraffe is!

Thanks =D Yes, this has been in the bug tracker for about 2 days, but I prioritised finishing the game and fixing game breaking bugs. Will look into improving that experience after the jam though!

Haha, glad you liked it. But I feel like an execution scene like in Skyrim wouldn’t have fitted the style of the game XD

Happy to hear you enjoyed it =D

Thanks =D Was sadly scratched timewise, but was originally planned as a spellbook. Will add lookup options to the description ^^ Gotta keep your mana up after all!

Glad you enjoyed it! We put some effort in the tutorial this time, but I guess we better add a hint to the page too about the controls haha!

Play the game on mcdle.net! =D