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Embersong Studios

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A member registered Jul 17, 2024 · View creator page →

Creator of

Recent community posts

Thanks so much for the review!  I'm happy to hear the audio and graphics worked well together!

Thank you for the review!

21 moves is great!  I think the lowest you can beat it in is 12 with a little bit of luck

Glad you thought it was cool

Thanks so much!

Really appreciate the feedback.  I was curious if people could see the colors well with the background.  Or how it might look for people who are color blind.  After the game jam is over will definitely go back through and adjust colors.  

I'm glad you liked the idea!

Thanks so much for the review!  Am glad you liked it

I'm glad you thought it wasn't a bad concept thanks for the review!

Thanks for the review!  Yeah after having a few people play the game, the rules should have been explained a bit better

Thank you!  Tried to focus on making everything as polished as I could

Thanks so much for the feedback!

Here's our game!

https://itch.io/jam/brackeys-13/rate/3334824

The flow is definitely there!  Your transition is also neat to expand your button over the screen to hide everything else loading.  Adding more feedback when you clicked on buttons would be great.  Like particle effects / tweening the button for more feel.  But solid game!

Would love to check out all your puzzle games!  If you made a puzzle game post it in the comments and will happily review them.  Here is the puzzle game we made Keep The Lights On
https://itch.io/jam/brackeys-13/rate/3334824

The gameplay is really solid!  Expanding the items / adding more content and this game could be a hit!

It's really polished, and love the visuals.  Great job!  The tutorial is also really helpful with explaining your mechanics in a way that wasn't overwhelming. 

I had the same issue of not being able to jump very high.  I pulled out my Mac with a higher resolution, and the viewport scaled large enough to where I could jump.  I had the same issue with my game.  That the viewport would scale differently.  It probably has to do with how Godot handles exporting to web, even though you can set a resolution during export and on Itch.  Unsure of a fix around that though :/.  But it was a great concept!  Also bonus points because both of our games have King in the name! :)

The visuals in this are great!  It feels really solid!

I really like the art style!

Thanks for the kind words! 

Thank you!  I really aimed to make everything feel as polished as I could, and I'm glad is shows!

I could definitely add another input for dash!  I went for mimicking most PC games where run is shift.  But, I didn't think at all about making right click to dash where you are aiming.  That's probably a better input schema.  I'll have to mess around with that.  Thanks for the input!

I'm glad you enjoyed it!

Appreciate the review!  After the Jam rating is finished I'll come back and make the movement more snappy.  Is 1 variable change on my end.

Thanks for the review!  I definitely can tweak the movement to be more snappy with a 1 line change.  Getting the enemy spawn balance right was interesting, because some people said it was too easy and others too hard.  So, I made it ramp up quite a bit in the last 2/3 rooms for those wanting more of a challenge.

Thanks so much for the review!  The movement responsiveness I could change with just a variable so wouldn't be hard :).  There is a max_speed and acceleration var.  So can increase acceleration for snappy movement. 

I was just torn between making it feel somewhat sluggish to motivate the player to dash more.  You also gain a speed increase when attached to enemies, which my intention was to try and motivate the player even more to always stay attached to someone.

Thanks Kain!  Ah dang that was a bug from awhile ago, that thought was completely fixed when I pushed the full version up.  But I'm glad you enjoyed it still!

Thanks a bunch for the feedback!  Definitely the hardest part was realized I scoped the game a little too large for getting everything balanced.  Such as the "spread" shot, player shooting, and how useful some wagons are compared to others.