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Errata Espada

16
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A member registered 56 days ago · View creator page →

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Woah, grateful for the high praise! Thanks for giving the game such attention. 

As for your feedback (highly appreciated as well):

 - right analog stick on 8bitdo ultimate 2c wasn't working: I hadn't heard of that controller at all, I'd have to look at that. What OS and browser were you using? 

- the restart level popup after dying doesn’t work with controller: Ah, right - I fixed this for a different dialog, and I might share the fix for both these dialogs with Maaack's game base (which you can find in the game description). I realized late in dev that it was still broken for this case. 

- a few times, an enemy would basically just get stuck on me: oh, he latch on tight! I wish I'd been able to debug this more, along with the craziness for level 3. Level 3 was the last level that I added in, and its the only level that does this. I'm still not sure how that came to be. 

I don't really know where to start with the level 3 issues, I tried looking at the collision shapes in Godot's editor, but they all seemed really normal. Maybe I'll build some debugging tools to get to the bottom of this (and so I can have them to use for later jams!) 



I can't quite intuit how to control the game (or is that part of the ragebait?), so I'm not rating it yet. For some feedback, I'd love to fullscreen it haha.

Spacebar to "lick" the thread, btw

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Driving into this new city I was thinking about moving to, I stopped at a stoplight (dark red zone) and another driver hit me from behind at full speed. At first, I thought the sirens were help...

I did encounter a few other issues like the player car having weird physics impulses (depenetration with the curb?) sometimes. 

I think the premise here has ragebait potential, but it is very easy to sort of breeze through, and so I didn't get either the rage of encountering the mechanics or the satisfaction of progressing despite them. 

Other than the first level transition not being obvious to me, I think the game works well. 

This is what we all wanted pogo sticks to be!


I did encounter a bug where I wasn't bouncing, and I had to reload the page.

Devious idea! I thought the tutorial delay was going to irritate me, but I was able to skip a lot of those (and I may have bounced off the game if I couldn't have).

It felt like I could bypass some of the intended tradeoff decisions by clicking values in the right order, but I'm a little unsure if that was a display error or not (because I did seem to look the size I would expect, but then I hit a killzone that I thought I was safely below). 

This was a fun game that kind of reminded me of tin can! It seems like there's different endings, but I'm not sure how to get them. 

This was a delight! It's easy to get sidetracked with hypotheses, but I think that makes the eureka moment more satisfying. I also enjoyed the music (and how you displayed the timer) - pretty cohesive! 

Wow, really well done! I loved the vibe ::)

Thank you :D

It was a lil confusing at first, but I feel like it fit with the theme of a nightclub dancefloor hehe

What a cute game - the humans were really good at catching me though.

 Even though things were a bit randomized, I enjoyed how the minimap nudges you.

Either one is situationally OP! I wanted to do different difficulties but I was running out of time 

Had to practice with the drone controls a bit, but once you get a satisfying flight path it's pretty fun to swoop the packages to their destination.

What if we could daisy chain the deliveries, one after another?