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foliagic

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A member registered Apr 26, 2024 · View creator page →

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For the chunk errors, when I looked at the console window I saw some errors about not being able to load chunks but those errors were seemingly always popping up but the actual visible chunk errors only started appearing after time passed. When I found a chunk mutated, the npc’s that were on them were still there and burnt ground was sometimes still burnt although these chunks would sometimes come with new fresh trees in locations where I had already cut down all the trees.

I hope my message did not come across as aggressive or demanding. I understand there are lots of limitations to what can be done in 2 weeks and I just tried to be as thorough as possible while explaining my experience.

I think the concept of atoms is so sick. I see a lot of interesting gameplay potential in a game where the understanding of all blocks being made of atoms becomes relevant to gameplay. If it needs to become second nature for players to understand atoms and incorporate that understanding into gameplay I think it could be very cool. So maybe scratch that about showing 1 logs worth of log per unit in the inventory and embrace atoms as a unit within inventory? If you want though.

Dokibird’s fight is so hard. But I somehow managed to get a hit and a strike at the same time? Doki lost hp and I still got a strike somehow? This was distracting enough that Doki got me. I got to the final round against Doki on normal, but I think every “tie” is complete bs. Then I switched to easy, where it was extremely easy in comparison. Then I clicked outside the window to access options to enable the dialogue, but the dialogue got bugged and I got the dialogue for multiple different situations at the same time. After winning the final round Doki gave me her winning quote and a retry button appeared. If I hadn’t came here to post this comment I wouldn’t have seen comments talking about an ending and realized I didn’t actually get the win for whatever reason. I had to refresh the page to get it the work again. I beat the game on easy in the end.

Very pretty game, the character designs and the portraits are super nice.

So I am very confused about a lot of things.

The game seemingly runs normally, at 40-50 fps on my 1080 Ti. Unless I look at the God-rays of the sun there aren’t a lot of frame drops.

I burned some stuff, I placed a town, spawning 3 dragoons. I see 200 something stone and lots of wood on the bottom right bar and assume the game is asking me to gather those.

At this point I am scared of leaving my town because I might not find my way back but I manage to carefully collect all the resources and I hit B around one of my guys that didn’t move at all and I manage to remove all the relevant items from my inventory, but nothing happens so I have no idea what is going on. At some point I realize I have some items like houses in my inventory. I try to place them around, they disappear from my inventory but there is no visual indication of where they are supposed to go or what total materials I need. The bottom-right menu shows me a list of materials related to the very last construction related item I placed but when I deliver those items to the town nothing happens probably because they already have an invisible queue of all the other items. I don’t remember where any of the items I “placed” is supposed to go because there is no visual indication.

Night falls, I try to walk around and explore and gather materials because there is nothing else to do. One of my guys have wandered pretty far away at this point so I find him and build a dirt tower to mark his location. I find a river but there is nothing of interest there so I keep wandering and gathering stuff till morning.

At morning, Mint is here and she is inside a little crater with the “town” guy and she SCREAMS and gives me some items that I can’t tell what they are and when I right click the items disappear one by one.

The dragoon that wandered off is properly lost and the other dragoon is stuck seemingly placing yellow leaf blocks? I try to deliver some items to the town but it changes nothing with his progress. I try to place other structure items, nothing changes. I have no way of seeing what the next thing I’m supposed to do is at this point. If I’m supposed to deliver a specific item, the game doesn’t tell me. It instead tells me on the bottom right that I need 1 wood because the last item I placed was a fence.

At night I was starting to experience chunk errors, where a chunk would transform in front of my eyes, appear higher or lower or rotated. On the 2nd day the chunks were transforming right under my feet.

So there are a lot of cool ideas in the game and it was great chill vibes in the first day while I was just farming for materials but I am unable to make any actual progress in the game.

Some suggestions:

  • The game should let the player only place 1 build order at a time OR let the player see the details of every build order and cancel them individually.

  • There should be a way to easily “find” the location of the town as well as each build and npc.

  • Please have a hover text or something on the inventory letting the player know what the item actually is. It is difficult to tell based on the art for some of them.

  • Speaking of text, the tutorial voice is fine but it is a lot to take in every time so I wish it was also displayed as text somewhere on the screen that the player can read and remember what to do next at any time.

  • Instead of having drop items to town as a button, it would be much easier if, for example, when the player is not in placing mode, right and left click instead interacted with the npc’s and opened up menus where you could see the details of what they were doing and what they need etc.

  • Minor nitpick but for items like logs, instead of counting the number of atoms in the block broken, the inventory slot should already know how many atoms make up 1 block of “log” and should do the atom to block conversion and display the number of whole logs it would make. I understand dirt blocks and such but clicking a log and only getting like 60-75% of a log doesn’t make sense.

I know all this is asking a lot for an already very complex game.

I love a lot of the ideas you have here. But unfortunately there are a lot of things that made it really hard to actually keep playing the game as intended.

Thank you for playing!

Thank you for playing!

Thanks for playing and enjoying!

Yep! The scrolling 3D background combined with the music is massive Touhou vibes. Micro, our member responsible for the music did a great job with the stage theme!

Thank you! I’m glad to hear you enjoyed it!

I do kind of get what you mean with the 2d-3d, but in the end it ended up being about which team member has the most time to work on what.

You are absolutely right about the UI. 😭 It is our biggest weak point, definitely in this project but also in general.

Ahh I do see what you mean about the inventory. I’ll try to make that work for the first post-jam patch.

Thank you very much for the in-depth comment!

image.png The screenshot is from my third clear. Is one route just way faster than the other in stage one? Cause it felt like that. I love all the references and the movement feels great (if a little on the fast side but that also has to do with stage design) Genuinely fun game. Would not be surprised if it wins the whole jam!

It was quite fun to optimize a build. Genuinely good sense of progression as I level up. Though, I only managed to get up to 513m and level 13 in my best run because I suck at dodging the tomatoes.

I love that the dog is Mint. So fittingly smug. Very solid execution of a simple idea.

While the presentation is technically impressive, there are a lot of annoying things in this game. I was excited to play this game but I really did not have a good time. The Doki laughing clips are obnoxiously loud compared to everything else (everything else is also not balanced very well either) and there is no way to adjust volume from what I can see. During the boss the combination of all the loud sounds made me throw my headphones. The walk speed is slow and there is a lot of walking around geometry. The enemy bullet hit detection is weird due to limited movement and no shadow on bullets. The screen shakes are WAY too intense. The still images of the game look so good but the actual experience of it was painful.

Is it just me or does the game lag real hard whenever a new bird is spawning in? Also I wish we could open the shop while the birds are loading in.

I beat the whole game on my own. Had to take a break after level 10 to rest my arm though.

The whole thing is so beautiful man 😭 The sprites, the portraits, the animations. I want to see more stuff made by this team. The gameplay though gets annoyingly difficult towards the end. I wish instead of holding right click, we could just toggle the aim mode, and then use the keyboard or something to fine tune the shot. The “gameplay” ends up being more about how slow can you move the mouse/how low can your dpi get than the actual puzzles themselves. Like I know the solution I am trying to achieve will work but I can’t aim that precisely even with all the settings that do help a lot.

With that said, I wouldn’t be mad in the slightest if this ended up winning the whole thing. Great job all of you!

I got all the achievements and I gotta say: Man, incredible amounts of polish for a jam game! It seems people already analyzed the game very deeply in the comments so I won’t repeat things they said but one thing that stood out to me was the countdown. When you keep failing a stage and retrying over and over the countdown starts to feel very long and I kinda wish it could be skipped.

576k! Simple idea, fun game!

Simple yet surprisingly fun idea for a game! image.png

I aint no puyo master. I can purposefully build 2 chains and no more. Yet the final fight was a breeze for me. Although I guess I understand if someone is wholly new to puyo they might struggle a bit.

Cute game, feels nice and smooth to control.

I got to the dark level and I am assuming that’s just the end? Unless I’m missing something.

Nice solid platformer. The ideas are good and the execution is nice for a first game. The sprites are so cute.

If I were to give some general advice, I would recommend not making the platforming so tight compared to the movement and jump speed of your characters. 3 of them are fairly slow so it’s fine for them, but the default dragoon is so fast and the player always wants to stay on the fastest option, and the levels are full of 1 block high or 1 block wide gaps that feel claustrophobic with the regular dragoon.

While people’s preferred control systems are subjective, I feel like there are too many buttons. Instead of the skill being on shift, you could make W jump and have the skill on space I think.

Things like the part where you have to drop down on moving platforms are super hard because the maximum falling speed is too high.

I laughed out loud multiple times. 👍

Am I missing something or am I stuck here? image.png I really really like the ideas in this. There are items that make each run different, you have skills that you can use and actions you can take without losing your turn. I love all of that and they are implemented beautifully here. While the game starts out with a big, scary block of text, I wish it also explained what each level of skill actually does and what each type of tile does. I think the star is a damage over time?, Heart is healing, crosshair is charge and bullet is damage. I have no idea what the trophy is though and that makes it hard to play around them.

I got to the last boss twice but I couldn’t beat it. I intend to try again though.

Ok I beat the game. I was playing on a private Edge window because Godot games run better on Edge in my experience so I lost my progress when the game froze on me. It really made me wish there was a skip button in the story sections.

It does seem that there are quite a few bugs. Hp starts draining while the countdown before the match is still ongoing. The options menu does not open. Some of the cutscenes seem broken. image.png When connecting two bubbles, the direction matters sometimes. A can connect to B while B can’t connect to A.

There are other things that aren’t bugs that are quite frustrating. Mint’s skill is very annoying because when a bubble gets too big it gets pushed outwards and can’t “hit” the wisps that fall inwards because they are small like sand. I understand that you don’t want to overwhelm the player with text, but I wish more of the mechanics were explained. How big does a bubble need to be to deal damage? How big does it need to pop by itself? How much skill charge do you get per size of the bubble popped? How big is the radius of a popping bubble’s area where it increases the size of the nearby bubbles or destroys wisps?

Still one of the best entries in the jam that I’ve played so far. This is some of the highest amount of content you can find in one entry in this jam and the gameplay is the most creative that I have seen so far among the entries I played.

Uhh I broke the game I think. image.png I tried to immediately build a bigger bubble out of the ones buffed by doki’s skill, but the one i started on got popped automatically and this started happening, then the health drain paused and the game got stuck like this.

The art is very cute and the game concept is great. I love all the little faces on the bubbles.

I wish some of the mechanics were explained to me better. The first mint fight destroyed me multiple times, and I only understood what I was meant to do against her skill on the second fight. The game is pretty difficult already but without being able to understand what enemy skills do it becomes a rage game.

Awesome! Glad to hear you had fun!

Ahh all the spritework is so beautiful. And the gameplay has an impressive amount of depth and volume.

I have a few minor nitpicks. I ran into a couple of bugs on the web build where after cancelling a movement, the left-side panel that displays the info of the targeted entity would break. I wish those panels also indicated whether the mob on the targeted tile was friendly or an enemy. It is not necessary for most mobs but with the egg sprite it’s a bit hard to see. Oh and the music restarting every time it’s my turn got a little annoying towards the end.

But like I said these are minor nitpicks and I really like the game! If you intend to keep developing this after the jam is over I would love to play it again!

I like that there is a variety of genres present. And the sprites are really cute!

The flappy bird section is a little too fast in my opinion. The game’s difficulty goes from 0 to 100 in an instant. And also the music resets every time you fail that section.

We are thinking of adding a feature that snaps the pegs to the nearest safe point. However, since that probably does not count as a “bug fix”, we can only add it after the jam is actually over. We found out the hard way why most roguelikes have at least 2 types of items. Slay the Spire has cards AND relics, Nubby’s Number Factory has items AND perks (and food), Noita has wands and spells but it also has perks/abilities. The more “types” of items you have in a roguelike, the more you can afford to have minimal text on each item. Thank you for playing and enjoying!

Thank you for playing and enjoying!

We realized too late that the peg placement is a little too precise because early in development there weren’t too many pegs on board. We are thinking of adding a “snapping” feature to move the pegs just outside of another’s zone, but since that doesn’t count as a bug fix, it will have to be after the jam is properly over.

Heck yeah man! So glad you enjoyed!

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I beat it! The models and environment look cool. And I love the humor in both the story and the checkpoint sections in game!

There were a couple frustrating points the gameplay. While falling down sometimes the game wont register sideways inputs? And the slowdowns are generally unhelpful. I don’t know if the slowdowns are messing me up and causing me to hit the wrong buttons or if it is just eating my inputs.

One issue that I have which doesn’t matter for this jam but annoys me a little is that the UI does not scale correctly to higher resolution screens. For most games this is a really simple fix on Godot, you just have to tweak a few project settings!

It was more difficult than I expected but I enjoyed it!

Very cute!

Even in songs where the note timing is really easy, if there is a note really close to the end of fever time, the fever time kind of shadows it and that one note is super hard to hit.

At first sight I didn’t think it would actually feel this chain reaction-y but surprisingly a good setup caused a real nice chain reaction! Props for the implementation on that!

I wish there was a way to adjust the volume after having heard the music/sfx instead of only before!

I ran into 2 minor bugs which don’t matter all that much but I’m letting you know so you can fix them if you intend to release a post-jam update.

  1. If 2 opposing characters are close enough, you can select your guy and wiggle the mouse and it will keep dealing 1 damage forever to the other guy.
  2. Sometimes the turn will end before all characters have fully stopped and the collisions that keep happening after that will count for the wrong team.

By the way I have to say I really appreciate the very intuitive gameplay!

I like the visuals and the atmosphere and I love twin stick shooter!

The main things that jumped at me while playing the web version were that:

  1. The screen is quite small, and there is no fullscreen option. Both of these things you can set on itch. You might even still be allowed to change those! Might want to ask on the discord about that.
  2. As I’m trying to zoom in to play and trying to adjust my pc volume because the shots are quite loud, I realize there is no way to pause the game and I am already past the tutorial area.

Those are the biggest issues for me within the context of the jam. A way to pause the game, a settings menu to adjust volume, a way to make the game full screen etc. would all be great to have. Also I wish you could just hold down the mouse to keep firing instead of clicking every time. These were kinda accessibility-adjacent things that I wanted to bring up. The rest of this comment is about what would be cool to implement even after the jam is over.

It would be cool if there was an area indicator on the floor before a new wave spawns to tell the player “This area is safe to stand on” or “Enemies will spawn here”. It would also be nice if Doki moved a little faster, or maybe she could have a dodge roll ability like in Nuclear Throne.

I liked it and I kinda wish there was more! Keep up the good work!

The sprites and the models are really good and the dialogue is funny.

It’s really easy to become basically invulnerable to everything after a few upgrades, and the gameplay becomes “Hug the right side of the screen, keep shooting and spinning”.

The mechanic is definitely interesting and the techniques used are impressive. But combined with the controls and the types of challenges provided in the game, I did not really have an enjoyable time.

On one hand, you very successfully created a game that gives players a really specific uncomfortable feeling. On the other hand, that feeling is the sensation of trying to pee in complete darkness.

I had an issue where I couldn’t un-invert the camera controls, no matter how many times I restart. And I kinda wish I could adjust those settings mid game instead of having to reset my progress and having to go through the instructions screen again.

This game made me use parts of my brain that I never use so I’m glad I played it. But also come on man, a dark maze? :(

That and I believe the Metal Gear ! effect :D

Ah I see. For sending the plushies to the other player, maybe popping something like “5x Combo” on the screen when that happens might let the player connect the dots. Or an animation of the 5 dolls transforming into an Ironmouse/Monke plush and moving to the other side?

All of the art is very good and the story is funny. I don’t actually have any criticisms(for the first time so far in this jam. I don’t think you have the rights to some of the sound effects I heard though :D

Great entry!

The game is fun and Mousey’s model is so cute. I just wish there was more.

Making a puzzle game for a jam is pretty impressive in my opinion. Not to mention its one where an AI plays against you.

I don’t exactly understand what causes monke plushies to drop on my side. And I also don’t understand what is speeding up/ slowing down the refill bar.

Simple, cute little game.