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Gina Häußge

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A member registered Jan 09, 2021 · View creator page →

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Oh hey, that would be awesome, especially since I’m a regular viewer 😄👋

Mine is a little shmup called “Pew Pew Pew: Danger Zone!” where you shoot more bullets the less health you have!

https://foosel.itch.io/pew-pew-pew-danger-zone

I’ve gotten some great feedback on it (which I did not expect on my first ever jam entry) and I do intend to develop it further 😊

Intentionally crashing into enemies or using the gravity pull to throw health pickups out of the screen was indeed emergent gameplay that was more or less intentional 😁

Danke sehr!

Thank you for the feedback and the praise 😊

I intend to turn this into something more and any feedback helps for that! I like the idea of collecting health pickups but not immediately using them. Something that I had a lot of fun with during testing was using the gravity pull of my ship and its movements to gather points and other pickups but get the health pickups thrown away. But apparently that kind of gameplay didn’t emerge for most, so that could also need some look at.

In any case, thank you again, and I’m indeed quite happy with my contribution to this jam 😊

Thank you very much 😊

I found myself way more drawn to that than I should - addictive 😅 My run was cut short when I was in wave … 6? 7? and one enemy was left but I couldn’t locate it. Still, lovely game, and I found the sound effects quite satifying 😄

Amazing that you did this in such a small amount of time! Kudos!

Loved the art style, quite cute and all in all very relaxing!

I completely missed that! 🙈 I’ll have to give this another go ASAP then and have some zoomies!

Ok, that was fun! I have to admit that I’m not sure about what is “less is more” here, apart from the fact that it is a quite minimalistic mechanic that causes a ton of fun frustration ^^

Nevertheless, this is well executed, the controls feel snappy (VERY important in a game that requires that much precision), the music matched the rhythm of the jumps nicely, allowing me to find a flow quite easily, and whatever you did with the camera there works great 👍

I could see myself playing this way too long 😅

Love the idea! Would have been great if the sheep… sorry, shoip dog could have had a speed boost on command, that would have allowed for this “slow slow slow ZOOMIES slow slow” feeling you often get when watching such a doggo at work.

That is a great idea, I love it!

I am an utter failure at this game, but I totally love the idea and the execution looks great as far as I can judge it, not having been able to get very far 😅

As such, I’m also refraining from rating it because it would feel unfair to rate a game which I cannot really play due to reasons beyond control of the creator, but I wanted to still give you the feedback that I really really like what you did here!

(1 edit)

Thankfully I got the tip by Hot Cuddlecino to try it under Wine (I apparently didn’t read the comments close enough to spot this myself 🙈), and that worked 😊

Very nice game, great way to implement the theme, I love it! I just recently went through a decluttering phase in real life, so it might have felt easier for me than many others here, I quickly got into a flow 😂 It still had me sit there and stare at the screen and try to make heavy decisions a couple of times. Really great writing! Also nice nod to the Cosmere, currently re-reading the Mistborn series 😄

edit: Also would have loved some sound and calm music in there. Though maybe there was and me not hearing it was due to the slightly weird workarounds I took to make it work? 🤔

I so wanted to play (and rate) this, but the Linux build seems broken 😢

Great implementation of the theme! The randomness of the traps threw me off sadly, that was a bit too “random encounter” for my taste. A bit unexpected sound effects 😂

Side note, was a bit confused first when I ran the game on the embed page and the tutorial screen look like this:

Going full screen resolved this then, but maybe increasing the embed size so it works with that game would be a good idea here 😅

Omg I love this!

A lot has already been said about collision behaviour and possible frustration reduction, so I won’t repeat this here and just say, this is so adorable and I really love the minimalistic style you went with there. The choice of music was just perfect as well, and the title made me groan, but in a good way ^^

One other thing though, this is what greeted me when I ran your game on my 4k screen 😅

That’s a real shame for this gem of a game, so if you plan to continue working on this (and you should IMHO!) please make sure it scales up properly 😊

Consider me absolutely amazed that you managed to fit this into less than 500 characters! I just recently learned about the Tweet Jam and was in awe, but didn’t expect to be able to ever participate with Godot Engine (which wouldn’t have been that bad, I wanted to take a look at things like Love, TIC-80 and such anyhow). You just taught me that it IS possible, so my hat’s off to you!

The idea is great, I just suck horribly at it 🙈

Nevertheless, also nice visuals and sound effects! The music for some reason was only on one speaker (wore headphones while testing, so that was quite visible), not sure if that was intentional or not, so thought I’d mention it.

Admittedly not my kind of game and I didn’t have time to sit down and start taking notes (which it recommends and which I feel it really deserves), so only played it for a few minutes.

BUT it’s visible how much you poured into this game, and if this was my type of game I certainly could myself sinking a bunch of hours into this, so great work!

One suggestion given that this is playing in space would be to go a bit deeper into physics here and give the ship some weight and impulse. Since the goal is to save up credits to save a planet, and flying costs game, I could see some fun optimization challenges by trying to shoot over to another planet with just one initial push and let the impulse and gravity by other planets do their thing. But that’s just one thing that came to mind while getting lost in space repeatedly 😅

I will admit, I didn’t really do anything with the card deck during the fights, I was just too busy to even register what cards I had out, yet alone try to optimize things by discarding and redrawing 😅

With that being said, after an initial feeling of being overwhelmed, in the second attempt I understood better what as going on and played it through. I loved the various enemy types and their distinct mechanics. Might also work great as a mobile game. Also, some really nice feedback there during the fights, and some juice, great work!

Very nice look and feel, the polka music chosen for this gives it a certain something that just makes squashing the bugs even more fun. Also they felt like they were teasing me with all that jumping around, very nicely done :D

Got annihilated in the third level, but had a blast until then, thank you!

Nice retro shooter! If only I wasn’t so bad at retro shooters 😅

Familiar approach to the theme indeed, and nice work on the look and feel! As already mentioned, I also would have loved some better indicator about being hit. I found myself booted back to the start out of the blue without understanding why at first.

Seconding the request for a pointer to the goal, I felt very lost 😬 I somehow managed to constantly get the ship into a spin which I then could no longer recover from, so I think I might have misunderstood the exact nature of the controls 🙈

Great idea however!

That was fun! I had the urge to match the rhythm of the background music to the key pressing on the action prompts, so that might be an interesting direction to take this in :D

I agree on their being some visual issues still with the bullets, it’s something I plan to fix.

Could you elaborate on how it felt held back by the theme?

Something went wrong with your link I think, fixed here: https://hot-cuddleccino.itch.io/ffscs

Thank you 😊

Beautiful! Everything fits very well together, it explains itself nicely and the puzzles are fun!

A nice puzzle game, I like it!

It was a bit hard to read the text on a 4k screen, would have been solvable if the game had scaled up on fullscreen 😅

Didn’t get far today, but I’ll return 😬

More feedback is always good, https://itch.io/jam/go-godot-jam-4/rate/2063488

Honestly, not an odd compliment at all, I spent a lot of time on getting the menu right as well, so I’m glad it paid off :) Thank you!

On my first run I didn’t understand that my weapon wasn’t a weapon but a wand relying on mana and got terribly confused why I sometimes couldn’t shoot for random amounts of time 😅

On the next run I made it to 1913 points 😄 There might be more runs in the future 👍

I love the message, I love the art style. Alas, I’m really bad at even meeting fishes, they seem to be so much faster than me, making it extremely tricky to bump into them. But maybe that’s just me.

Still, amazing job, I really am into that whole artistic direction you went with there, visuals, sfx and music together!

Nice idea! Would have loved if the wine cellar level had forced the size function a bit more, and the corridors there felt a bit too long 😅

I think it was already mentioned enough that some SFX and music would have done a lot regarding immersion (I can really recommend standalone sfxr or the gdfxr Godot addon to quickly generate some SFX).

Good job everyone! 👍

Not clear on whether you meant “sign up here for tomorrow” or if there’ll be another thread, but just in case: https://foosel.itch.io/pew-pew-pew-danger-zone

I’m thinking about developing this further, so that’s definitely helpful feedback, thank you! 😊

Thank you very much 😊

I see! So tool supported manual design, I have to keep that in mind ☺️ Thank you for the elaborate answer!

The puzzles reminded me a bit of how to solve a Rubik’s Cube, which I finally learned earlier this year after having it on my bucket list for way too long - it triggered the same pattern recognition areas in my brain I think 👍

Spending part of my evening as an energy wave popping popcorn was not something I had on my radar, but that was fun 😄

That is awesome news :D

I hope you don’t mind me asking questions, but: how did you approach the puzzle design? Did you create a tool that would just chuck them out based on some rules? Because while I absolutely love puzzle games, I’m currently still way too scared to try to develop one because I wouldn’t know how to create good solvable puzzles in an amount that it is actually a game and not just a prototype.

You had a ton of them in there, to a point where I warned my partner I’d be tied to my screen a bit longer until I had solved that fun puzzle game someone had created, and with the amount of time that was available I just wonder - how did you make them all in that short time frame?