actually jk it looks like you basically do have that already in addition to the lightsource, i totally missed that. Up to you what to do with it!
Garmpeeld
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Oh I see, You can pixelate a lightsource with a shader, but you could also try the sprite again. I feel like doing a separate sprite on top, that could just be either a stepped gradient, or simple circle of light, set to 'add' in the editor can serve as a simple light. Plus then you might be able to animate the sprite and do fireflies around the lantern, or make it pulse in and out to be like flickering, that would be really cute. I'm sure you had some version of that, but maybe you don't need to combine it with an in-engine lightsource at all, especially since it's not casting shadows right now.
This is legitimately really good! It's definitely the type of game I would just have open in my browser and dink around for the vibes. The art is really nice!
I really love the banjo song, unfortunately it seems like after you click on it, you can no longer interact with other things, though.
I also think turning on the light is really fun, I would make the glow around it stepped, or pixelly in some way. You could use a sprite with transparency. It's just almost the only thing that isn't pixel art, but it totally could be to harmonize with the other art. that's just my 2 cents though.
Also impressed with the inventory, it took me aaaaaaages to get an inventory working with Godot.I'll keep checking back for updates
Hi! Since you commented on my game, I figured I'd come and try yours out as well (even though you didn't really like my game lol but it's all good).
I would say it's a unique idea, but the environments, at least for the first few levels are not too interesting. The water looks fantastic, I'll say that. The swimming is really cool. I also thought it was neat how the water level rises when you drop sticks.
But the scattered plants and landscape are not too interesting. I know you're still looking to upgrade assets and stuff, but for me it's about interactivity, not quality of assets. You have pretty big levels, and most of the things in them the player can ignore. Especially once I got to level 3 where the main challenge is finding resources among the evenly scattered plants. So you could have really limited art and assets, but if the design is good, the game is fun. Like you can literally have N64 level graphics and make a great game. There just needs to be more intention behind the level designs, the terrain, obstacles, where objects are placed, etc.
I think there's kind of a lot going on with the genre of game, too. It's a collect-a-thon, but also kind of a survival game, some dam building, and an education game. A game can have multiple aspects, but you might want to figure out which one of those is the MOST fun as a gameplay loop and just try to do that one thing really well. Making a game solo is a lot of work, so trying to improve ALL of those mechanics as one person can be pretty impossible.
If it's a collecting game. Leading the player through the environment with a trail of resources, maybe even some platforming would be fun. And faster and smoother movement would help. If it's more about survival, I feel like adding some kind of obstacle would help, like you have to succeed in damming up the mouth of a river before it rains, or before the sun goes down. Otherwise it seems like you can wander aimlessly looking for sticks for a very long time with no real obstacle besides happiness slowly sinking. Apologies if something like these suggestions actually happens in a later level I wasn't able to get to.
Hi, I just released my second little game! Going for that old PC, low-fi look. It's a first person puzzle escape game with buttons, dials, switches, and even some easter eggs.
https://garmpeeld.itch.io/alyryla-cave
link is here if anyone wants to try it! This is only my second game, so I'm not that great, yet. But I'm really happy with all the improvements on my first. There's inventory, more sound effects and music, and overall more interesting puzzles to look at.
Honestly I don't think I've every finished a Twine game. But this one was so well done, and interesting! Loved it. The realization of who the killer really is over the course of gathering clues definitely put this above almost all escape the room fare. And I think it was really clever to have the situation on the face of it be very tropey 'escape the room game' at first but then actually serve an explanation for the strange locks, mechanisms and hidden clues.
Also I don't want to be too specific and spoil anything, but I appreciated having the 'date' be day first since it was supposed to be London.
Fun! props for coming up with a really cool and unique platformer concept. I think this has a lot of potential. I think the next thing it needs are checkpoints. Because dying and losing all of your pearls really sucks if you have to go back to the beginning. Plus it would give the gameplay some direction like "this is your next goal". That said I didn't get too far, I kept running out of swimming energy as the current stream part. So I'm not going to be too critical of that. Maybe there's a bucket to drop your pearls in later on that I didn't end up seeing.
I also notice that when you jump/swim the scallop usually ends up floating upside down? And then when you land, it flips back around which seems a little weird.
I think it has a lot of potential though, I'll keep an eye on the progress!
This game is awesome! I think it would be well worth $5 I really enjoyed the demo. Impressive how many things are already fleshed out in the demo, like secret rooms and little boss fights. The graphics have a really crunchy retro feel, but it's not really confusing or annoying to navigate like expected.
This game was really fun! I honestly ended up playing it for like over an hour trying to beat it. But unfortunately I maxed out everything but couldn't figure out how to get to 5000m?? My highest was 354m,
Like I feel like I missed something about the technique to get height, but I was able to get to 4000m distance.
This is such a great concept! It's really fun, makes you want to try one more time. Thank god for those stars that end up on the ground. The third level took me an insanely long time lol, but that's probably because I missed that you can turn the dynamite on and off. and then I think I got to level 6. Getting past the eye of Flim-Flam was a fun puzzle.
Nice, this is cute, I wanted to play it because it reminded me of Happy Aquarium and similar games but with pixel graphics. My critique right now is that the majority of the game is in fact casting your line and waiting. And there isn't a button to press to reel in the line when a fish bites, it's a waiting game. I think there's potential for fun here but the fishing I think NEEDS to be fun since that's really what you're going to be doing to get fish.
In the fish tank screen, I've played aquarium games where you have to take care of the fish, or they actually breed and make more fish if you wait. I think something like that would incentivize actually sticking with the game and looking at the fish tank. I know you're going to add more quests to round out the game so I don't wanna throw a bunch of ideas at you but that's my impression so far, is that it kind of needs more activity for the player in order to keep attention.
I like the designs of the fish, it's kinda funny.
Nice, congrats on finishing a game!!
my high score is 47.
I feel like giving the player a little more grace would make it more fun though just because if you touch ANYTHING you die instantly, and sometimes you are boxed in by trains so there's really no avoiding that. Like even if you didn't implement lives, if you made the collision shapes a tiny bit smaller so that clipping the very corner of trains wouldn't kill you, that would be more fun imo. But maybe I'm just not good lol.
I made it to 12 :)
Nice job!
I like the concept although I feel like the nature of the games makes you unlikely to want to stand still very long anyways, otherwise the enemies would catch up to you. So I didn't really find that mechanic came into play much to be honest! I was thinking if I stopped moving for even a second I'd lose health but it's actually quite a bit of time it seems. I also did not see where to buy upgrades maybe I missed that.
Verrrry cute! It's very similar to the game Golf Peaks, which is more of a puzzle game, but uses the same concept of cards to determine your shots.
I think where that works better is the designers choose the cards you'll have in your hand for each hole, so you need to think outside the box a bit to use them in the right order so that you can actually make it to the hole. This almost feels like it wants to be a puzzle game, but the problem solving really only comes in when deciding which card is best in the moment, and that's ultimately just luck of the draw.
That said, looks great, it's fun and feels good to play. The sounds are very cute and it was made in just a couple weeks!
That was fun! Played for about 5 minutes before dying. Everything seems pretty solid! I really like the visuals. It seems like you added the rotating of the tank with A and D and everything felt fairly intuitive. I did get stuck on the spiky barricade, which it does make sense you would get trapped on that, but there's also no real way to get off of it either.
I'd be excited to play it again after more of the gameplay has been worked out. Like I imagine it will be really fun with more of a difficulty ramp up with the enemies and some upgrades/different guns. Also I know this would add a lot of work, but having some of the environment destructible would be soooo fun. Like if you could blast apart buildings or barricades, or just have stuff move back a bit in the blast radius would be satisfying.
Maybe you could add exploding gunpowder crates or something so it's just one type of object that can be destroyed like that and it would add a strategic element as well.
This really cool and I think has some really good aspects. I like the campfire room with upgrades between arenas, that's implemented really well. There's a few things that are fairly simple to add that would take it to the next level:
-adding collision or avoidance to enemies so they can't stack on top of each other.
-it seems like you can run past the enemies to the upgrade room? You could make the door only open if all are killed, otherwise it makes more sense to just run past them.
-add a simple flashing effect when damage is taken to both player and enemies. It feels better to play, and it just lets you know when you've been hit, or when you've landed a hit. Some kind of knockback or stun would be nice so that they aren't always right on top of you, but that would be slightly harder to do.
The boss battle is cool, love all the different attacks and animations! I wasn't able to beat that penguin unfortunately, though.
I just uploaded a game with identical title, so I decided to go an play all other games called Escape the Castle lol. This, I can see is obviously still in development, but it has some fun elements already. Like obviously there's random assets scattered around, but the graphics are nice. I actually played through to the end.
Idk if you're still working on this or if this helps, but the moving stairs do fling you off sometimes


