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Gly

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A member registered Mar 12, 2022 · View creator page →

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Hello, thanks for playing the game !

I have a doubt for the left path with the build you were playing but the middle and right could be passed. I updated the game after the jam ended so the right path is a bit easier now and left should be ok too. Killing the dragon makes the path really easy afterward but you have to have the highest power with heroism and having just enough food (a hunter works best there).

So basically left path still requires high power and a  bit of holy, middle path is all about slaying the dragon, right path can be passed naturally but fire cloak makes it easier.

I destroyed a lot of my followers with my own fireballs ._.

I had fun though and great job on the music !

I did three runs and I enjoyed the wandering from events to events event though I wasn't totally sure of what I was doing, I got caught by the flow, the atmosphere and the world building. I wasn't sure why some endings lifted the curse, if there's a general principle to reach an ending. I'd say once it was embracing my curse (with irony) and the other one I tried my luck to the end.

The vocabulary is a bit hard for a non-native especially with the default font, I regretted to not change it on launch but I didn't want to stop my run either, so I sometimes lost the continuity of what I was reading and had to go back. Maybe a button to change the font during the game could have helped a bit. I implemented this system in my own game because I have a weird default policy too.

I wasn't sure if the objects I was collecting would serve later on other event besides the resource and gold or if they were some kind of trophy/marker internal to events.

But overall this was a nice game, I might come back later to try to understand better the whole thing.

Thank you for playing ! I watched the replay and that was very interesting to understand what was confusing. I apologize for the few bugs on path, flashing druid camp and broken english here and there. I had a really limited time to do it, far less than the whole so I had to make choice about what to fx or give up.

 You didn't make it to the end but you were very close, the text when reaching the valley specify that it will requires cooperation from villagerss which was hinting at having high charm expedition to find an illegitimate child, so all you had to do was to send a team with only bards and/or priests in one of the villages to unlock the last item that opens the door.

Thank you again !

Very nice ! Music, visuals and writing serve the ambiance very well. Assets appearing while exploring the area was a nice touch too.

Only thing that bugged me a bit was not to be able to move around the map with the mouse. At some point I had two characters on north east and two on west and it was a bit hard to select the zone on the south east, had to click on the small piece of the area that was over there. Maybe also being able to change the speed with keyboard could have been nice too to reduce movements of the mouse between the top right of the screen and the button to close event at the bottom.

This is amazing how well everything fits together and feel polished. Ambiance is minimalistic but very efficient.  Gameplay was really intersting. I don't really know what could have been better with your concept. Maybe the two or three first puzzles to introduce the "disruption" mechanics were a bit repetitive, but that's probably very subjective. Great work !

Yes, I feel like it's hard to make a map that wouldn't guide the player just by being there. Maybe just give a starting room with the door then the possibility to add, move or rotate rooms with 3 or 4 doors without limit. Then just allow to add and remove any connections within the doors. Maybe add tokens for the altars and that's all. That way that leave a lot of margin to make errors on the number of rooms and the connections then fix them later. And with absolutely no validation to say if it's ok or not. 

I'll try it again after the update to how you made it, I'm curious about it.

Thank you for playing ! I didn't want to make a combat game either, I enjoy making more narrative game. Though it ended up being more of a puzzle than anything.

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Sorry, I messed up the stretching of  the project and it's more or less broken on some resolution. If you still want to try it, change the settings  of your screen resolution to 1920x1080, it fixed it for other people. I'll add a message in the description. Thank you for ytring the game still, and thank you even more if you try it again with the fix !

This was really fun. I started a map, scrapped it once I understood that it wasn't a straight map, started a second map that became more and more convoluted. I ended up being really confused around the yellow altar area and abandonned the map again since I had a rough idea of the sequences to finish but was to lazy to reorganize the map...

It was an original idea and I wouldn't have thought that was your first 3D game.

It's just missing some music. Doors and footsteps sfx would probably add a lot to the ambiance of getting lost in an empty building.

I disagree with the people wanting an in-game map though, I think it's good like that. Putting your hands of the keyboard to look at your map wondering where you are and then finally connecting things together is more fullfilling for me.

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Thank you for the feedbacks. The information part was the big challenge of doing this game. The first version was doing exactly what you described but it ended up being really frustrating at the start of the game because each time I entered or quitted a place for the first time I had a huge pop-up opening and sometimes half between half a second and a few seconds. So I tried a bunch of things and decided to split important but summed up information on the right and leaving the narration on each place button for people who want to read it exepect for the start, the first time you reach the valley and the end.

I agree though that it's still a bit clunky. What I would have like to do in the end would have been to display buttons instead of just a text on the right panel to ba able to open the place pop-up directly. I think it would have made things smoother but I  didn't have the time.

Thanks for playing and enjoying the game.

That was really good, a lot of mechanics surprised.

As other said, a quick reset button, undo or being able to pick up objects you've placed would have made things a bit more smooth, but the quality of the puzzle is really worth playing.

Oh :( This went from minor to blocking bug. I messed up with the project settings and didn't activate the stretch. I guess you have an high resolution and the sprites are not adapting well. Reducing the resolution of your screen to 1920x1080 would probably be enough to fix it but I'll ask the mods if I can upload a fix because you probably won't be the only one.  There's indeed two places masked by the UI and it's mandatory to pass through them at least once to finish the game.

Thank you for the positive feedbacks on the idea though,  I unfortunately didn't have a lot of time to smooth everything. A lot of time went into writing and UI to find the best way to provide information.

Thank you for playing and for your feedback ! You're right, it should have been at least bigger and probably could have benefited from a style a bit more colorful to both attract attention and give more meaning to creating a new expedition.

This was hard but I ended but finishing it with 8/10 samples. However that 5 minutes adventure lasted 30 minutes...

I agree with the other people that controls feels a bit weird. I feel like it's mostly the wall slide required two keys cumulated with the fact that you have to usually switch to the opposite direction with a short timing that feels frustrating. I feel like having the wall grab on a separate key like Celeste with R1 would have made this a bit smoother.

Also I did the game with keyboard instead of controller because the menu wasn't supporting controller so I thought that for some reason it wasn't supported and didn't try it again in game. But that just me being dumb, the controller was working fine and it's easier with it (at least for me).

Last thing that was a bit weird was death being a bit long. It's a bit of a die and retry given the difficulty, so the longest it takes between death and respawning the more frustrating it is.

Despite those fine tuning, I really enjoyed the game. It's visually impacting and helps to have a good readability, music is repetitive but not tiring and helps to get "in the zone" to focus. Level design is harsh but well made and going back though previous level with new equipment felt good.

I suffered most death early on and had to grind but I ended up getting caught and finished the game. Solid game with a chill ambiance.

Thank you for the tip, I should have taken the time to check this...

Thank you. It was a bit difficult to find the right level of information. The first wall of text might be excessive but I needed to convey the basics while having some kind of narrative. Maybe I should have splitted them.

Thank you, finding the best way to convey informations was the hardest part in coding this. And there is still room for improvement, I was lucky to have a working game early to playtest and have feedbacks.
For the resolution, I think I've missed a basic of godot because I don't really know how to scale a node2D sprite... I'll have to look into it. But having a bit of gray is better than having the useful part of the map masked by the panel.

Also for the font, it's useful for people having difficulties to read due to visual impairment. Though I could have use directly the better font to prioritize readability over style...

So we had the same starting point of "a king sends aventurers to an unknown territory, with a high chance of death in the process" but two very different implementations. First art is really great and audio is nice though it tends to be a bit repetitive in the long run.

For the gameplay, I think it kinda works againt itself since the best strategy seems to be sending adventurers to death with nothing to raise money and try to have an adventurer with all stats above 10 and in doing such totally ignoring what killed you or not or learning from the what happened in the previous runs. So it kinda ends up with store a bunch of money then try to optimize your stats in the shop, hoping to have good items, to see if you pass the average stat level.

I'm not sure if I'm right but it seems that each event has only one stat check to be resolved. Maybe having two or three options, with a low/mid/high stat check would allow to have various build investing intensely and give more variety in build. But we would also need to know why we didn't pass a check since we only know why we suceeded.

Yes I thoughts you were part of the jam. Turns out you're just randomly trying games and giving feedbacks and you happened to find my games. The voting restriction probably depends on each jam.

Thanks a lot for doing that though, it's nice to have someone care about what I was trying to do. You made my  game a better game and though probably nothing will come out of this one. Thanks again.

Thank you again for these precious feedbacks. It's really constructive. The level of information is key and thanks to you I understood that some things that I thought were intuitive were actually unclear.

You're also right about the type. i hesitated categorizing it as a puzzle but I didn't to give to many tags. I taggued it as roguelike because of the permanent death od adevnturers and the fact that you get knowledge and items for your future expeditions to go further. But since it's not really your adventurers that progess it's a bit awkward. I'll change it.

Thanks again for all the feedbacks. I'm sorry I cannot try your game until a few hours from the end of the jam, I don't have access to anything able to run a game right now but I'll definitely credit you for the help.

Thank you for your feedback. The death reason is specified only if you don't have enough food. But this is probably a bad idea. I'll add the cause of death in other cases tomorrow before the ens of the jal. Dying in the forest means you probably sent teams that don't have enough Fight Power to pass the forest normally. Remocing the vines doesn't remove the strength check.

Thank you ! I don't know if we'll really continue building on this, we really enjoyed doing this but if we also realized that making a narrative game can become overwhelming really fast. Maybe we'll at least try to include the cut scenarios we wanted to add and fix a few bugs. We'll see once the game jam ends.

Thanks, we're happy that we managed to make a somehow working world buiding for this game and that it touched some people.

Sheia is not a really a bug, she is purposefully confusing and weird but seems like a lot of people fell for the "trap". This is probably a bad design for a real game since it provokes automatically a bad ending on one mistake. But since it's a game jam and have a lot of chances to be the last scenario it's ok I guess. But we could have probably written that better, it's hard to judge this kind of things without a lot of playtests.

It took me far too long to understand that I could double jump... I expected to not be able to for a first platformer level based around carving path through erasing.

As other says the buttons are a bit confusing at first. 

Being able to pause/erase while jumping could probably open a lot cool mechanics. 

Character movements and animations are smooth too.

Nice work !

It took me far too long to understand that I could double jump... I expected to not be able to for a first platformer level based around carving path through erasing.

As other says the buttons are a bit confusing at first. 

Being able to pause/erase while jumping could probably open a lot cool mechanics. 

Character movements and animations are smooth too.

Nice work !

A lot of cool ideas ! Totally made sense to make a VS-like game and it is globally well implemented.

As someone mentionned I a had some trouble with the readbility, mainly from the enemies disappearing and not always knowing if there were dead or not. The damage counter appearing on top them is not that useful since they your sprites are their own healthbar and made me think that the aoe rotating erasers were doing no damage.

I also often forgot about grenades, spending my collectibles and leaving to next level. Since there is so much thing going on the screen it's hard to track those counters while clicking everywhere. Maybe audio feedback would been better put on this kind of things than on the enemies. The enemy sound was a bit agressive to be heard so much and so often.

Clicking around caused some problems to me as well, I wonder if making the grenades and clicked eraser automatically trigger on cooldown in the mouse direction instead of triggering on click would have made a smoother experience.

Still I enjoyed your game a lot, this is working really fine mechanically. There are cool ideas like grenades erasing the ground and I love the sketch menu.

Thank you ! We worked too much for our own good on this but we're happy with the result.

We used a system of tags associated to each memory and the scenario checks tags to see if there's inconsitencies or not. For the brother we forgot to put the Family tag on the present, which is required to not corrupt. We knew about that but didn't properly managed a bug list so it was forgotten at least three times... The criminal is a bit different since you're forced to get its memory, my friend wanted him to be immune to corruption. We would have managed that differently if it wasn't a game jam but at least that doesn't force the player into an error.

We're happy you enjoyed it !

Really liked the visual and sounds and the way it is animated.

I expected my choices to have an impact but in the end I was left alone with  my answers. After thinking about it, it ended up making sense to me given the ambiance and the theme. It's a kind of a video game poem in the end. I liked that.

Glad you liked it ! Totally forgot about Eternal Sunshine while trying to gather ideas but this seems obvious. Though you have a way to prevent it in our game depending on what you choose to change.

Seems like you fell for our mimic implementation !

Thank you, we tried to think about a lot of mini-stories. We couldn't put everything but we're pretty happy with the result. Though maybe getting in the game is probably a bit hard.

This was great ! Visually it reminded me a lot about Arco. The snow mechanism is really clever.

Was the drones movement pattern random in the last levels ? I didn't recognized something I could use and got through the last one by pure luck. Though waiting for an opening, chilling under the snow and listening to the music, is very pleasant.

I did two runs, failed on the boss on the first but managed to beat him the second time.

I got caught by the "just one more turn, just one more fight" and did not see the time pass.

It's working well for a turn based battle system and I got hooked to the point I didn't see time pass until the boss.

Tank needs a taunt or a guard, he's a bit useless without a way to force the enemy to hit him. Thoug he still the save the early game of my second run because everyone else was dead but he took almost no damage.

In my opnion, maybe focus on better information of what the skills do (bleeding, passive skills without numbers) at the cost of less diversity. Less skills would also allow to have better basic but more useful characters.

This was a really sweet and light moment. Beautiful art and music and a cute story.

The end is a bit abrupt but it's probably because you didn't have the time to do everything you wanted.