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Goat Emperor I

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A member registered Oct 30, 2020 · View creator page →

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Ha! This is truly epic! Great tribute!

Thanks for the compliments! Working with dynamic lights can be somewhat difficult - I tried them in my first GDevelop project where I tested out a bunch of things, and I needed to simplify light obstacle geometry wherever I could. But I was using a normal light, not a cone, so maybe that’s easier on the CPU/GPU.

Regarding the UI, I have just followed the idea of “What would I expect if I were the player? Would I need A or B option more?” But because of the pitch shifting and all the individual options, it still ate up a horribly large portion of my time, and the gameplay absolutely hinged on Bugtrooper making the game sprites and the enemy AI. :)

This was a pretty good and complete game, but it has some bugs: I can go past the girl and fall off the right edge of the mothership, and when I restarted the run, sometimes enemies would not count toward the kill count or wouldn’t die when shot. I have no idea how that may happen.

John Wick on a budget, but this was an absolute blast! Thanks!

Hey, nice little game! Pretty original and diverse gameplay. The controls are a bit wonky.

Wow, this was amazing! It was very coherent and atmospheric, and you’ve totally nailed the theme in every aspect! I could count at least 5 occurrences/reinforcements of it throughout the game. Congratulations, this really has a chance to win!

I agree, the shells are very underwhelming right now. Thanks for the feedback and praise! ♥

Well… Honestly, that was pretty incoherent, buggy and uneventful - but it did tell a story, and it had a beginning and an end, a proper tutorial, a chill soundtrack and some nice backgrounds and visual effects.

Things that could improve the overall experience:

  1. Bring the graphics together: Pick either pixel art or vectors, create a relatively homogenic style with harmonizing colors and sizes
  2. Improve the game experience: Decide whether you want an action game or a narrative walking simulator, balance out the mechanics so they have a purpose and combine with each other
  3. Add more sounds, because a lot of things were silent
  4. You could build more mechanics on the fact that they are separated, like having to pass items back and forth through the rift, or having to switch between them for one reason or another

Of course, I understand that there wasn’t enough time for everything, we had to make huge compromises in our project as well.

Thank you for sharing your game with us, keep up the good work!

The theme is kind of tacked onto the core mechanics, but it does make use of the concept. Decently delivers on mechanics, though tutorial could use a little more detail. I thought the shop provided upgrades, and I didn’t understand why my life wouldn’t upgrade when I had the credit.

The difficulty is hard but as you get familiar with the way the game’s rules work, you get gradually better and start grinding for victory. Graphics are inconsistent, but the enemies have a coherent character and decently match up against you.

Kind of a roguelite experience, and I quite fancy that. :)

Nice! The graphics are simple but consistent, the controls are tight. I had an issue where the music overlaps at the start, but the sounds are pleasant and coherent with the art style. I really liked how much you’ve pulled off with one simple trick! Thanks for sharing!

Great game, thanks for sharing!

I only tried it for a bit until I first got caught, but I’ll get back to it later because I’m curious. ;)

I see a few people rode this astral projection/severed soul concept for the theme, and it really fits. I really like that there is actual content in it with a puzzle having to be solved.

It felt a bit like Spooky’s House of Jump Scares, but with a bit more content. Maybe adding some lo-fi/analog effects could really bring out that PS1 creepypasta EXE potential this game has.

What confused me first was that I had to provide a name before I could start, and it wasn’t clearly indicated that there’s an input field. I first thought it’s bugged or touch-only. Also, regardless of the given name, the game still called me Nathan in the intro. I don’t know if that was intentional.

This is a fun little game! Very easy to learn, but it takes skill to master.

It could use an in-game cursor that stands out from the other items for desktop play, I kept losing track of my tiny white arrow among all the booty.

Thanks! Glad you liked it!

Thanks for the feedback!

The “no-code” definitely needs to be cleaned up and optimized, there’s probably an excess of off-screen computation in the background that we couldn’t even begin to address yet.

Thank you! I’m glad you had fun with it!

This is a very solid submission! It delivers a tasteful execution with engaging gameplay for a good interpretation of the theme.

Thanks for the constructive feedback! ♥

That movement bug is weird, the game should initialize default keys (arrows and WASD) and keep them across multiple attempts. It should even do that if you directly went into the gameplay, somehow skipping every other screen, so I’ll definitely address this later.

There are a lot of rough edges and shelved features, and we still only barely made it in time for the jam’s deadline - so once the rating period is over, I’m planning to polish it up a bit, add more content with a more balanced difficulty curve, and a proper story with meaningful player engagement.

Overconfident, aren’t we? :)

LMAO yeah, me and my buddy were feeling pretty confident in making progress with assets and the GUI beside our 9-5 jobs, and now we suddenly realized the enemy AI isn’t done, there’s no level design, some core mechanics are missing etc.

But we’ll definitely submit whatever we end up with.

Oh boy, so little time left!

Most of our duo’s efforts went into core assets, intro, GUI and menu options… Well, in the worst case scenario the game will be in a different project, so it would technically fulfill the theme… XD

(Don’t worry, we’ve scaled down to a POC for the jam, it will be expanded to a complete game afterwards.)

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♥ Thanks for your enthusiasm! We’ll do our best!

They’re the kind of images that consist of 3x3 regions, practically the 4 corners, 4 edges and the surface section. GDevelop can stretch or tile these regions, but only stretching works for me.

For now I have decided to use stretching instead. This results in losing the edge patterns, but they’re still there on the corners. You have to cut corners for efficiency when you have a deadline. Things can be polished off after the jam has concluded.

I’m trying to use a 9-patch panel sprite, but with repetition these weird grid lines are showing for some reason:

?Image of line artifacts in 9-patch

Context:

  • Camera is at 2.0 zoom level
  • Camera centered on top left screen quadrant (flooring doesn’t work)
  • Project is pixel-perfect
  • All margins set to 16px
  • Base size set to 64px
  • Image size is 64px
  • Inner solid area starts at 16th pixel

Could someone more experienced please help me out a bit? What am I doing wrong here?

Thanks in advance!