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gobbe

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A member registered Apr 19, 2021 · View creator page →

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Thanks a lot !

The cookies were good ! Overall just thank you so much for your very kind words. We spent way to much time fine tuning prettt tiny things, just to make the experience better for the player, but I think it payed off in the end. Again, thanks so much, so happy to hear that you liked this game and hope you have a good rest of your day :P

Thanks so much

Put a lot of effort into it and very hapoy to hear that you’ve enjoyed it. Despite the seemingly simple concept we really severely overscoped, and had to cut many parts of the game. We did spend many sleepless nights trying to add as much stuff as we could, and I think that’s a big reason why we got so much content in such a short time frame (we had like no upgrades done around the last three days). Despite this I think we managed to make the best out of it. Timewise, we spent a whole two days just adding full controller support to the game, but I think small tweaks such as that, that seem totally meeningless are what really makes your game stand out in the end. Again, thank you so much for your kind words, have a good rest of your day :P

Ye, we kinda toned down the saturation to have more specific things pop better, such as the water. Happy to hear that you liked it though :P

We actually were sceptical about adding an upgrade that reverses knockback (so you are knocked forward), as that might ruin some of this fun. But we decided to add it anyway, as it wasn’t the hardest thing to add so if it’s heavily disliked we could just quickly rework it :P

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Cool to hear

We came up with the concept of rerolling kinda inspired by inscryption (even though I don’t think it has any rerolling) just some image in my head of a card from inscryption with a reroll button next to it makes sense. We were initially thinking of the very stereotypical “you get three upgrades and pick one” style of upgrades, but I’m happy we moved away from it, because it lets us stand out a bit more. Also the whole buff/nerf part was pretty much fully inspired by tf2, how their weapon buffs work. We just though something that would be pretty much devastating, and that counter that with the technical opposite as a buff. So you lose a key (get crippled) and get double speed to sort of counteract it. I honestly love how the gambling addict turned out, as it just gives you two rerolls, but you cant use any rerolls on the next day (pretty much the opposite of getting rerolls, but not the direct opposite). So it still feels interesting and not just the usual boring stat buff (like +50 hp or +50 dmg or +5 speed or extra range etc).

Amazing !!

Cool to hear that you liked the art, honestly was the most fun part of making the game, as the character was so small that I really could play around with the animations for him. Greg (of course he has named it, why wouldn’t he have named it at this point). Have definately taken some heavy inspiration, initially we intended to have that very stereotypical rougelike upgrade card system, where you get to pick one of three upgrades at the end of a round (or here at the end of the day). But ended up moving away from that so we could stand out a bit more, and because it also wouldn’t be “unpredictable rules” if you just got to pick which one you wanted. That’s why we added the system we have now, where you could reroll. Initially the idea was that we were to make it clear to the player that the three rerolls you had were per game by just having a text above rerolls saying just that, but we removed it after adding a bunch of things that could give you more ( to sort of balance out the fact that the new player would be out of rerolls directly, and that if you saw “+2 rerolls / no rerolls next day” you would get that they are sparse much clearer).

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Very happy to hear that

Love to hear that you’ve enjoyed the game we’ve made. We thought a bit to late that it really could have been cool to just have the game be about just the backwards push from the water to move. Like those shooter games that make it into gmtk each year. But then maybe it wouldn’t stand out as much, but that might not truly be a problem. Was to be honest a really fun project to have worked on, and can’t wait to start working on an update for it (maybe we can eventually even bring it to steam)

Love to hear it!

Very glad to hear that you liked our game. We poured in a lot of effort in order to make this game reality, but I know some values might need to be tweaked, and I also know we severely overscoped (which isn’t very clear at first sight, as we spent many slepless nights trying to fit as much as we could in the limited time frame we had). Been a long while since I made a game on an 8x8 tileset, and I think the art turned out pretty nice. I was to be honest a bit scared that I wouldn’t be able to fit the character into such a small space. On the other hand though he was much easier to animate than before, which meant I got to be a bit more playful with his animations. To be truthfull I think that was the most fun part of the whole game jam, just making little fun animations for the character, Greg ( of course he has picked a name for it :P )

Thanks!

Have noticed that when there is a lot of fire, the sound spawners aren’t properly despawned (not just a godot issue, an issue with other newer gameengines such as bevy aswell). But I believe that either running the web build on edge, or downloading the build for your device platform (most likely windows, but could be cool to add an android build to). Either way, happy to hear that you liked the game, and we will continue working on it to try to iron out bugs such as this one, and also add content we haven’t had time to add yet (despite many sleepless nights).

THANK YOU

Really happy to hear you enjoyed our game. Have noticed serious audio bugs and controller bugs (yes this game supports controller) playing on many different browsers, but haven’t tried edge yet. Glad to know that it might work better there, although I personally take a stance against it when I can. Had a lot of cool ideas for upgrades we could add, but we really overscoped on them and despite many sleepless nights we didn’t have time to add them all. Really looking forward to update this game in the future !!

THANK YOU! Love to hear it. Spent many sleepless nights making sure to add as much as we could.

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The game starts off really easy but gets really hard at the end. Good job :)

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THANK YOU !!

We might honestly have spent a bit too much time into the “thinking” stage, but I think it worked out :)

Happy to hear that you liked it :)

Thank you very much :)

LOVE TO HEAR IT !!

We worked hard to polish the game (yet some parts still need extra polishing) as much as we had time for during the jam (maybe a bit too much at times). Happy to hear that it paid off :)

Thank you a lot !! We kinda rushed the last part of the jam so not everything got to be equally polished. But we tried our best to polish as much as we had time for :)

Happy to hear :)

Thank you very much !!

I love the giana esc. concept :) I initially thought the whole switching to “hell” was me just dying or something the like. Maybe shorten the transition or just animate between them (like in giana sisters). Just leaving one more note here, try to keep concistensy in movement direction, as the levels varied in going left and right. Sure you can mix it up, just make it clear for the player where they should go (I got kinda lost).

Overall a good game, well done :)

I love the giana esc. concept :) I initially thought the whole switching to “hell” was me just dying or something the like. Maybe shorten the transition or just animate between them (like in giana sisters). Just leaving one more note here, try to keep concistensy in movement direction, as the levels varied in going left and right. Sure you can mix it up, just make it clear for the player where they should go (I got kinda lost).

Overall a good game, well done :)

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Thank you very much !!

We worked hard to polish the game as much as we had time for during the jam, glad to hear it paid off :)

Thanks alot !!

We worked hard on setting a good theme for the game, and I think it turned out about as we wanted it to :)

I am happy to hear that :) As the lead pixel artist I put a lot of effort into making the style shine.

As in Wario ware we had planned to add a few more “mini games” but time was not on our side, so we only put in three. Thanks again !!

Thanks alot. As the lead pixel artist I worked hard to establish a cute and charming theme. I am very happy to hear that it payed off :)

We have noted that the games difficulty is up for tweaking, but we had a bunch of cut content (that we didn’t have time to add) that would’ve helped with lowering the difficulty a bit. And I hope that we’ll add all that stuff and tweak the difficulty until it is just right :)

Thanks for the kind words. As the lead pixel artist I worked hard to establish a cute and charming art style. I am very happy to hear that you enjoyed our game :)

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THANK YOU ❤️!

As the lead artist I am very happy that you liked the art style. I went for a more cozy/cartoony style for this jam, in contrast to the more serious theme of the game (preventing sheep genocide). We (I) didn't put enough time into fully embrace this theme, but I am still happy with how it turned out  :)

For the game design itself (to embrace said theme) we had a bunch of *stuff* planned, but we ended up with an amalgamation of it (or else it wouldn't have been up & running in time for the deadline).

Ye, I am really happy to hear you liked our game  :)

Happy to hear that!

I went for a more cartoony/cute look for this jam,   And I'm hoping to take that even further for the next one!

There were a bunch of features we just didn't have time to implement, so I'm hoping we release a post-jam build. Or just continue on the game in general (but you never know). 
We even planned to have a boss fight at the end, (either against the vampire/wolves or the sheep themselves).

The sheep were initially designed as goats in the testing stage, but after adding a new designs the horns were gone. Then after that design got an outline, I had to add the horns back for better readability. I guess you could call them sheep-goats :)

Thank you!!


I am very happy that you liked it! 
But as you said (and I FULLY AGREE), the pacing  [might be]  IS  way to fast  (ex, movement, enemies & combat). I am planning on revamping this in a later update, post jam :)

As you say, I didn't incorporate health correctly. And I am very sorry to EVERYONE that didn't get HP (or a challenge).
BUT I am -as mentioned- going to update the game later on, to fix all* the jam issues (and trust me there are MANY).


*That I am currently aware of

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THANKS!

As for pointing at the player:

  1. Why?
  2. Spinny blade mode (really op ult?)
  3. Let's call it a feature 😏 (I might smooth the camera out for it tho...)
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I greatly appreciate that you liked it! And as you said, HP is an issue. BUT I am going to FIX IT!! [woo!]

I am planning on updating the game, post-jam, to fix all* of the jam issues (music, HP, enemy AI, combat, and more).


*that I know of

Well Hello there!

I hope it is not to late for this, anyway here.


My game is a fast paced work in progress with a unique twist on the usual fighting/rpg combat. Not very much was actually completely finished for the jam, but I am planning to release a major update after the jam has ended :)

Who am I, well a (soon to be) 16y/o solo developer. No real team yet, but I am hoping to change that. I do pixelart, some music (not very good, hoping to improve at it) and ofc coding  (I have done C, python, adruino and C++, but I mostly work in C#).

I'm thinking about starting a YouTube channel myself (actually more like rebooting a dead one). 

Thanks for reaching the end, but that's all for me. :)

Thank you!

Wrong game though.. but yea, I've joined :P

Thanks!!

Ye, I tested with different speeds and felt like the game was too slow or "un-responsive" at lower speeds. 

I'm glad you found it interesting tho... :)

Thanks!

Yea, I was planning to add so when you kill an enemy, you heal a bit of hp (like doom). I did not even get to finish the player hp during the jam sadly...

So yea, there is really no punishment for touching an emeny, I agree. It could be where you have to chose if an encounter should be fought (for loot) or just dodged (to save hp).

I am planning on adding music and (more) art, expanding the game and story, and I'll probably also add some new weapons and (actual) player hp.

Glad you liked it!!

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I am happy you enjoyed it!! :)

As of now (jam build), the game is short, the music doesn't exist and the sound effects don't fit (they aren't home made).  

I am glad you liked the feel of the game, since I spent most of my time tuning it (before even having an MVP).
If there's anything to take from this journey (or jam, idk), it is to prioritise completing some first test concept level (NOT POLISH) the first few hours. 

Except, as you probably can tell, I did the opposite. So the game feels great 🤤 
BUT in terms of gameplay, there's practically nothing. 

Now I can definitely blame getting sick halfway through the WEEK LONG jam.
Except, it's a WEEK LONG jam 🗓 - 🗓 - 🗓 - 🤧 - 🤒 - 🤒 - 🤧
AND I finished the MVP on the LAST DAY in under 4 hours. 

There's a lot to still be done AND I am hoping to release a major patch/update fixing most of these issues (bossfight?). 

Ye, Thanks for reading to the end I guess ;)

I am very happy you liked it! 

Ye, let's call it a feature 😏