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SteamyDev

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A member registered Jun 13, 2020 · View creator page →

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Very stylish! The character models look great and are very distinct. Some of the flourishes the characters do made the smile, like Cliff eating shit on their up special follow-up and Gizzard doing a little sword flip for their throw. It adds a lot of personality to the game. I also love chain weapons so I big fan of Cliff's specials, though I will say getting the upwards variant seemed very inconsistent. Overall the movesets have some nice variety and cool effects. The character controller also feels pretty great, and the movement options are very nice. My biggest gripe is that the Beast Mode install feels a little under baked, and just getting double damage isn't that interesting (also no training mod rahhh). This gameplay is pretty solid, but the characters really elevate it for me!

Wonderful key art, and the animations that are implemented look/feel great. The feel of the character controller is very solid, if not a little unwieldy. The only huge issue I have with the movement is that platforms are treated a ceiling, and so are very limited for both movement and combos.  The game also lacks a training mode so it's harder to find cool stuff. I will say the systems intrigue me, but I'll have to play more / with friends to see how they pan out without a training mode/CPU. It's clear that this game was limited by time, but there's a lot good stuff here and it'll cool to see where it goes if yall keep working on it.

Uhhhh, it's a funny concept and I can't expect the gameplay to be super crazy with with it in mind I guess. The menu's are also very broken, and you basically have to use a mouse to get anywhere. The brainrot blocking the pause screen is both very funny and also annoying for navigating lol. This certainly is a game of all time. Also the fact that you as a player have to deal with the brainrot, but the CPU cause it can't actually see the screen is something else. I'm sure this would get a good laugh or two playing with friend for the first time, but idk if I wanna subject them to that. I saw the CPU burst once, or at least did something resembling a burst so that was cool. 67/10. w driverush, but lacks the throw loops to truly tie it together.

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(p.s. I can believe yall would tease a fencing skeleton wearing a big feathered hat, and not have them playable. smh.)

First of all, I love the art and characters. I also like the idea for the combo system. Obviously very KI, but having to cash out damage with enders and potentially having that damage applied to you if broken is very neat idea.  However, the game is little rough around the edges, and the pace is weirdly sluggish even when hitting combos. It makes doing cancels and mash combos feel very strange, but I might just be used to KI's combo rhythm. I could see this being very fun with a little more development to really hone the gameplay and add more features/mechanics. I will say I'm sold on the vibes and world with both the feature creature concept, and the execution with character art/sprites. It's all very appealing.

The 9 lives system is very interesting and unique! I love the simplified controls and movesets, paired with the ability to customize different aspects of it with the lives. I watched all of the current tip videos and it seems there a lot of explore! I also think the community features is very interesting concept. I don't know how it'll pan how or how it's considered for the jam, but it's very forward thinking and seems cool for those who want to engage with the game more. I love the art direction and character designs. I've always been a fan of more sketch-like styles with rougher lines and bleeding colors. As a more traditional fighting game player the combat takes a little getting used to, but the pace and game-feel are pretty enjoyable. I'm a labber at heart so I wish there were more options in training mode, and I wish I could see the damage dealt (unless I'm missing something). After playing some matches, the combat might be a bit too simplified for me personally, though of course I haven't spent enough to time to dig that deep. Overall a very interesting concept/system and pretty good execution! I'm very curious to see how this game develops considering yall making a steam version!

I love the over the top presentation, menus, and UI. In general, the vibes are amazing, but I think simplified art direction of the character models and effects don't quite fit. I'm also not a fan of how movement feels. Some aspects are quite slippery and some feel like your stuck in mud, especially the jumps. The amount of stuff yall managed to cram is game is quite impressive. A ton of modes, a gallery, a wiki, 8 characters, and more. All the illustrations are very well done too. As for the control scheme, I kinda like how it fits the over-the-top nature of the game, but of course it's very hard to get used to. This game is very sick and quite the accomplishment! (I just wish I could like the movement!!!)

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Also cool to see another godot game using a self-made framework! (and we both used EOS lol. I'm sure your implementation is a lot better cause I'm so used to steam atp)

Love the characters and it feels extremely solid to play. I like all the little touches to make each character feel unique. Also I'm a fan of last chance mechanics (hence Genki Break's Adrenaline Rush), so the end of round revive on a timer is right up my alley. Also the consequences of it fit the theme very well!

Thank you so much! I really appreciate the kind words!

I am making a new version of the game that supports rollback. Basically the only difference (besides some intended balance adjustments) is that the hurtboxes and hitboxes with be hand placed instead of being tied to the model's skeleton. That means I'll have a little more control, but some things will not align perfectly with their visuals. Such is the cost of rollback since as far as I can tell their is no way to make Godot's in-engine skeleton deterministic, and the alternative would be to write my own program that parses the animation data and stores integer values for all bone positions for ever frame of every animation.

In general, I want reduce stamina cost, refine movement, and add more evasion along with proper tracking to balance it out.

I've already made everything deterministic. I've just got to refine all the new hitboxes and hurtboxes, and play around with the balance changes listed above. I'll probably put this version up on Steam so I can use their servers for the lobbies lol.

can't help that you don't like the models or gameplay, but added a version with a toggle for the filter along with a reduced filter option.

yup. movement is usually better than blocking, especially against Lumber lol

you don't

Thanks!

Also TODO: Redo Instruction Sheet

The whole emotion dice mechanic originated from the game originally being a sort of visual novel/point and click game where your emotion determined what responses the player could pick in a given conversation. Unfortunately that didn't work out in development, but I wanted to keep that concept in the game. So when I remade the game to what it is now, I simplified it the dice to give small powerups. Another thing lost was the actual expressions of the main character (the deer) changing based on their emotion, and their heart socket thingie on their sweater actually changing color like the big heart does in the center now. I couldn't really translate that into the actual animations of the character, which definitely made the game lose a bit of personality and further removed the impact of the dice. So yeah, I agree. I wish I could've made the die and emotions more impactful, but I had to spend most of my time remaking the game in the later half of the jam.  It's a pretty big fault of the game that you could basically just replace the die with a ball, and remove the emotion mechanic entirely while still basically having having the same game. Anyways, thank you for coming to my ted talk and thank you for the valid criticism. Same to all the people who mention the lack of tutorial, having to learn through trial and error, and the dice getting stuck in the corners (I actually made the wall colliders at the edges slightly slanted so the dice would better bounce off of them but obviously that wasn't a full proof solution).

Also sorry for not getting to rate it in time. I didn't really know what to give it since the only other game is my own and my sisters. I also really wanted to play the daze maze, but the person deleted the post instead of re-uploading the correct game file to the project.

This game is pretty fun, and I appreciate that you can adjust a little mid air for that extra bit of precision. The game does break a little the more you play it. Your score seemed to be multiplied (Both the required amount, and amount per pickup), and the timer goes faster and faster down each time you restart. Eventually the timer goes so fast that it goes into the negatives and you can barely move from the beginning. I never managed to get all 69 pieces before the timer ends on the first run, but I did on the next couple since the pieces increase your score more even if the required amount goes up to and you keep the pieces you got previously. The movement is interesting, and fun to mess around with since you can just fling the player around. Very cool.

The first person to beat the game (Including the final level) was Rene E. Valdez. The will be awarded 5 buckeroos.

Pretty interesting game and is decently polished though the menu that appears when you run out of time doesn't seem to work. Its pretty obtuse at the start and your constantly flipping between the manual and game which hurts the flow of the game. It does take a while to get accustomed to, at least for me, but is pretty enjoyable after that.

Just tried in-game per your suggestion and it helps a little bit but still fails due to the same reasons which it that the walls are set up with a composite collider which only has a collider on the edge. There are systems that could prevent or deter this, but I didn't allocate enough time to them such as raycasting, setting up multiple collision boxes on the player or designating the wall colliders by hand. But thank you for your comment and suggestion.

A pretty unique and creative idea. It could use some adjustment on the physics, and the sensitivity on the platform rotations. This short of a timer doesn't give the game any favors either.  A good idea, but needed a lot more work.

I loved how the timer was implemented, and how it encourages you to be aggressive since you gain time from killing enemies and getting even more time from explosions. The visuals are nice, but the sounds were kind of irritating, especially the shooting. It sounds like it's peaking my headphones or when you mutate a sound too much in sfxr. Other than that, the game is good and I personally love rogue-likes.

A frantic yet fun experience.. The game is exactly what it needs to be, and the only real fault (in the context of what it is) is that it's a bit too much at the start and can be quite confusing. I also find it very amusing that your on the conveyor belt with all the food.

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Very polished, and enjoyable game.  A nice gamplay loop that engages you, and it doesn't take forever to reach your goal. The visual and sound design are very nice, and the concept of a theifing magpie terrorizing pedestrians is quite unique and interesting. The controls are a little unintuitive at the begin but are quick to adjust to. Very nice job.

A little boring, but it does have a proper gameplay loop that can keep people hooked for a little bit. It's also got a nice spawning system that makes sure that you can collect enough gold if you keep upgrading your tools and speed. The timer is well implemented with the gameplay, and works well to make sure your getting stuff done. It's a very simple game but it's well scoped and the systems work.

Wot...  I loved it

But also,  whats the point of the one pickup at the start?

A super solid game. The grapple is great and is very satisfying to use. The visuals are clean and simple. The concept is quite unique regarding the fuel system and the grapple points. The one thing that is bringing this game down for me is even being able to survive long enough to even reach the end of 60 second timer.  Around 40 seconds in everything is decayed, and you've exhausted ever resource. It's not impossible to reach the next stage, but is quite difficult and requires some luck with blue orbs. Overall, very fun and polished game but the balancing is a bit off.

I really wish I could like this, but I am not a fan of rage games or just unfair difficulty in general. Having to repeatably go through a level just to figure out where all the traps are is not fun nor rewarding. I do however, like the solid color visuals and the controls feel snappy.

Added slightly different (just visually) html web version of my game

A visually striking game that couldn't really used some audio to sell the atmosphere, and weight of everything. The menu screen is a bit broken and the UI is scaled wrong so you have to click above the play button so there's that. It took me a while to find out how to shoot, but I like how to have to stance using right-click to shoot. I can't say this game was that fun unfortunately, and I wish their was more to it to engage you whether it be story, gameplay, or just background world-building.

Then the black and white demon and the golden girl get married. The End!

A very simple infinite shooter, and I do like the fact your gold shooting down silver enemies. It is repetitive and their isn't a lot of decisions to make when playing besides when to reload which in itself seems inconsistent on how long it takes. The timer doesn't really take affect since running from enemies isn't an option and it increases over 60 seconds when killing enemies. I do enjoy the shooting effects and that the enemies have a light aura around them. It allows you to notice them before they enter view, and when you see a large light blob, you know your in trouble.

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The early game is pretty boring, but it ramps up fast into total annihilation of the earth. I didn't finish the last level because it got tedious and felt impossible even with the laser and atomic pickaxes.  It's fun for a little bit, but it doesn't last very long.

It didn't include the limitation, and it has one of those impossible pong AI and you only do damage to it if you use one of the powerful specials(Especially the splitter though it makes it harder for you to defend too).  The abilities make the game decently fun with other people since they don't do a lot of damage directly, but they are the only way to beat the AI. Also if you make the AI the Ice one, they do a instant ice wall before your ball hits. It's pretty funny.

I like how you have to balance between sorting your items, and frantically throwing the right stuff into the boxes below, but I don't think the 60 second timer adds anything and instead takes away from the game because it makes your score feel random since you have to wait for the right boxes to come along and/or get lucky with the golden objects.  But, it's still very enjoyable, and I could see this being a sell-able game with some overhauls to the systems and more variety.

Very nice change of pace from all the difficult platforms, and a decent puzzler. I like the music, and relaxed feel.  The visuals are simplistic but clean and appealing. The physics are a little troublesome at times but it is quite to restart and retry. Very good submission though the limitation isn't particularly ingrained and the concept of a bank robbery isn't very unique.