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goldenbeard

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A member registered Sep 30, 2016 · View creator page →

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The thought crossed my mind, as well as adding planet orbit around the star, but to account for those in the already spaghetti-like code for enemy pathfinding and behaviour was too much without designing for it from the start haha


In a future game maybe, I wanted to move on toward other projects for now though!

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Oh good point, iirc I'm pretty sure the window is 1280x720 but I didn't consider others may have small screens than that right now. Considering the base res is 640x360 I should have allowed it to start there instead.

Haha awesome!

Heads up you can go off screen on the second-to-last area, and you can even go off the left side and end up walking udner the rooma t the very bottom:P but not a big deal in this short jam

Nice work!

DEJA VU~!

Very nice work in such a short time, the driving feels nice. The gamepad is definitely the way to go, I can't consistently get the drift boost with WASD lol

Nice job, love the sound design!

Awesome game, i haven't played LineRider in years. Love the dialogue sequences too, nice work!

Nice effects and cool idea with the powerups!

This is awesome, I got up to about 350 bananas but i haven't been able to manage getting pass the stage with the tilted platforms, at least not yet!

Very nice work!

Great idea! This was a really cool spin on the breakout formula.

Some small feedback, it would be nice if the menu could be controlled by both WASD & Arrow keys like in game can be controlled, or allow the use of the mouse but I know that requires extra logic. Whereas you can set both W & Up arrow to a custom defined "up" input action and use that set action in both the menu and the game if you wanted to.


Also something strange to mention, my media controls on my keyboard also triggered the "rotate_left" action, very curious. Both volume up and volume down do this, may be something interesting to keep in mind.

Also, do you think it might be better to limit the rotation speed? I can hold down a direction and rotate ant a speed so fast it looks like a strobe light effect and the paddle_ring appears to be rotating in the opposite direction much like a car's tire on a highway lol

But very good game and a great idea!

This one's great, love the vaporwave aesthetic and music choice!

Awesome, I haven't played Super Monkey Ball in many years

I only wish i could use my gamepad's analog sticks to control the tilt angle, but other than that very nice work!

Nice work! I would only suggest to make it so your top speed can't be faster than a bullet (if you are looping around at max speed and shoot you will immediately hit yourself)

Other than that nice a solid game!

Very cool, I played through the whole thing. Nice and polished movement and the level design was challenging but balanced. Great job!

Great! I love Peglin so this was easy to get into, I haven't made it too far yet but it's really fun.


I think a speed setting would be a good addition, I usually play Peglin on 3x because the default ball feels too slow for me to be honest

I also think the game should be paused when the hints are open but that's not a major problem, you aren't able to aim before your first shot (which happens when clicking close for the hints in my case)

Great work!

Nice idea, and the balls starting with a randomized angle help make every game different. Nice work!

Nice asset choices, everything is consistent, and the parallax scrolling is nice and smooth!

Cool idea, I'm sure you could flesh this out if you wanted to. My first suggestions would be add world edge colliders and restrict the camera from going past them.

The artstyle is pretty nice as well 

Very cool idea, and very challenging. The opponent's pathfinding is impressive and they box you in very well!

Hey, thanks a lot! I had a lot of fun making the title screen!

If you get to Day 8 there's a night sequence, I may have made it too hard but I had a friend reach Day 15 lol

Nice work! I died in Round 3 lol

Current high score:
Day 14
015880

Not me but my friend, mine is only somewhere in Day 11 so far!

Very awesome, I'm going to use this all the time!

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Nice work, this is very cool.

But in the future consider at least control settings for mouse sensitivity, I shouldn't have to drag my arm all the way across my mousepad with already fairly high sensitivity settings just to turn 20 degrees. Since this is made in Godot the input mapping interface is very user friendly and easy to work with.

Other than that this is great

I'm not the creator, but you could export it as a spritesheet instead and then change the animation speed as you see fit if you're using it in a game engine.

Hey, thanks for stopping by!

Hey, this is cool man. Wish I had a pocket goblin irl to sort all my shit

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Hahaha, right away you triggered my finish button I forgot to take out after testing the ending. Totally my bad, I'll be uploading a build without that soon :P

Thanks for playing, sorry you didn't find the attack button! (it's in the description on the game page but I should've put it in the game)

If you want to try again, I'm running this casual high score contest until November for a chance to be a unique enemy or friendly NPC in an update

https://goldenbeard.itch.io/charles-mansion/devlog/105861/charles-mansion-highscore-contest

Thanks, I was really happy with the idea and design after this gamejam. I continued development for a few weeks but it got sidelined for a bigger project. It comes back to my mind every so often as I do really enjoy this character design, with my past couple years of experience I could probably finish it up in a short time.

So this is the prequel to Hotline Miami


jk, but good work. You set a solid atmosphere and the visuals were very effective for this. Good job.

That's what I was going for, thank you!

Thanks!

So I'm not done with this, currently playing through. I died once already, but I have some things to say about it.

First of all, for context, VNs aren't my go-to genre. I've played and enjoyed some classics with VN elements (Snatcher, anyone?) but I have a hard time getting into them and have to be in the right mood.

Right off the bat, the atmosphere you keep here is perfect. The backgrounds combined with the music set up a perfect 80's slasher atmosphere that works very well. The writing isn't half bad either, if you're going for the 80's/90's slasher film style. It's pretty reminiscent of those.

I'm still going through as I'm enjoying it quite a bit. If you get around to add character portraits and maybe graphic representations of death scenes, I don't see why you couldn't monetize this.

The lighting really works for this, I wasn't expecting the first time I saw an enemy without glowing eyes!

Very good atmosphere and as already mentioned, the lack of cheap jump scares was definitely appreciated and the tension stayed up the whole time! Nice work!

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Thanks for playing, I hope you enjoyed it! I'll be updating the game after the jam to include more secret areas, fix graphical glitches and maybe add more levels etc.

Nice work, great atmosphere! I was expecting more to happen but what's there feels really good, nothing feels clunky or obviously unpolished.

Thanks a lot! I feel pretty satisfied with the balance I achieved with minimal testing at the end (not happy about that on it's own lol) and just kinda feeling out the enemy speeds and adjusting it maybe once during development. I wasn't going for scary, but I'm glad I got the tension up!

I did! My process wasn't reponding so I almost force quit, but it went through!

Thanks, I'm glad you had fun!

Thanks a lot! I'll check out your game shortly!