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NeonBlades

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A member registered Jul 20, 2016 · View creator page →

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Really beautiful and atmospheric experience.  That water was gorgeous, the lighting and fog really makes it all eerie, the rain and thunder effect was also just great, and when it all finally clears and we see the stars and lighthouse is just such a good vibe.

Very cool.

Great game, full of charm, the simple mechanics lead to a decent amount of depth and can be rewarding when landing those sick bounces.

I know it's pretty difficult to make anything with more complicated gravity such as running around a planet and not have the collision be an absolute mess so kudos for pulling it off even in a short frame.  Conceptually it's good, I'd love this sort of random planet generation and wave based survival mechanic and if fully realized, there could be all sorts of interesting enemies or upgrades that play into the strange physics.

This was cool, such a good chill exploration vibe to take.  Taking pictures of the bells across these ruins is a neat idea for an expedition to be going to investigate.  The graphics were slick, and had good use of colour to help us find where the bells are.  The music fit the vibe nicely, and a good touch to add a bell sound when the photo was taken correctly.  Movement was slick too, very fun to just be free to jump high and dash about.

I really like the idea of putting the player in a position like a blind cat and making us play and interact with a world that's unforgiving in that manner.  Like, i genuinely was getting stressed just trying to figure out the house layout until i finally found the cat bed and could calm down.  It legit made me personally calm down and realize i can take my time now and see this whole place.  It's pretty amazing how a concept, even unfinished, can have an impact like that and I think that looking at the theme of Expedition under the lens of anxiety is pretty nuanced.

That thumbnail is probably the best cover image I've ever made for any of my games XD

Thanks for the feedback though, something I'm taking away from this jam is that I definitely need to spend more time in each game explaining controls to make sure that people don't get frustrated when they fall out of bounds for example.

Thanks for playing :D

Gosh that's some high praise! Thank you :)

Thanks for the kind words, I got a little worried in the last day or so of dev time that the concept is actually a little weak, but I've been proven wrong :D

I always struggle to make in-game tutorials that aren't just dry or require a lot of reading and it feels like it slows down the rate that people get to interact with mechanics.  It's something I need to work on as I do more.

Thanks for checking it out and enjoying it :)

Yeah I've noticed the playback can sometimes be screwey.  There's clearly some elements of recording sounds in Godot that I haven't yet been able to fully grasp.  For example there's two types of AudioBus Effects for recording from the microphone, the documentation doesn't really cover the differences between the two, but one works in html and the other doesn't.  Other Bus Effects don't work depending on filetype either.  I'd like to of cleared out all the bugs like that but we live and learn.

Future me will know what to mess with when I make Clef's Quest 2 in some future jam :P

That means a lot to hear, thank you so much :)

I certainly had some fun looking through musical notation and just letting the "dumb jokes" part of my brain have fun with it.

Thanks, I'm really happy you had fun :)

I wish I could of filled the world up with even more nonsense so at the end it's a whole cacophany of silly noises, but I had to limit it somewhere

Oh man the first idea for this was to have some way of using the microphone for a Parappa the Rapper style game and having the player mimic sounds, but having those ambitions be made in a short timeframe was unfeasible.  I'm glad I did put the respawn in because i'm seeing plenty of people hit awkward collision, myself included XD

Was not expecting to see any procedural generation in this jam, that's sick.  I love a good procgen island.

Good little game, the graphics are simple and sleek, the curve is fine, though i had to cheese destroying a lot of the towers by hiding behind a building or tree.  I particularly love the particle effects on the steam boat and the bazooka explosions.

This is the kind of weird setting I love.  The intro was cool and just makes me wanna know more about our little wizard fella.  What kind of mage is he? why is he riding a disembodied hand through space?

It's fun speeding along and trying to make the right lines or making the big jumps.

hahaha, what an incredible ending.

Really fun and simple stealth concept, It was actually quite tense and I felt real shame when I heard the exasperated shock of a person who caught a glimpse of me in the bushes.

This was cool, I like the focus on minimal inputs, the momentum the bathysphere has makes it pretty satisfying to swing myself around corners, especially while also 360 no-scoping crabs.

The graphics are super nice too, I can appreciate a clean minimal art style that still gets across details.  Love the touch of seeing the boss in the background as we got deeper too, like it's actually hunting us down.

Man this was really fun.  The delight on my face where after failing my first run, deciding to go with the Hot Rod and noticing it does leave a trail of fire, excellent.

The choice of difficulty levels on a per flight basis is great, it adds a little element of Push Your Luck into the whole journey, coupled with the upgrade system.

I did have to double check what a passport bro is and it certainly changes the context for what my guy is doing hopping on all these flights now XD

This is a great concept for a puzzle game.  Very moreish and kept fresh with the new objects being introduced but also not needing to be explained, just understood.

It was only in the ending cutscene that I even really clock the background music fully being a capella, which i think is a good thing, it was so on point for the vibe and sounded just right.

The art is super good,  like the li'l touch of animation how everything head-bobs.  Also the intro of the two capybara is cute so the first impression is great.

Heck yeah, drawing on the map to alter paths in the world is a rockin' idea.  Using it as well to open the door is a nice way to get multiple mechanics out of it. The computer wizard wasn't lying about observing the world either, the moment i finally spotted a club in the wild, i then knew what to look out for for the other symbols.

I should of known there'd be a troll at the bridge waiting to clobber me and take all my shells XD

Game has a nice retro feel, deciding on when im ready to tackle any of the points of interest has a good curve to it, once you get over the initial realization that those villagers were not kidding about dangerous the jungle can be.

This is a neat idea, I very much like the aspect of organizing expeditions and sending them on their way, focusing more on a minimal side of things such as what classes are being sent and that invoking a more passive set of checks in each place.  It's more of a puzzle in that regard, sending people to find out what's going on a place first and then sending the right team to deal with it.

The mental image of a hero i just dropped 3k on, dying at 0% because he was bucked off his own horse is just *chefs kiss* .

I really loved all the fun little dialogue these little gremlins said when they were sent off, very on the theme of selfish idiots vying for glory.

Super fun, love the addition of a Rum button, and it certainly was useful to help speed around such a giant map.

Flavouring the A Capella wildcard like a pirate curse was a tasty way to incorporate the theme too, and having it mostly manifest in sea shanties being sung by the crew was great in a diegetic way.  Especially when encountering the kraken, noticing how the song changed tipped me off to the area.

Pretty solid gameplay loop, and really cool to see the main mechanic is also the way you interact with the shop.  Makes me wonder which CEO we're inside the mind of when their most visual thoughts are of top hats and fancy watches.  Wait, are we inside the monopoly guy?

This is pretty nice.  It can be pretty hard to pull off something that's more narrative focused for a gamejam due to the limited time but I think you've hit a sweet spot here where it's not overly complicated but still has a bit of deeper meaning behind it, at least that's what I felt after getting to the end.

I quite liked using both the 2d and 3d mix, it felt like how in an RPG you tend to get stylized overworlds to explore that are separate from the actual areas.

God this game is perfect.  The pre-rendered exploration and the general vibe of the main puzzle is so on-point for how games like Myst were.  Having a bunch of extra nonsense I can mess with like other junk parts, or the grammophone was a good idea because I absolutely want to be clicking on everything in this kind of game too.

Best soundtrack I've heard by far. Especially when you break it down and I can hear the voices quibble amongst themselves, genuinely funny XD

Thanks for the kind words :)

I'm a big fan of people thinking about alternative ways to interact with games, so using other hardware that most people have, like the microphone, was something I've wanted to toy with for a little while.  I was hoping to add a boss fight at the end of the game which was going to play a bit like Parappa the Rapper but with the mic but had to cut it for time. C'est la vie.

Thanks, I'm really happy you had fun with it :) Personally I always made the dogs say "Whosagoodboi?!"

I do think there are some slight issues with some of the audio bus effects in Godot when exported to html5, there's definitely some nuance involved that i had to read up on so it's quite likely that there's still some lingering issues with it.  But hey, I've learnt about some of that now and thats whats really important for going into future games.

Absolutely was not just a cheeky way for me to get the player do all the work :P

That's really sweet of you to say, thank you :)

I was a little worried that some people might not be able or willing to use the microphone, but i'm glad people are checking it out.

This was great,  I feel the expedition theme really comes across strong in this, especially with the idea of having different types of challenges be presented to you and needing a variety of different cards available to succeed.  I also like how charming the character art is, every time I saw a guy with a big toothy grin and a thumbsup I just had to add them XD

Also really like that when the expedition is over, we get to see a full map of what we've revealed, thats a nice touch and brings the exploration aspect around for us to better see our achievement.

Wow, thanks for so many kind words :)

I really did want to implement combat, even if it was just one setpiece at the end for a faux final boss fight but I really didn't have time, but I at least wanted some GUI stuff in there to mimic the feel of collecting part members over the course of a typical rpg journey like this.

I was also hoping to actually have the party member contribute to a singular piece of backing music that you basically build up over the course of the game but man that was actually a bit beyond what I'm capable of XD

Tutorials are always a little tricky I find, especially in game jams, but it's honestly a good tutorial where it is, plenty of the game is explained, i really liked the voiceover of the vampire lady during the first fight too.  Anyway this was a cool game, im fully expecting it to be rated highly in the final results :)

This has been a really fun playthrough.  Taking the expedition concept and reversing it is a fun idea, and being able to revive enemies as your own thralls is a nice touch.  Some nice varied equipment to be getting too.  Took me a little while to notice the flames above my characters was representing incoming damage, but when i did, it really made each turn more satisfying by knowing which enemies are doing what on any particular turn and being able to plan around it.

Pretty gorgeous game, especially because of the minimal feel to it.  I want to shout out the music and sfx as well, it's easy for people (myself included) to forget how much impact that sound has on even basic things like UI or responses but here it feels really nice.

I felt I was doing something wrong at first though, as my first 3 expeditions always only had choices between research and greed, so naturally i stopped caring about navigation and fighting and boy was that a mistake.

Cute.  It's always nice to see a chill game in the submissions and I really like the take of being a wildlife photographer having to catalogue all the creatures.  I especially loved the flying penguins.

I was going to make a comparison to Death Stranding but this actually gives me more of a Foddian vibe now I think about it some more.  I think it's a pretty cool idea and can imagine like a full version of this to be a bit of a viral hit.

I really like the art, and it's nice to get a straight forward, almost arcadey vibe.  I'm glad my first powerup was the double jump, my dwarf can hella fly with that XD