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Guilded Goose Games

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A member registered Jul 24, 2025 · View creator page →

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Glad you enjoyed it! The chain is the buggiest part of the game I think, but I coded it day one and then didn't go back to polish it. So that will be something I fix after the jam to be a bit more consistent. I totally agree on the mining sounds and want to change them after the jam.

Glad you liked it! Give us a follow! We are planning on updating after the jam since we are all fairly happy with the idea. We even have more of a story that our writers had come up with that we want to finish implementing! 

I'm glad you enjoyed it! I actually had installed and opened terrarria and a few other games to decide how to make the mining feel good. We also had a few conversations about making the HUD on the chunkier side to make it easier to play. This was the first mockup I was sent for the HUD



We went with the final model because I felt this obscured to much vertical space in a game where depending on generation that can be important. I also will probably change the dialog and frontload more of the important stuff. The dialog and overworld was done by me (the dev) in the final 4 hours. We have plans to polish and update this after the jam since we are all fairly happy with the game. There is also a story of sorts here, if you make it deep enough and I'd like to incentivize that a bit more. Unfortunately I was under the impression I had an extra day and ended up pulling an all nighter on the last day of the jam.

I really liked the concept of the game and enjoyed the story told, but there was not that much gameplay.  It was a cool 3d space that was built out to look around which I did like but was left wanting more.  All in all, a great atmospheric experience, I just wanted some more gameplay to dig into.  

I love the art for Gizmo and mining around as him.  I did not realize how the physics worked for the black blocks.  I assume they have to be attached to either the close wall or the far wall to stay lifted but I was not really sure.  I also encountered a few bugs where Gizmo would get caught on blocks and I would have to wiggle back and forth to get out.  However, I think the difficulty curve ramped up nicely, and saving after each level makes it feel less punishing when I would make a mistake.  I loved the upgrade screen, the UI was very clean and the upgrades felt impactful.  Overall a good game!

Yes, GuildedGooseGames@gmail.com

Glad you enjoyed it!

Yeah, integer was off. I noticed at the very end before submitting, but didn't have time to fix it. I plan to update this after the jam is fully over to fix it. 

Yeah, it was an integer issue. I'll upload a fixe at some point. The level generation, and minimap were done at the very end lol. Glad you liked it!

Nice! I have my own thing I've been putting together over the years in C#. Love seeing people do their own thing! 

Gotta be real, didn't expect much lol, but I really enjoyed this! The legally distinct beholders made me laugh and it just reminded me so much of old build engine games

I had a lot of fun in spite of this not typically being my kind of game! The game looks great too! I just wish the font was bigger

Shooting felt good and I really like the idea here! With some more work you could have a really fun little game!

This was really cool! Reminded me of Fallout 1, what'd you use to make it? the game was really well polished!

It seems like the torch doesn't have much of an effect on sanity. I got to the top of the staircase, but couldn't interact with the console. It's a really cool idea, I'd love a sanity meter or some sort of visual, it's really cool!

I had a hard time with the parser, it seems cool and I really liked the shader. I'd love to see the help command expanded. Still had a good time though!

This was a lot of fun! took me a bit to figure out how to actually find stuff, but I loved it!

I love the enemies! I also enjoyed the story as it is. The combat and controls felt weird, but even so that didn't detract from the game! I did run into a bug where collision shape on the sword wasn't disabled and I could run through zombies lol. As fun as it was I don't think it was intended.

I enjoyed it, thanks for mentioning acceleration. I normally have that off and the game doesn't run without it! I had a lot of fun running around the map and jumping from place to place. I had a hard time seeing though so once I lost the flashlight I couldn't see at all. Overall great work!

Yeah I ran into that bug in my final playtest, but didn't have time to look into it. Seems to happen only at the bounds of the map, so an integer is off somewhere

Would you mind me sharing your demo on our socials?

Hey, I love the game! Very cool idea, and I've enjoyed what I've played! I'd love a web build for the demo. Ran into only a couple of issues in my time with it. 6 real issues I saw, and a few suggestions documented below.

## Bugs
1. When the cultist shot a firebolt at me I got a lag spike. I'm guessing the firebolt is being instantiated when the enemy fires, if that's the case consider using an object pool or make the fireball a part of the cultist. Alternatively it may've been a shader caching thing.

2. As a mage when I was close to a wall the spell doesn't work since since it collides with the wall immediately

3. The enemies sometimes get stuck on obstacles

4. If you drop your health/mana potions in the dungeon you can't pick them back up

5. I couldn't figure out how to use the mana potions, not sure if this is a bug or a UX issue

6. Potions always showed filled unless picked up in inventory


## Suggestions 

1. The worm in the desert needs some kind of attack. He never attacked me so we just sat staring at one another while I waited on my mana to recharge

2. Please some kind of dash or dodge, will add a significantly higher skill ceiling

3. Pause the game when the passives menu is open or if that is not something you want then do something similar to the inventory and make it pop out when it's open

4. Give me some kind of hotkeys for my abilities and put them on screen. It was really confusing to figure out right click was cast

5. Something about the mouse control options is confusing for me. Unfortunately, I can't place my finger on it. I think the problem would be solved by changing from the dark grey of what to click to a blue, red, or yellow. Just make it more obvious.

6. Some menu for the identification of items. It happening automatically was a bit jarring

7. Some of the rocks in the desert seemed like they should have smaller hitboxes 

Very funny, interesting idea and made me laugh a couple of times!

Very funny, interesting idea and made me laugh a couple of times!

This is a cool concept! It brought back memories of playing RE: Outbreak when I was younger! Good times.

Wow I liked this a lot! The art is wonderful and the game is simple, but feels good!

Really neat look! 

Cool idea, I love your art style, I did run into a few bugs related to event triggers though

Thanks! Yeah the crunch was hard I had expected to just do some 2D art, but ended up doing a lot more. I'm pretty proud with the end result. I'd never done 3D modeling, gdscript (I use C# in godot typically), or any work in 3D.

Thanks! ❤

Thanks I really appreciate it! Yeah  should've implemented a dynamic difficulty curve rather than a timer, but such is the nature of jams! Thanks for playing!

Really if godot allowed web build in C# in the current version I'd do them more, but in this case the game was built in 14 hours in gdscript which I didn't know. However web build is supported for gdscrip

Thanks for playing! Yeah I should've mapped that to q, but I didn't think about it. I normally don't do web build.

Yeah didn't think that through lol I don't code in gdscript and have never done 3D so this was a first in 14 hours. Thanks for playing!

Only a little, mostly an issue of the screen not clearing when I would expect. I have dyslexia so that made it hard to read sometimes

Had fun was pretty cool visually!

Late submission
https://guildedgoosegames.itch.io/consume

Plus if you needed help I'd be happy to lend it!

Not a bother for me, I love watching other people get experience and I need to practice my sprite work! You'd be the lead and I'd just do the art to the best of my ability! Up to you though.

Hey! I'm considering joining the Jam and can do okay sprites, but I'm a very competent developer. If you'd like check out my recent devlog for some sprite examples and let me know!