Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

hatmix

206
Posts
1
Topics
43
Followers
18
Following
A member registered Jan 18, 2018 · View creator page →

Creator of

Recent community posts

These look great! What license are you releasing them under?

Top-Down tagged, but only side view sprites?

So much good has already been said that I’d echo, so I’ll just add that I found the snake’s wiggly movement delightful.

(1 edit)

Love the idea and look of the game. But, I can’t get past the first grow the vine to get to the ledge part. If I grow when looking up, I almost get there, but fall back down. If I try to look to the wall to get some horizontal movement, I don’t go high enough. /shrug

Very polished and smooth UI. Nice take on the theme!

Glad you enjoyed the game! I’ve asked the person who provided the building sound effect to confirm its source. If I don’t hear back soon, I’ll replace it with something I know the origin of. Thanks for pointing this out!

I really like the classic TD approach of building your own paths and this implementation is quite fun to play. Fits the theme well. Great entry!

What you can do for future jams is in Godot project settings, change the Display->Window->Stretch->Mode to “Viewport” and Aspect to “keep”. Then, the fullscreen button on itch should always just make the existing view of the game bigger and you don’t need to think about it. But, I highly recommend playing around with those settings and learning what they do! image.png

Great 1-bit aesthetic! The story was fun, though it felt like in a single run there are a lot of repeated events. Very good entry!

Beautiful game! No sound effects, though? Still, a very good entry.

Great take on the theme! Lovely animation of growth and pruning. I would have preferred camera controls on keys, but many people interpreted the “One-hand” wild card like you did.

Does missing delta also affect the speed of the water droplets? They’re so fast! Still a nice interpretation of the theme and a beautiful game.

Did you try making the itch embed resolution match whatever you set for viewport or window resolution in the Godot project settings? image.png

The particles for sub movement are great! I think a little inertia on the sub would feel good, but that would make catching any trash even harder. Perhaps you could add collision to the seafloor and allow it to be picked up there, too? Solid entry that with a bit more polish could be really good!

If the game supports scaling, enabling the fullscreen button in the itch settings would make the game easier to play.

Very polished with a good looking UI.

Fun concept and very satisfying snake movement! I think it was a mistake to give up QoL camera controls just to satisfy a wildcard. Camera rotation would have been very handy and looked cool, too.

OK! With the fullscreen option I really like this game. Fun puzzles, but maybe a bit too easy to softlock yourself for “R” to take you all the way back to level 1. A nice addition would be a “move strength” meter of some kind. Really good entry!

Well, I think I discovered something unintended. If you LMB click anywhere on the screen, the player teleports to that location, including into walls and onto the chalice.

It’s a really fun application of the theme as a core mechanic!

The character art is super cute!

I respect your decision to make game source available! And template code is obviously allowed. However, you might want to consider what the git commit logs will show if you don’t use a repository as a template. The source you provided has commits going back across multiple Godot Wild Jams and the initial commit is from August 8, 2024. Please, have a look at the rules of the jam.

Looks like the start of a fun game, but there’s way too much screen shake for me to play it.

Smooth 3D gameplay and a concept that nicely fits the theme. The feedback when hitting something you’re not big enough to eat is very satisfying. Though, I think it’s a mistake to not provide QoL camera controls just to satisfy a wildcard.

This is a nice concept with great low-poly graphics. The 3D web export works really well which is not always easy to accomplish. I think it was a mistake to give up QoL keyboard controls (camera move and rotate) just to satisfy a wildcard.

Please enable the fullscreen button in hopes it will improve the playability!image.png

Nice 1-bit aesthetic with surprise use of a few more colors.

The art is fantastic!

Playthrough video https://youtu.be/0KpacS-JI8k

(1 edit)

Ha! I asked the wrong question. How do I tell which baby is mine, since they both looked the same? But maybe the same answer applies and you ran out of time, which happens. :)

(1 edit)

Great game! ~~Maybe I missed it, but you should really provide attribution for Punch Deck’s Neon Drive which is CC-BY (and any other assets you may have used that require attribution)~~

I did miss it in the “About” menu option, sorry!

You should add a cover image! image.png

Fun start to something here! The flamethrower is fantastic. I agree with Chipper about placement and waves (this could be because I played the web version.) I look forward to playing again if you update after the jam.

For anyone else attempting to play on mobile (Chrome on Android, in case it matters): I found you have to tap a card once to raise it, then you can drag to target. Trying to drag from the cards directly doesn’t work without the first tap to raise.

I like the concept! Building and materials were very intuitive. While playing I wished for more feedback about what was going on. Were my soldiers dead or in a far corner of the map, for example. Nice entry!

Are the dragons the turrets or something else? No spoilers, but LMK if I missed it :)

If the game supports it, please consider enabling the “fullscreen button” in Itch’s settings. image.png

Thanks for playing and commenting! There are two things that can lead to the vines getting through walls.

First is we never got around to making the walls and towers respect collision when placing and moving. That makes it difficult to get the walls lined up in a way that closes the gaps between collision shapes. If you walk around the wall, you might get an idea how much they need to overlap for collision to be continuous.

Second, collision tests only happen at the tip of the vine. If the tip is past the facing edge of the wall when the wall is placed, the wall is basically ignored.

But on the other hand, this behavior of vines going through cracks you didn’t know about is probably the most realistic behavior I’ve ever accidentally coded.

Thanks for playing and commenting! The game’s approach to the leaves & vines comes from real-world advice about removing kudzu. That is to keep the leaves cut back during summer and to remove the vines and roots in their winter/dormant season.

Great suggestion about a button for build mode and I’ll add it to the list. Thanks for playing and commenting and glad you enjoyed the game!

Thanks for playing and glad you enjoy the game! The kudzu vines started as a “can we make this look good?” experiment before we even decided what the gameplay would be.

The vines are a Line2D with a new point added every timer tick. The width increases by number of points and a width curve creates the thinness at the leading end. Each new point starts at points[-1] and tweens to its final position, though this animation seems to get dropped a lot after switching to physics processing for vine collision with walls. The leaves have 3 stages of growth that are scaled from zero and modulated from transparent on the same timer.