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henkehedstrom

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A member registered Aug 15, 2018 · View creator page →

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You can really see that you have put a lot of energy and time into this game. I liked the artstyle and the general vibe, it was cosy. However, the game was not really for me.

I got frustrated early on due to the lateral jumping. I did not really understand the mechanic and instead jumped on the sign to get further. When I needed to jump on to the scaled box later on I didn't really understand how to progress and I fell down in the water. Paused the game to restart and found the bonfire option but that didn't work, nothing happened. Managed to swim under and get up on the other side. 

I reread the sign and managed to progress so not that big of a deal. And I guess I could have drowned myself to restart the game maybe if I couldn't get up?

I noticed that you gave information about what key to use for different controller. Nice! An improvement could be that you checked what type of controller the user had and changed the text based on that. 

In the beginning of the game I basically only heard background music, there was no sound for jumping/swimimng/picking up crystals. I thought it was a bit odd because of the volume sliders suggesting that you had sfx and those type of sounds seemed like the most obvious to add. Messed around with the sliders a bit and noticed that there is probably something wrong with those. When all the sliders had the volume to 100% it worked as expected so I put them on 100 and then turned the volume down on my computer instead (I thought it was a bit too loud for me). 

This is how the sliders looked like when I only heard the music. Maybe it was because I had the music higher than master?

Overall a nice game! Looked good and seemed like there was a lot of content! I just did not feel it today so I did not play that much. I might come back to it another day :)

Yeah, I totally understand. I only got time to play like three games. I think I should timebox me more when I review games :) I haven't forgotten your game or the games in this thread but it will take some time to get to them.

Thanks! Yeah, we are lacking a few features. We had some more stuff in mind but we did not commit that much time, this was mainly a little exercise to learn some godot. Will look at the process vs physics process bug, sounds like a rookie mistake :)
Quite busy right now in life but will pick a day where I host a multiplayer lobby and stresstest a bit. Could you write to you then. 

 Lego Island Extreme Stunts looks really fun btw!

Thanks! Looking forward to trying yours :)

Yeah +1 on the quick restart! 21.5 seconds is solid, the fastest time by far by a non developer. 

You should give multiplayer a try! Was very fun to play with the other people in my team or with friends. It was really easy to set up in Godot. We might not do it in the best way but it works! 

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If you want to troubleshoot I could help you and send logs or whatnot :) And must have missed the hammer score 

I'lll try to explain. Usually when I play games I don't read the "How to" so and if I do I do not read it thoroughly, keep that in mind :)

So the first thing that happened when you start a level is that you get presented a shop and the first thought is to buy something. It looked like I was suppose to click on stuff. I hovered over a weapon, chose the one that I thought was fitting and that was cheap enough to buy and then I clicked it. Nothing happened! Then I double clicked it, nothing happened. And then I clicked on the lock thingy and thought, no that might be for something later. And then I clicked play. 

So I started the game without buying a weapon, it made the game a bit slower but I wouldn't know because I hadn't played it before. So that is the first possible improvement, you could force the player to buy something in the start. Or present a dialogue "Are you sure you want to start the game, you haven't purcase a weapon yet?" if you want to have it as an option to not buy anything. 

Then if you started to play and won the first wave you have to choose a backpack and here is where I got stuck. I chose a backpack and then what? I think I tried to place the weapons inside the backpack but inside the "chest area". Maybe something like this?

Is there a reason that you can drag around the items in this area however you want? 
I can even drag them to the reward area:


When I drag an item that is too big to my backpack, I get no indication. This could maybe be shown with like red tiles or something :
However, it is not that much of an issue if you learn how it works you can use the lines around the backpack and easily see if it will fit or not. 

After you choose a backpack, you currently have to place it before you can continue playing. You might want to force the player to make that collection (force the player to always hold the backpack and let the player sort weapons after the backpack has been placed next to another).

This might help you a bit. But don't overhthink it, a big part was me just being a bit stupid :P



Btw  I messed around a bit in the shop and noticed some other stuff. You can sell your starting knife and then play. The game does not really work without a weapon :) I switched out my sword with a shield. Did not really work with only a shield either.

I wonder if you might want to start with a weapon, the character has a sword in the sprite so you could use that. A default weapon that you cannot change and is not affected by the backpack logic. Then when you win the first wave, you choose your first backpack and continue from there. Would solve some issues but might not be what you want. 

Hope this helps in some way!

We could totally arange a mutiplayer session. I think we should be able to have at least 16 players (that is how many spawnpoints we have :D) but we have only tested with max 3. Will think about a day and time and write to you :)

Felt like some whacky stuff, perfect game jam game. However, the part after the crafting did not work for me

I played it twice but when I got to this part the pangolins walked up to the enemy but nothing happened. The buttons changed the text but nothing more. Thought that it was just a strange bug so I replayed it but the same thing happened.

I got really confused the first time, I guess I am bad at reading. I was supposed to make a triangle but had another shape and though that I had to create a triangle by cutting the corners with that shape. I found out later that you can actually switch haha.

The press down part I never got right, not sure if I did it correctly. Were you just supposed to turn the valve with the mouse? Sometime it turned really fast.

The spike and color part was too easy. When you hammered the spike they could be hammered down perfectly or they could be a bit janky. Even if I hammered them down wrong I got a perfect score. Is the score only about the amount of spikes?

A last thing, the game started on the wrong screen for me and I could not change it. I don't expect that game jam games have support for that but maybe add a window mode later or an option to switch main screen.

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Wow, felt like a real game! It made me want to play vampire survivor again. Did not really understand the backpack thingy at first, restarted the game after the first wave because I thought it bugged. Even after I read the how to I did not completely understand. But managed eventually. But other than that it was a cool idea for the inventory and made the game unique.

Did not play the entire game but it was nice and started to get addicting. Want to try to play as many games as possible today though  so I try to not spend too much time. The thing that bothered me the most was the animation the character did when attacking, it did not feel like it synced well with the projectiles I was throwing. I think the game could be without the animation.

Nice music, cool art, good game :D

Nice small game! I have no idea how people got up there so fast, I would like to see a video lol :) I got my name on the leaderboard at least. 

I found some minor issues with getting stuck and the text wasn't correct when resizing the screen. But I think other people have already commented on that. 

Nice small game! I have no idea how people got up there so fast, I would like to see a video lol :) I got my name on the leaderboard at least. 

Nice and simple game! I liked that you added new enemy types and power ups during the game. And it looked pretty good :)

Some things I would like to be changed: 
 I thought there were too many waves per level. It felt a bit dragged out at least for me.
When the arrow enemy spawned they always pointed up, I think they should point in the direction they will travel. 


Will try to play the games here during the weekend.

Here is our game: https://itch.io/jam/game-off-2023/rate/2364090
It was the first time we used Godot :)

Thanks for the feedback! We will probably add an on screen timer. If you play with others there is a bigger incentive to be fast :)

Initial impression after the tutorial: 
It feels very polished from the start. I liked that you had a loading bar in the intro and that you added a gameoff splashscreen. I am currently playing on the web build with a controller(because you said that, that is the way to play)

During the tutorial there were no binds for the controller. It said press "space" instead of "x/a" and so on. This might be because I connected the controller later on or because of the web build or maybe you didn't have time to include text for different controllers. Managed to figure out the controls still.

The first room after the tutorial I killed my self multiple times with the expanding of the crate. It felt a bit frustrating in the beginning but now when I have finished the game I don't mind it. It felt really awesome the first time I killled a bat with the box accidentally. Managed to get a couple of double kills with the box later on :)

Water physics was a surprise, small details like that give a lot to a game. 



Some bugs/improvement area.
You probably already know this but wrote some stuff down when I played.

Gate animation could be changed a bit. It feels like there are two animations, one opening and one closing. If the gate is currently opening but something happens (like I step off a button) and it needs to close then it will start the close animation from the closed state. 

When you hover and attack the animation will go back to idle instead of hover.

The blue enemy that jumps can see you when you are under it and sometimes through walls.

The first area in the hover route or whatever(the door that leads to shadow boss) was a bit tricky for me to figure out. I had to watch the gameplay but I felt really stupid when I saw what you was supposed to do. I managed once to fly over with the box in my hand and quickly throw the box and slash so both the box and my character got through. I though this was the way but never managed to do it again. Not sure if any rework is needed here but I got stuck there a long time.

The fight with the minotaur was the hardest for me by far. It did not feel fair. When the minotaur is about to attack and you slide under and attack him, he will almost immediatey look at you and attack again. There was also a place wher you could stand without taking any damage in that fight which was nice for me but not sure if you intended it to be like that. Adding picture.


I think that if you take damage and then enter an enemys hitbox you wont take damage again and it will just stand on top of you. It happened twice for me with zombies.

One zombie once stood completely still even though I was close and in his range. Hard to see on the image but he stands still I promise 

It felt like the shadowboss couldn't hurt me when I stood on the platforms above. Like he never used the electricity then.




Overall a really nice game. Think I spent an hour on and I had a great time with some minor frustrating parts (like when I got stuck or when I killed my self over and over with the box). I liked that you used the boxes for the bosses a lot and I enjoyed the level design. However, sometimes it took a bit too long to backtrack to the hub. Great work!

Thanks a lot! What time did you get?

Yeah, we were thinking of assembling your own fish and race with that. But that was a bit out of scope :) One of the best scores from outside the dev team!

Thanks!

Yup, totally. It needs to be fleshed out, thanks for playing!

Thanks! I think we will continue to work with it especially since it is multiplayer. Makes it a lot more fun :D

I really liked the idea! It is unusual to want to have a fair game and to sometimes root for the opposing side. I noticed that if you clicked play after a round was over the game bugged and you had to restart.

Nice with a leaderboard, I came third my first time. Tried it again and after a couple of tries I got the second place. Man it got addicting quickly, my favourite game so far :D

I found some other bugs:
I think that the pieces that survived the previous round got to fire quicker than the pieces you placed.
Usually when the game ended the pieces shot a ball straight up.

Nice work!

I liked it a lot. Started off as a cosy spinoff to snake and then some other gamemodes came in. I think the spawning for the fire and fish needs to be changed a bit so you have a grace period when you spawn. Sometimes I died and died ímmediately after because the obstacles spawned so close.

The earth level was cool, didnt understand it first. Thought you had made it wrong because there was not an even amount of stones hehe. 


Couldn't finish the air level but I think that was a skill issue.

Let me know when you have a new build and I could test it out again :)

The game wasn't really for me, I think the gameplay is not interactive enough but that is a personal thing. I did not pay enough attention to the different symbols. It would be nice if they had a tooltip that would explain them.

I would like to have some settings for movement and rotation, it felt a bit too slow for me. I however, liked that you could zoom in that much! I spied on the lizard people between every decision :)

The ending was a nice surprise :D Made it to day 6 so almost to the current leaderboard. Cool that you did a lot with the help of AI.

The music sfx is really nice and the aesthetic aswell. It gives out a nice vibe. However, the movement felt a bit clunky. I had a lot of problems with the wall jump. Especially in 2-3 "Too many walls". In the area in the photo I couldn't jump most of the time, I just kept sliding down. It made it really frustrating. 

I eventually gave up after some minutes in level 3-1 because I could almost never make the jump and when I did it was too late so I jumped into the spikes. Most of the times the character wouldn't jump when I pressed space in that level. 

Some times when I am wide and press the up arrow I jump sometimes and sometimes nothing happens. It felt like a bug.

I liked that you introduced new features along the way and I noticed that you had some form of save system aswell. Good job! If you managed to fix the jump bug I would like to try it again :)

Yeah, I agree with the music. What do you mean with the joel game :P

Thanks for playing, will check out your game aswell

Did you download it? You have to port forward as the host aswell, if you want to play multiplayer I could host and you could join me :)

Cute game, was a bit hard to flick multiple dice but figured it out in the end. I was pretty bad at it (78 throws in one level hehe) but I managed to topple the king int the secret credits level :sunglasses: 

It took too long until the boss arrived. Cool art and music.

This was a really fun game, impressive that you made it in 48 hours. I really like main menus that are creative like in this game. Instead of just normal buttons you implement some gameplay into the menu. I like that you just get thrown into the game without a tutorial, this might be because of the lack of time but I think it fits the gameplay. It feels a bit chaotic and you need to think fast, especially when a new feature gets introduced.

I liked the level with a bunch of gears the most. I had no idea what to do and had to adjust quickly and I managed to win it in one try. The level looked so hard in the beginning because it felt like you really had to figure out each step from the beginning but that wasn't the case. Maybe I was just lucky or there are a lot of possibilities to win that one.

One thing I think you could change is the colours of the lasers. At some point in the game I ran to the wrong computer to turn off the laser because I had a hard time seeing which colour the laser was connected to. The lasers could still be red but then you should increase the visibility a bit with like lights or something. I also found some issues with the levels that had elevators and moving platforms. At one level you could get under an elevator and there was no way for you to get up again. At the last level I fell off the last moving platform and got trapped in the air(I did however manage to glitch myself up and complete the level). 

I noticed that on this level you don't have to press the green computer at all. It made the level much easier, I thought I had to deactivate the pad that moves the drone and then run all the way to the light blue computer. But if you deactivated that pad it was impossible to win.

Overall a fun little game that forced me to think fast. Nice to see a game from fellow TGA students aswell!

Footer

looks like I wont participate at all :( Goodluck all!

I don't want mushrooms on my pizza.

It took me an incredible amount of time to win wave 10. I thought I had won but NO ten more levels! And one of your comment said that you made 100 waves. You really need to change some things so it gets easier because otherwise this is going to be the next dark souls :P I got really tired with my left little finger(I shot with left ctrl) so after awhile I started to use the right hand to shoot(still with left ctrl though, It looked weird). That's how long I played. I really like the art for the player and the enemies. I think you could make the ground look gooder but that is just my opinion. The movement was nice and so was the shooting. Because the game was so hard I had to come up with different strategies and ways to win waves but sometimes they surrounded you and it was impossible. I like that you could jump over the hole in the bottom part of the first level but that it was hard to do.  The music was also nice even though you did not make it.

I have a question. Do you restart the scene when you die? Because if I die when bullets were in the air they are still there when I spawn, same thing with coins. If you don't want to restart the scene because you will loose the gold variable and upgrades your character has you can have something called a gamemanager which can store variables between scenes. 

Things to improve: The bonus round has a timer on 15 seconds but after the timer the gold is still there, I think that the gold should go away if you didn't pick up every gold. When the monster fall down the hole they get back on the top, I think the same should happen with gold if it falls down the hole. Make the game easier :D I found a bug where sometimes when you died you did not get the upgrade menu. 

The most frustrating bug I found was when I tried to save up some gold to be able to buy upgrades later. I got over 1000 gold but when I died my gold resetted :( 

Here is a link with a video on the issue, maybe you can get some info on what happened from the video so you can fix the bug/glitch. https://streamable.com/ur4bz

Overall it was a great game, I think you will get a good spot on this gamejam!

I like how Bob looks like and the brain did also look really good. I kinda like the gameplay and kinda not. The gameplay is trial and error and it was really cool to win on the first try because I guessed what would happened but in the same time it can be hard and boring to just redo the same level everytime to look for how the enemy will attack/block. I could not beat the boss(I think it was the boss). You could not read the functions and after a while Bob stopped shooting and the boss did too. Btw you the text that says if it is valid or not is displaying New text when it is not being used. You will fix these issues with some polishing. I understand that it can be hard to fix every bug under a short period of time. I myself did really not submit a finished game because I couldn't work every day. 

Rated, hope you get the position you want.

No, I don't think it is necessary. But if the game had been longer you needed to remember a thing again I think that you should be able to reset that cutscene or get a hint or something. Yay 100%!

The art was really nice and the music aswell. The bomb sound was a bit too loud. I forgot the girls name first time I played so I had to restart, lol. I played both endings, there were only two, right? I liked that you first showed the story in black and white and then you played what you just saw. I would like to see  your art in upcoming games (and music if you did it). 

I rated it, hope you get the standing you want!