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Iced_Lemon

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A member registered Mar 21, 2020 · View creator page →

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This game is very cool. The conpcept is interesting and the presentation is stellar. It did took me a while to figure out that I need to make the toast stack on the left to match the right, perhaps it would be cool if you can seen the toast stack on the bread your control as well.

This is probably my favorite game from the jam. The presentation is top notch and the levels are well balanced in terms of difficulty too. I did encounter a bug where you can get stuck infinitely which ruins the experience, but besides that, this is a fantastic game you made. Excellent Job!

I like the game concept,and the lore of it all is quite funny. But enemies spawning on top[ of you and unable to be seen behind structures is quite funny. This game has solid foundation but definitely has a lot more room of improvement. Keep it up! ^^

Okay not gonna lie, the idea of a Toaster Gun is very funny.  I had a lot of fun with this game, I really like the polish you've put in the game especially with hoe the enemies explodes into multiple smaller toasts is truly satisfying. I am not sure if this is intentional, but the bullets having friendly fire that can ricochet back at you can be an interesting mechanic to work around if you lean into it heavily. I would say tho maybe turn down the amount of toasts needed to progress the game as it does get grindy killing the same slow moving taosts over and over again. Either way this has a solid foundation to be expanded upon if you ever decide to do it. ^^

I had fun with this game, it's simple yet it works. I would be nice if there is more polish and effects done for the player's actions and being able to run faster.

Simple concept but it is still a fun game! I think this could be made better if there are better visual and audio effects for when you are shooting toasts and missing. Either way it's a pretty good entry, great job. 


If you don't mind me asking, did you made the art yourself?

I really like the game concept. And I do appreciate the the neat audio design and visual polish you have, even tough it is minimal the fact that you have it there does make a big different compareed to without them. I would say that perhaps it's not a good idea to make players judge tiny margins of error since it's hard to tell toast length around 10% or less

What a very cute game. The art is quite lovely and while there is not a lot going on I did find this game charming. 

Also not sure what is going on here, but the toaster was a black box on my end after toasting the bread:


 On the side note, congratulations o your first Godot game! It's a light weight but very powerful engine for making 2D games that I highly encourage you to experiment with further. Putting this all together from zero knowledge about the engine within such a short time is very impressive. ^^

Hello, Thank you for playing our game. I personally do like making wacky bullet hells. I plan to at least make a few more updates for this game. But if you want more weird bullet hell games I've made a couple more in my profile. ^^

Hello, thank you for playing our game! Glad to hear that you've enjoyed our twist on the bullet hell mechanics but we definitely do need teach it better for new players. 

Hello, Thanks for playing our game! I'll keep your feedback and more audio balancing in mind for the next update. 

Hello, thanks for playing the game. The constantly moving forward strategy is something we are aware during developed and we've made it so that it's a suboptimal way to earn score but still possible to do so. But I do have some plans to outright invalidate that strategy all together in the next update. Along with more engaging bullet patterns and mechanics to keep the game fresh so stay tuned for that ^^. 

I've reached 73 score but the game stopped spawning enemies lol.

The game had it's basic foundations but generally lacks a lot of polish, especially the impact effects from hitting and killing enemies or when the enemies hit you.

Ayy, Thank you.

So I have a question, is it valid to make a Touhou fangame for this jam? 


We had an idea of a touhou fangame to make for this jam. The entirety of the game and it's assets will be custom made by us, we will just be using the settings from the Touhou Project, and the policies for fanworks are quite lenient: https://touhou-project.news/guidelines_en/

There were several fangames being made and published on itch.io and there was also a long running fangame game jam as well: https://itch.io/jam/touhou-jam-16

Ayy thanks for playing our game. We are still actively developing the game and adding some difficulty options as you mentioned. Be sure to check it out once it's completed in a few days :)


Btw, the music was produced by peritune: 

We've made a new game called Sanzu Surf Rush. 

Help Komachi get to her date in time by surfing through Sanzu river and get rid of everything in her path. This is a small bullet hell breakout game about deflecting your comically size coins and bullets at your enemies.

You can play the game for free here and maybe gives a rating, all comments are appreciated:

https://itch.io/jam/touhou-pride-7/rate/3687766

https://iced-lemon.itch.io/sanzu-surf-rush

video:

snek

Ever want to play that one funny horse game?

Well now you can! We've made a new game bsed on that one popular twitter trend about horse races except you play as a trojan horse rigging the race. Can you nudge the wining horse to it's victory without getting caught from cheating in the horse race?



Game Link: https://iced-lemon.itch.io/trojan-horse-racing

Ayy thanks for checking our game out and we are glad that you've enjoyed it. The fact that the hold being very long is intended as being a wall is a valid strategy I had in mind when designing the move set. The hold is also longer for accessibility reasons as well for players with slower reaction times to time their dashes. As for the game freezing it that is also intended. The game is programed to close itself after the last level which does freeze for a while before it happens. It's like that because I don't have the time to make proper menus haha.

Hello, thanks for checking it out. We can assure you that this game is a legitimate game program made in the Godot game engine that has nothing malicious in it. What your antivirus had reported could be a false positive, but we'll keep an eye out on any potential lead that could caused our game to trigger that. Thanks for reporting it to us btw.

Hello, sorry for the late response. But thank you very much for listening to my feedback. I do have some responses to your points.

1. Yeah I can see designing a suitable visual indicator is no easy task, but maybe I can suggest also using a slashing smear effect but i a different visual?

2. Sadly I don't think I can come up of any reasonable way to fully prevent this outside of giving the players more iframes. Perhaps having some input buffer for player's action so that they can be executed immediately once the player is out of the stagger state helps? I do appriciate the effort on the team to experimenting a solution for this. But I can suggest at least address sections of the game where this problem is more prominent and causes more annoyance than it should to the player's experience. So far I can tell this issue comes from bosses that can spam heavy hitting attacks at a specific angle that is likely going to hit the player as soon as their iframes ends. From the demo these sections are the crab boss's 3 hit sword attack and the boss's 3 saw blade projectile attack. Perhaps tone down on the spam attacks in either their attack rate or attack damage. Or maybe make the crab attack end it's combo if it had landed a hit on the player.

3. About the damage number thing I did check my game and you were right about how the damage numbers are set and my game is not bugged. I guess I was too tired at the time to noticed it and I guess the fighting the boss constantly and dying to it in consecutive hits and had conditioned me to think every attack is lethal (which in my defense, 1.5 damage is still lethal). This point was the one where I was the least sure about anyway so I trust your judgement more on this one.

On yeah, one thing about the perfect run mode is that it's best to only show this mode on levels that the player have already beaten and indicate what is it fore (to help players attempt to get an s rank without needing to restart the level from the menu manually). We definately don't want new players mistaken that this mode is how the game should be played.


Anyways this is all I have. Again I am still very hype for this game and I will still get it once it is out so wishing you all the best in your efforts to complete this game.

(2 edits)

Hello, I've been a fan of your works for a while now and I've been hyped about this game as soon as I've seen some teasers on twitter. I've gave the demo a shot and attempted at achieving a S+ rank on all levels, and I have to say this game rocks. I love the gorgeous environment art and the fluidity of the combat system. The moment to moment gameplay is spot on with satisfyingly tense combat. But I think the combat system demo still has some rough edges to iron out. When the combat works, it's a really awesome feeling of rapidly combo moves to dispatch enemies as fast as you can. However there are time where the combat does not work as well and it can easily ended up as a frustrating experience. Here some points I would like to point out that really killed my mood for the game.

1. Lack of Parry Indicators

Parrying is the core mechanic of this game and I think it is very important to communicate essential information to the player regarding that move, especially when its direction matter a lot. Currently it isn't clear how long does the parry last, how large it's its hitbox and how long does it last. This has contributed to a lot of frustrating "WTF I've right clicked on that!!!" moments in my play sessions. Sometimes I might miss a parry because my aim direction wasn't aligned with the attack but how much angle of deviation is considered misaligned? I really think this game could benefit from having a visual that indicates the hitbox of the parry. I don't know if the actual hitbox needs to be tweaked or not becase I can't judge it accurately, but communicating the hitbox to the player can at least let players to be able to judge clearly if a missed parry was their fault and how much they've missed it.

2. Multihits
This point is more of a problem when it comes to bosses. There are a good number of attacks where you can just get hit multiple times in a rapid succession with barely any way to evade them. This feels more frustrating than fair because you feel like you have no control over the consecutive hits. What this means is that you effective have next to no mistakes you can make during boss battles otherwise you can get pummelled in an instant. I've seen this is contributed by 2 things. One being that bosses attack too rapidly, some attacks are prone to this multihit issues (especially the stage 3 crab miniboss 3 hit combo and the boss's 3 bullets attack) and also the main boss needs to chill after each attack. And another is that any time you get hit you are stunned locked and only have a fraction of a second of iframes given after that which gives you very little room to evade an attack that is already coming when you are stunned lock. If I were to fix this issue, I would look into these first. I am personally not a huge fan of difficulty by limiting the amount of mistakes you can make.

3. Damage numbers
So you have 5 hearts and almost every attack hits for 2. That just means you have 3 hits before you are gone in most cases. I would not point out damage numbers as an issue on video games unless it's a problem, but in this case it is a problem when paired with the multihit issue earlier. While solving the multihit issue can alleviate the problem of taking too much damage and dying too quickly. I am not sure if you want the base enemies to deal 1.5 - 2 damage on average, especially on the base difficulty. Perhaps I can suggest that most damage sources would deal 1 damage as a base but make hearts only heal half a heart and maybe put the current damage values under hard mode. I am not entirely sure if the damage numbers is really a problem but I think it may be a good idea to have the average player experience to be challenging but manageable for most players, but leave the harder challenge for those who seek it.

Those are my main issues, some other issues I've encountered are:
- player's sword throw ability glicthes when the player's path is blocked

- game does not tell the player whether the dodge roll has iframe or not

- player, hearts and enemies can get lost in the foilage in certain foilage dense combat rooms

- I think it's beneficial to have a perfect run mode where the player has to restart the entire level when they die, this is mainly for players going for the S+ rank

These are all I have to say. I do apologies that this comment can sound negative. Aside from what I've mentioned here, what's the in the game is already perfect as they are and your works are still as fun and beautiful as they come. While I have my frustrations I did enjoy my playthrough for the game and I still hope to see through the development of this game. I've been wanting to play something like Hyper Light Drifter for a while now and perhaps this game can finally scratch that itch of mine.

(also just a fyi for fun, I've completed Tarn, twwwr, rusted moss, Ecila, Eli. and was the creator of Ballet and Steel)

Congrats on completing your first game jam, it is simplistic but also stylish. The visuals and audio really elevate the gameplay. I am not sure it is intentional or  not but  I enjoy trying to play pong by only glitching the game lol

Neat little game, I like the gameplay loop of constantly micro managing between growing the ant colony and getting rid of termites. One thing I would change is to add hot keys like 1,2,3 to the insect selections and also give them sound effects when their cooldowns are off.

a neat little puzzle game. I really like the environments and the art for the game. It clearly shows that a lot o polished had been put into this game and it certainly pays off in my opinion.

The puzzles are relatively managable with each level introducing a new mechanic which is wise for a jam game. although I am not a fan of puzzles that require some percision when it comes to aiming and jumping. But overall a great game for the jam. 


Also the music is just  *chefs kiss

Top down shooters is one of my favorite genres our there and you've absolutely nailed this game. I find the difficulty well balanced while engaging. I also dig the effort placed into making the game feel juicy. Game feel is one of those things I value in games and I am glad to say this one had done it well. I also like how the abilities for each size does have use at all times even if the enemy of that size does not show up. I especially like that the piercing rounds from the medium size and the shockwave from the large size works on all sizes allowing them to have more uses than just killing the specific enemy.

If there is a few things that I would change, it would be to make dynamite more intuitive to use as it is now hard to make it explode the exact location I needed. I would also give the 3 sizes a different colours to make them stand out.

Sword Posting Thread!

Show us cool swords you've built!



Reply your bug reports here!

Currently known bugs:

  • The forging sound effects does not increase in pitch as you collect more ingots in the web build (we highly recommend downloading and play the windows build if you can)
  • Sometimes collisions are not detected when the sword swings

Your bug reports here:

Your bug reports here: 

https://www.youtube.com/watch?v=jcYvDZKLQJ0

Hi, thanks for playing our game and we hope you enjoyed it. The visuals is definately one of the areas this game is really lacking, we had a lot of the art planed but did not have time to have those finished. Instead we've at least spent the last few hours to polish up the game feel to improve the player experience, I hope you do find this game very juicy.

Ayy thanks for playing my game and hope you enjoyed bullet hells!

(maybe take a peek at my itch.io page and you'll find your answers)  :)

Wow, I was not expecting you to came back with all these in depth calculations. I am impressed.

Also sorry that the development for this game got shelved at the moment, life and other projects got in the way. I cannot promise if I'll make the update soon but if it does come out I can guarantee you that the there will be more ways to earn points that balance out farm milking.

Oh damn, I know farm exploit was a thing but was not expecting someone to milk it that hard haha. (Time to nerf I guess) But anyway excellent work on the highscore, I am very impressed! 

Also the game over bug was indeed a bug I did not forsee, it is because I've made the game to check game over conditions as soon as you place the dice. That will be fixes soon. 

(2 edits)
  • Randomly generated levels? Checked
  • No I-Frames on hit? Checked
  • Granade Launchers that will likely kill you? Checked
  • First level is the desert level? Checked
  • Lizard can Roll? Checked (roll the dice)

Yup, you've just made my favorite video game of all time and I am happy with that already. But for real this is a really solid game for a 2 day game jam and I am having a blast. The dice works well in this in this game too and I like that you allow players to alter the RNG. And given the chaotic nature of the game it fits very well too, I find myself taking weapons I would not take in Nuclear Throne just because it's up to pure RNG and it does not really matter.

A few things will say is the level complete flag is hard to find at times and the spawn point and enemy setup can be kind of brutal (but given the source inspiration of the game I can forgive that). But either way very good job on this one. A "little" more polish could take this game way further.

(PS: pls add screenshake)

First of all, Kudos on the visuals. I love goofy animations and the music, it does really set the tone for the game. The gameplay is solid too, a unique twist to the tactics game genre. I can completely obliterate my opponent with the RNG nature and good placement (although the same can be said about the opponent ) 

This is a very cute and simple game. Incredible art too. 

Thank you very much!!!

And yes, I do plan to keep developing the game. The current game does not have all the planed dice types we have and this game does show a lot of potential. I do plan to fully finish it to my vision. Can't promise anything yet but do expect content updates in the near future ;) .