Skip to main content

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

its-dlh

42
Posts
1
Followers
A member registered Feb 19, 2023

Creator of

Recent community posts

Cool concept and vibe!

Thank you! Glad to hear the sound design came across well, because I really enjoy doing that part.

Thank you!

Thank you! Sound design is always the most fun part of a game jam for me.

Beautiful art and audio, and I love the Monument-Valley-esque impossible geometry!

It took me a minute to figure out what I was doing, but when it clicked, it was a cool concept! Nicely done! And beautiful visuals and music!

Thank you!

Thank you! We'd like to see what our finished game would have looked like too 😂

Thank you! There are definitely a lot of ideas that we didn't have time to implement, so an expanded version is tempting.

Thank you!

Hey, one bug report, during the lockers, if you die while you were disappearing into a locker, you are still invisible when you respawn. Maybe just make sure visibility/opacity gets reset on respawn.

Well then it's especially well written for being by non native speakers! There's a lot of emotion in the storytelling. And the slow zoom out at the end is a nice touch.

This is one of my favorites! The phone mechanic was super creative, and I can only imagine the state management behind the scenes for keeping message state in sync with level state. The puzzles were challenging, but fair, and nearly always engaging. And the narrative and dialogue were relatable and fit the gameplay nicely, despite having some typos and grammatical quirks. But real conversations are like that too, so it kind of tracks. Anyway, excellent work!

Lovely art, audio, and atmosphere. I liked the style of storytelling by crossfading between drawings. Effective visual storytelling, while also being an efficient use of time.

This is one of my favorites so far. Such drama! Such spectacle! Such relatability!

I'm especially fond of the Paper Mario style of flipping around a 2D sprite in a 3D environment. And the timing with the music is impeccable. The voice acting is also great.

Only nitpicks:

  • You can still jump after you die
  • You can't skip the intro when you retry

Thank you! We were definitely going for a point and click adventure vibe. The "how did the robot put his arm on" thing is why I added a line about the arm connecting magnetically. But granted, it's still very much video game logic more than real world logic. Anyway, thanks for playing!

Nice unique game, although I couldn't find the coffee machine. I'd sometimes get stuck on walls while navigating, but overall it worked okay. I think there's a slight bug in the door, that it will clear all of your progress, even if you're in the middle of a run. But overall it's quite a nice effort for being a solo project! The background music was well done, and added to the tension.

Very nice! I liked the unique visuals of each planet. The one with the rings was especially striking.

I would have killed for a compass though. It was hard to find my way back to the ship, especially after eating the lotus. But it was still good fun.

Thank you! I will say, there were a LOT of physics-based movement ideas that we also could not get to work in Godot, which is why movement ended up being pretty simpleminded except for the rotation. But for the rotation itself, we went through some steps to turn the mouse position into an amount of torque to apply to the player RigidBody2D.

1. Got a target rotation angle based on mouse position

2. Computed the difference with the current rotation angle

3. Computed a target angular velocity as the angle difference divided by an arbitrary 0.2 (in theory, the number of seconds we want it to take to rotate that amount)

4. Computed a target angular acceleration as the difference between the current angular velocity and the target angular velocity, divided by an arbitrary 0.1 (in theory, the number of seconds it should take to reach the target velocity)

5. Computed the torque to be applied as the target acceleration times the inertia (which is one of those invisible properties of RigidBody2D you can just use anywhere)

This is the code for that: https://github.com/its-dlh/brackeys-2023.2/blob/final-1/Player/RigidBody.gd

Thanks for the feedback! There are actually some currents just a little further down, but they're meant to frustrate the player even more. Yeah, it's that kind of game. ¯\_(ツ)_/¯

Thank you!

Thank you very much! "Hard to control but in a good way" was exactly the goal. :)

Sorry that it didn't work for you! I did add some tips to the description that may help, but I'd be happy to investigate further if things do seem to be broken.

Really fun, and I feel like you're a kindred spirit in naming things with double entendres. :)

Amazing game! Love the unique take on a dungeon crawler! Sometimes diving deeper through a project directory does feel like going through a dungeon haha

This was immediately fun and intriguing. I especially like how starting the game immediately introduces you to the core mechanic of dragging your card into a space.

Thank you! It was a lot of fun just going ham on my synthesizer for that reactor sound, so I'm glad you liked it!

This is by far the best feeling platformer I've played in this jam!

Really nice work building a narrative around the theme!

That was a really fun take on golf, and a really clever way to fit the theme! At first I thought it was overly simplistic, but the courses were perfectly designed to fit the minimalist take, and presented scenarios that were challenging, but fair. The art style perfectly fit the minimalist gameplay, with clear presentation rendered in pleasing colors. The audio was gentle, but effective, having a satisfying "thwonk" when hitting the ball. Very nice work!

Fun platformer with a really nice art style!

Very charming take on a classic! Level 1 is maybe a little *too* straightforward as a Snake clone, but levels 2 and 3 really mix things up in a nice way.

Very charming take on a classic! Level 1 is maybe a little *too* straightforward as a Snake clone, but levels 2 and 3 really mix things up in a nice way.

Really liked the bloomy art style, the eerie sound design, and the creative interpretation of the theme.

Really great puzzle game! The concept was unique and fit the theme well, and the visuals and audio complemented the gameplay perfectly. I especially like the effect when going supernova.

My only minor nit is that there's a lot of instructions to get your head around at the start, and if this were ever to be expanded into a full game, it would be nice to have a gentler tutorial. But it's intuitive once you get into it.

Really great puzzle game! The concept was unique and fit the theme well, and the visuals and audio complemented the gameplay perfectly. I especially like the effect when going supernova.

My only minor nit is that there's a lot of instructions to get your head around at the start, and if this were ever to be expanded into a full game, it would be nice to have a gentler tutorial. But it's intuitive once you get into it.

Really great puzzle game! The concept was unique and fit the theme well, and the visuals and audio complemented the gameplay perfectly. I especially like the effect when going supernova.

My only minor nit is that there's a lot of instructions to get your head around at the start, and if this were ever to be expanded into a full game, it would be nice to have a gentler tutorial. But it's intuitive once you get into it.

The end said that you're happy with the game, and you have every right to be. Super fun and creative platformer. Everything feels intuitive, the difficulty ramps nicely, and the art and animation oozes charm and appeal. Nice work!

Fun platformer! I liked the sense of humor in the text that shows up when you die. And the concept of going through in reverse as a different character is really cool.

Fun little shooter. The randomizer does show off the enemy and weapon variety quite nicely.