Hey erpala! I have a jukebox with music selection+volume controls implemented on our development branch, but we are still waiting to update the itch build, as we are going to keep working on this game and have it on Steam! Once the store page goes live (hopefully in the next few days...) we can publish a demo and an updated build here! I'll of course be sure to send you a Steam key as well when those are available! <3
jayv0
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Thank you so much! We are pretty happy with how the rope physics turned out - it seems that Godot makes it really easy to get a fundamental game loop going with just a couple physics objects.
I did the music in Ableton Live, a ton of the sounds (blippy UI stuff) in VCV Rack 2, the base models for the 3D fruit in Blender, and everything else visual was Pixel Composer and/or Aseprite. All of them amazing tools, they've been in heavy rotation for me when doing game jams.
This is absolutely wonderful!! The art is adorable and really well done, makes for a cozy atmosphere! It's really nice to see painted art for everything, including the UI elements (wood spoon slider for the cauldron comes to mind).
I love the yeti and of course Jolakotturinn too! - the synth voices are charming! Also, did you get inspiration from the long Furbys when making the Snow Wasset?
Such a lovely submission, really glad I checked this one out and glad you submitted it! :)
Intense game! Really easy to pick up the concept and start going, but it ramps up a lot! I think it would help a lot if the numbers were color-coded, I had a hard time sorting through them and also saw some inverted 6s and 9s which could be confused with each other. The art is cute and the controls are solid as well. Nice work!
This is really cool! I love the atmosphere, the soundtrack has lots of nice ambient bits, and the vent sprites are really neat! I got pretty far and saw the red crystal enemies, and was able to make some good progress by tanking a lot of the vents. Eventually I got bogged down and didn't have enough firepower to hold them off. Nice work!
Thank you for this feedback, it's very helpful!!
Glad you liked the boss fight! I hadn't considered your point about drawing the weapons back, we will definitely have to experiment with that. I know we want the swords to feel really solid and not frustrating at all.
I have to agree about the crossbow - I don't think the crossbow code has been touched in a bit but it's not very satisfying in its current state.
Something I run into when testing is that the trolls have a huge swing range and deal a lot of damage. Hopefully our enemy spawning system changes will help prevent the player getting cornered, but I wonder if he is still just too powerful, or if the player doesn't have enough time to react?
Again, we really appreciate the feedback, and thanks for checking out our game! Hopefully you could come back once we push another playtest to itch from our dev branch :)
Thanks for checking it out again! We are still in the early stages of building some new features. One of these is the shop, which will be re-implemented with NPCs within the levels. Hopefully, shop NPCs who buy items from the player will mitigate some of the issues with storage, although I don't see how it could hurt to just let the player hold more items. Did you find yourself running out of storage and shuffling items around on the ground? We are also implementing a new map generation system and it's still pretty basic compared to the arena. Would love to hear if you have any additional thoughts, and hopefully you come back and check again once we push more updates :)
Thanks for the feedback! I went to your profile and checked out Sisyphus' Revenge and I see what you mean!
I've been working on this project a bit more, but I can't submit any changes until the voting period ends. We're thinking of adding some more unit types, and we definitely need some more special units that are a lot more challenging. The build should be updated in a few days if you are ever interested in checking it out again!
I love it! The music is really groovy, the sound effects are nice, and I love the extensive use of dithering. The music reminds me of sequenced music on some late 90s game consoles, maybe some romplers/rompler plugins were used in the music production? Really nicely done!
I initially explored randomly and found myself dead at the desert...and the temple...and the village...and the jungle...
Then I found the beach and realized you can farm crabs for Crab Meat and stats, spammed Z for a bit and cracked a bunch of crabs and took their meat and shells. Got enough to buy a spear and some armor. Tried to fight the desert spirit but realized I didn't equip my new purchases, but I still got destroyed even with these upgrades. Died a couple more times and the shell loss bummed me out but I eventually got enough for a fishing rod, got some fish, and then on day 74 and at level 5, I defeated a desert spirit.
Started to farm those for a while, got some more fish, then made my way to other parts of the map I died at before. Got to max level, and I got the golden key, thought it would be used for the waterfall, but I entered the pyramid. Got a high score of 123 days and 6 deaths.
Really excellent project, great job!
We appreciate the feedback! I thought it would be interesting to do a 4:3 aspect ratio but in hindsight this limited the mountain options to some extent. I think if we expand this project further we’ll have to do a wider area or maybe a larger and scrollable mountain. Thanks for playing and glad you enjoyed it! :)
Nice game! I think the UI is fun, but if I had one suggestion, you could use an AudioStreamRandomizer to have a pool of sounds to choose from when the level/map session finishes. I've found that even adding just a couple variations of the same sound with slightly different pitch can make a game feel nicer. Well done!











