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A member registered May 04, 2017 · View creator page →


Recent community posts

he farts to push himself upwards, it's canon now lmao

Yeah, the only feedback you get is the sound. I could have made a simple animation of the valve spinning, but I overlooked that detail.

Nice visuals. I just didn't get why apparently the ship has 6 missing parts and when I get just one, the level ends.
Pretty short game, had the potential to be a longer and more fun experience.

Nice. I like the graphics work and design, and also the music. Intense clicking isn't exactly my kind of game, but I should recognize that was pretty good

I had a lot of fun playing this. The controls are smooth and it's challenging but fair. I wouldn't say much needs to be added, but some nice sfx and soundtrack would make it a 5/5.

hmmm, didn't know i could crouch. i'll try it next time

What Fenderbate said down there. Anyway, credits to you, that was kinda feels, something that we don't usually see in short time jam games. And pretty nice soundtrack.

Nice visuals and backstory. Could be better if I could just hold down the space button to mine or transform the pixels, so I wouldn't need to keep clicking it a lot.

Fairly simple. It'd be nice if you made more levels than just one. By the way, good work on the particles and lighting.

I found it pretty damn hard to get those jumps right. Makes me wonder if what's scarce if my ammo or the ability to stay on the air.
I like the castle visuals though.

Same bug as the guy below. The game is unplayable for me, so, to be fair, I won't rate it yet. Also it says that it has ports to linux and mac, but the zip file only has a windows executable.

Aside from distributing the executable and the data .pck in the same .zip folder, as it was said before, the idea behind the game is very original and cool... but the playability could be 100 times better if i could shoot with my mouse.
The rotation with A/D is rather slow and since you only shoot forward and with shift, hitting the tomato monsters while keeping in movement becomes way too hard and frustrating.
I give 5/5 to the music though.

Hmm, looks like it's an issue with the player's raycast.

Yo, thanks for the feedback (especially the negative parts, criticism means a lot to me). I'm still messing with the values on the stream player, and if I do make it work as intended, I'll upload a version with the music.
Did the gravity feel way too loose or floaty underwater? It's intentionally done this way, but in the end, anything that makes the player more comfortable is my end goal.

(Edited 3 times)

[EDIT] I put the soundtrack back for Windows. The last version I tested played pretty fine in Windows 10, so you guys shouldn't have a problem with it.

I've been warned that the Windows exports are having problems with the audio sounding accelerated and broken. I'm trying to work around it, but so far I didn't manage to make Godot's stream player work fine on my testing environment.

For the time being, the Windows binaries are replaced by versions without the soundtrack. It's painful to do that when I've worked so hard on the music, but it's better than making the players listen to an earrape version of it.

Here's a link to the original song: https://soundcloud.com/jegus9/the-eternal-fire-in-the-flooded-factory

I have some things to say.
First, extra points for the Linux port, check.
Second, aesthetically, i like it. The ice texture, the colors, the snow, everything contributes pretty well to the environment.
But I have to be critical about the game playability. A restart button would be great, and the fact that every time that I collide with something I start to go backwards and have a hard time gaining the momentum makes the game a lot less pleasant to play. Also when it flips over, it's really awkward, because, I just stay there.
Finally, little tutorial screens or even a readme in your folder saves time for your player. Maybe not everything that is intuitive to you may be to them.
Good luck in the voting and keep developing :3

(Edited 1 time)

I recommend putting the game rules in a little tutorial screen or at least in a readme file within the game. I had no clue what to do until I checked the tutorial page.

Regardless of that, this is a nice strategy game, and apparently you made it all with a custom engine. I have respect for devs who do that and can build a nice product in jam time, so be proud, and you got extra points for the linux port, as I promised. If I had to still improve something I'd be minor polishing, game balance and maybe a nice soundtrack? :3

Congratulations for this entry, I gave you an average 4.25/5.

Pretty nice, and i see that you're a fellow Godot engine user. If I had to give my feedback on things that could improve, I'd say that you should leave a bar/warning telling how long Stella will stay awake or groggy, or when she will wake up next. Also, I noticed that you can "wake up" her when she's not asleep apparently, was that intended? Just thought you should know.

After all, congratulations for the game, it's interesting and pretty challenging ( I took quite some time go get the hang of it and I still can't survive 2 waves :c)

Nice artwork and modelling, pretty balanced gameplay and very fun. I don't think there's anything to complain about, the game is pretty clean. Congratulations!

Thanks for the feedback, it means a lot to me. I just want to answer of your some points:

1) god damn I KNEW it. I had problems with those txt files before and didn't learn from past mistakes. I hope I don't do this again and I'll fix the README this afternoon.

2) I spent some time balancing the gravity scale with the rocket jump force, but I didn't worry too much about making him fall faster than that because I assumed that the player would just "rocket jump" down to the ground if he's impatient, and I didn't want anyone to spend a lot of time shooting down in the later part (maybe if I put both the shooting force and gravity scale higher... idk, could work out better). About the slide... I really could've solved that with a few lines of code, so that's on me (I'll certainly do it in future patches). And thanks for the video.

3) Yeah, you only take damage immediately when you enter the flaming ground node area. I'm still searching for a better way to implement that.

4) Yes, I noticed that you also used Godot. I played around with a lot of 2d engines (I honestly didn't like Unity2d, don't want to pay for the Gamemaker licenses... Love2d is ok, just not as good as Godot) and looks like this is the one that's gonna stick with me.


I'm with SnailSpace there. You made a really nice plot, the protagonist animations (even when he dies) are lovely and --important-- you remembered to put CHECKPOINTS in a really long level, thank god. I feel the need to praise you for that because so many participants overlooked that detail and left the player in an unforgiving one-hit death environment.

Some mechanical aspects though, could be better. For example, there is less room for player movement than it seems and the hitbox feels a bit awkward, I could barely dodge the cute bug/centipede/alien thingy. Does that make the game bad? By no means, but like, it clashes with the nice content you made. So if you're looking for further improvement, I'd say that's what you should aim for ;)

Well... aesthetically, this is honestly one of the best I found in this jam. I loved the modelling, lighting and particles were outstanding, and your approach to the theme was pretty original. And THANKS for the Linux build.

The camera... well, it made a good first impression, but it failed me several times when i was heading south and trying to defend myself against a bunch of angry assaulting cupcakes.

4.5/5, would be a 5/5 if I could rotate the camera or something, but still you should be proud of your work :3

I like this game because you guys succeeded in things I see so many developers failing, especially in game jams. Your game's mechanics and controls are pretty tight and well made, you put a button to skip the cutscene, and the game is challenging but still fair. And you also gave Linux players some love, thanks for that!

If I'd change something... I'd put the enemies' range just a little bit lower. There were times I was attacked by things I couldn't see. Also you apparently didn't have time to put in SFX and music, I'm looking forward to that.

(I'm just really curious what the Intelligence/Wisdom/Charisma stat upgrades would change).


(Edited 1 time)

I'm really glad you liked c:

Yes, my main focus was to provide build good mechanics and controls, and I spent a fair amount of time working on that. I'm happy to see the results.


The good news is that worked! Thanks for the suggestion.
The bad news is I still can't run the game. I found out what happens is a segmentation fault when I run the executable it with the terminal.
This is the output I got with gdb:

Starting program: /home/guilherme/jogos/Monolith-demo5-linux/runner
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".

* YoYo Games Linux Runner V1.3 *
CommandLine: -game game.unx
ExeName= /home/guilherme/jogos/Monolith-demo5-linux/runner
MemoryManager allocated: 1723148
INI DisplayName=Monolith
SavePrePend /home/guilherme/.config/Monolith_demo5_linux/
GAMEPAD: Initialising Ubuntu support
Attempting to set gamepadcount to 4
GAMEPAD: Enumerating 3
GAMEPAD: device name Microntek USB Joystick
GAMEPAD: buttons - 12, axes - 6
Display Size(Pixels): 1920,1080
Win #1
XF86VidModeExtension-Version 2.2
[New Thread 0xf2e85b40 (LWP 4199)]
[New Thread 0xf264bb40 (LWP 4200)]
[New Thread 0xf1e4ab40 (LWP 4201)]
Got Doublebuffered Visual!
glX-Version 1.4
Icon: w=64 h=64
sw=1920 wh=1080
WindowCentre: 840,395
Depth 24
Congrats, you have Direct Rendering!
sync = 0
**** GLX Extensions ***
GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_EXT_create_context_es_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event GLX_EXT_buffer_age
Checking for GLX_EXT_swap_control
Checking for GLX_SGI_swap_control
Vsync: GLX_SGI
OpenGL: version string 3.0 Mesa 17.0.3
OpenGL: vendor string X.Org
OpenGL GLSL: version string 1.30

Thread 4 "si_shader:1" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xf1e4ab40 (LWP 4201)]
0x08320f6f in ?? ()
(gdb) where
#0 0x08320f6f in ?? ()
#1 0x08321c34 in operator new(unsigned int) ()
#2 0xf34824d5 in llvm::Function::BuildLazyArguments() const () from /usr/lib/i386-linux-gnu/libLLVM-4.0.so.1
#3 0xf343d999 in LLVMGetParam () from /usr/lib/i386-linux-gnu/libLLVM-4.0.so.1
#4 0xf688cf93 in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#5 0xf688d3a7 in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#6 0xf689c10b in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#7 0xf68af8ec in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#8 0xf661001b in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#9 0xf7c7a2f5 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0
#10 0xf773f6de in clone () from /lib/i386-linux-gnu/libc.so.6

I don't know if that's a problem with GameMaker executables in general, but I managed to run other GameMaker projects on Ubuntu in the past, so that's pretty strange.

Great game, but I need some help running it in Ubuntu as I use it as my main OS.
for some reason after I download the .gz pack and extract the file, I can't run it as software. It shows the archive manager as default program, and after I tried to run it thought the terminal i got an error.
Am I doing anything wrong? I'd appreciate some help