Skip to main content

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

jil hue

26
Posts
37
Followers
41
Following
A member registered Oct 15, 2024 · View creator page →

Creator of

Recent community posts

Hey that was really sweet! I was kinda surprised how well the mechanic worked.I played it with a controller. 

  • Do the mechanics and the story telling complement each other? Do they clash in some way? How?

Yeah pretty good. I thought of it like being brave or impulsive at the beginning, but when the head kicks in you would say something more appropriate lol

  • Are the mechanics engaging enough?

I think so.

  • Do the mechanics detract from the story?

Maybe a bit. I think it'd be better to limit the difficult interactions and mix them with normal dialogue options.

  • Does the timeout fit into the game?

It does, but I think it's too difficult right now :(

I played a bit more and I absolutely missed that part. Now it makes a lot more sense haha

First of all the presentation is gorgeous, I like the art and how the characters have little chats. The threat is real and maybe a bit too much at the start. I was a bit stressed and I felt more motivated to avoid things than being curious about things to discover/explore. One small thing I found a tiny bit annoying was that I had to wait for the animation when a tile breaks. 

It's an interesting concept for sure and I can see the potential here of a game that lets you forget time. Looking forward to where this is going!

Hey I used the dyson timer yesterday a bit while working, it def does the job! My only gripe with it was the fast camera. When thinking I glanced over to it and I wished it would be slower to better concentrate on the stuff I was thinking about.

Hey thank you for the feedback and answering the questions!
The active weapons are actually automatic by default and can be turned on to be controlled in the pause menu. I had them fully controllable first and received some feedback that it's better automatic by default. But it's hard to communicate it - it seems like either way there's people missunderstanding it. Any idea how to make this clear?

Can you give me your system specs?  A lot of people mention the flipper shenanigans and I can't really reproduce it (although I have a old laptop).

Hmmm why not make it a self insert and use a front garden with gnomes, plastic flamingos and stuff?

The first 2 rounds kept me thinking I'm not a puzzle-game person (not the games fault, I'm don't really like puzzle-games), but then it became really engaging and I wanted to score more. Well done! I feel like this could be really cool with an interesting theming.

Love it! Just to let you know my stance: the gameplay is a lot like combat in Sprytewood, but that's not suprising as Quacks of Quedlinburg was my biggest inspiration. I make it short, I love everything about it, despite two minor things:

-I don't think the different visual styles fit too well together. I love the sprite animations on the cards, but imo it clashes a bit with the background and UI

-Difficulty is too easy. The first few rounds were interesting enough, but I think it needs more challenge (could also have to do with my familiarity with the genre idk)


Oh and one thing, I couldn't make out which of the things are permanent/meta. If you open a pack, do you get the cards permanently added to the pool?

(1 edit)

Hey ! It's awesome that you managed to make a prototype with 0 visuals. A nice reminder that this (or a similar paper prototype) is a viable and fast way to prototype when making a new game. For the game itself: It's very neat and I can think of a million great settings where this can be used as gameplay. I wonder what you'll come up with!


1. What round did you get to before quitting?

Round 3, two coins short =(

2. What was your strategy, if any?

I was just reacting to the round rules and wanted to find out what my possibilities were

3. What did you most like?

The way the different mechanics intertwined and affected each other 

4. What was frustrating?

The first 2 minutes adapting to a text-based game

5. What did you wish you could do?

Idk if this is a thing I would put in, but I want to find out what other cards could be drawn. But now I have a reason to come back :) So probably don't put in a way to look up more xD

(The first question let's me assume I should answer this right after my first round, I might play some more and come back)


Edit:

I played some more and cleared all rounds yay

My strategy was having one relatively low die and 2 big ones Achieved that on round 2 and didn't draw cards again because I thought the deck was working well. Nice game!

Hey Aarty! I played your game for a bit and I like the art, it's charming. I think I can see where this is going, but in my playtime (20 min +) I went to a place, made a fire and wait for cracks to appear and go to the next hex. Your screenshots show random encounters, but I never saw one in 2 plays. Did I miss something? I hope this doesn't sound too harsh - I think I just don't get it and want to find out more about it.

auto pw link

Thank you for the feedback, it's very helpful! I adress a lot of these issues and bugs in the next version. But one thing is new: When you choose the upgrade, do you use a controller or mouse and keyboard?

Oh and meta progression is on it's way. I started to put in the variables, but the UI is so much work haha. Another thing I planned is to combine weapons when your slots are full and picked up some sort of upgrade item. 

The new update (I hope later today) has active weapon triggers on controller buttons (A,B,X,Y and 1,2,3,4 on keyboard)  and maybe an option to make the trigger automatic.

Excellent! Love the design of the spirits.

I loved this! Very funny to drive around. Now I know that I'd better never get into a car with a ghost driver xD

This was cute, couldn't get out of it though.

Not so much cozyness, but otherwise it's great haha

This is a neat little game. I think an easy mode where you just build more and more would be even more cozy!

Hey, I made a small godot tool and wanted to make a public rep for the template project to explain what the code is doing. Would you be okay with me putting microbe-2 in there as the tileset? 
The tool provides the ability to easiliy swap colors after editing them in the editor when using monochrom tilesets.

(1 edit)

Thank you so much! It makes me so happy to read positive things about it and when people enjoying it! Your points are noted and I have not much to say, some are bugs I need to tackle and for some I have solutions already. I have an item you can use to control your Sprytes better, a whistle. Once used they stay at the position they're in and when used again they start following you again. The thing is, I coded that months ago and need to test it again and hope it's still working lol

Mouse control is another endboss for me. I designed the game with controller input in mind and it's oftentimes a struggle to compromise. Sometimes I just forget certain things for mouse or controller. I know for instance, that the hotbar should get more interaction with the mouse, like clicking on slots to focus a slot and using tools where your mouse is targeted at. UI is a just very difficult to get right I think. 

Yeah the combat gets a bit of an update, not completely different, but I want to redo the tutorial and you can then switch out sharbles for other ones, catch new sprytes, take their sharbles and combine a unique deck. Every Spryte has a unique Sharble only they can use and I think I managed to make them feel like different classes or archetypes. When it is ready I post a Devlog to itch :)

Thank you again for your time and the feedback! You all help me to make this game better and that's lovely

Oh no, I then know what happened. No idea what happened with the log file though ?
There is some struggle with the save file if you close the game up to a certain point and then use continue next time. I need to get some flag into the save file loaded on start that marks it when you haven't played until this point. Or I manage to sort this out without throwing bandaids onto it xD
At this point I think it's better to get rid of that log file, burn it or bury it in the woods lol

(1 edit)

Hey Zein, thank you for playing and giving me feedback! You have good points I can add to my workload haha. I'm happy you liked the combat, the game really is a baby still ^^ I work on an overhaul for the tutorial and restructured the combat and introduction to sharbles as a concept. Most playtesters found it confusing and difficult to understand, so I try to make it easier! Yeah if could go back to the skull and he's still on the ground something went wrong, I'm sorry. Normally you get advised to grow some crops and speaking to him in your inventory again he guides you into the woods, where you can find different Sprytes and new crops/seeds. However, I'm adding new features and content whenever I can, so maybe come back later when there's more to explore?

(this html form is killing me btw)

Hey Heiden, thank you so much!

I think fleeing the first battle shouldn't break anything. But I haven't thought about it tbh xD 

After planting the seeds you can talk to the skull again (use him like the other items lol). Then you can go into the forest with lots of creatures.


The blue screen is weird, the screensize should span over your screen with integer scaling + black border if needed. Thanks for mentioning that, i'll check out different solutions! I thought about just extending the screen with different zoom options in the future.


Thanks again for the feedback, I'm very happy that you had fun :)

Haha, thank you! Yes I thought so too, but I had too much fun with the sliding to change it ;)

Thank you! Nice recommendation, I hadn't thought about that, because the mobs are all following the player and it's getting really messy in later rounds. But you're right, it would be benficial to know exactly where he is to steal kills.

Oh this was so sweet! It's so simple, yet the storytelling is very emotional. Thank you for sharing it!

Hi, just played the demo and I really like the game! Definetly buying it when released. But the german dialogue font is way too big. It gets cut off. Nothing game breaking, but wanted to let you know

Thank you so much for making so many effects! I love them !