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Joex3

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A member registered Jun 13, 2021 · View creator page →

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I think that fish pond is now empty after having spammed E for a while. Either that ore those fish come from an alternate dimension where there's an endless amount of fish :D

Good foundation, I'd hoped there was something more to do than flying around after going to space.

Fun idea!

I love the hand-drawn graphics (especially the ship) and the gameplay is quite intriguing. Hitboxes felt pretty fair too.

Had to quit at the canons though, since I had no Idea where to go to escape those pesky pirates. The game either could be easier / have an optional easy mode or the time between respawns could be reduced to make dying a bit less of a punishment imo.

But up to that point the game was fun, nice work!

You are a crazy maniac :D

If you want you can send me details on how you went out of bounds and I can look into fixing it.

Thank  you so much!

I didn't know yellow taxi goes vroom , but it looks fun judging by the trailer.

I'm hoping to address the bug you mentioned in an  update (soon™) after the jam ends.

Thank you!

Yeah the ending  is a bit sudden due to the jam deadline. I originally intended the vulcano to be its own area. Maybe as an update, but I don't want to promise anything big without having even started on it.

Thanks!

Glad you noticed the small stuff. I'm having way too much fun trying to cram small details into my games.

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Thank you for the kind words :)

I've been doing gamedev and music as a hobby for well over decade now, so I guess it comes down to doing it over and over and over again (and failing at it more than actual creating something worthwhile).

To your question: Do you mean the dude standing at the hedge? You have to give him 2 coins, which you get by completing tasks for other characters. Try searching for other characters and simply talk to them (E), they'll tell you what to do :D

edit: typo

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Thanks for playing!

Yeah the woods (which don't have any wood in them, coming to think of it) are inspired a lot by older Nintendo games. As are most other things in the game to be honest.

And btw, out of all models, you chose the cow model to praise. That was probably the most S-tier rushed and most ugly model I did for that game 😆

But I get it, they really begged you to run into them. I think the Ribeye Pirates would love to get in touch with you to give you a reality check.

edit: Oh and yeah - 100 are the max upgrades you can find each

That phone dialog sound killed me. The game was very well made. The artstyle might be a bit overused but it fit very well. Reminded me a lot of games like lethal company. Gameplay-wise it was also strangely addicting. You have established a pretty solid (and fast-paced!) gameplay loop. Sound design is also solid.

The only things I can criticize are that the timer should probably start only after you left the ship and that I hoped there was more to do (but the excellent gameplay loop kept me going for some time anyway).

I think you should try looking into doing web builds for jams next time. This game might be a bit of a hidden gem, since you only have a Windows build (Linux also worked in my case using Proton).

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Congrats on your first submission! Most people don't submit unfinished work. You did and it made you officially part of the jam's history! (in a good way of course)

I'm guessing this is also one of your first games (or even your first game). In that case: Well done! The game is pretty rough, let's be honest, but you made your way through developing and publishing a game, which in and of itself is pretty rad. Congrats on sticking through!

The best part about the game are the controls I think. They were a bit hard to learn but once you get the hang of them they feel surprisingly smooth. You also have a tutorial screen, which is nice as well.

The game was lacking a clear objective though and I had a hard time finding out what I actually have to do (and from where I was getting shot). If the different mechanics were communicated a better by the game (i.e. seeing where the shots are coming from, having clear drop off points for supplies, etc.). The idea could actually work as a cool little game.

Honestly, for opting to go 3D on your first submission, you did a good job and you can be proud of your work! If you are new to gamedev I really recommend going 2D next time, as it is a lot simpler to get right.


edit: Oh and by the way - your Linux build is broken. If I start the game it complains about a missing ,pck file (which is the file the actual game content is stored in). Judging by the file size also, this seems to be the case. Your windows build worked flawlessly on Linux using WINE though .

Loved the aesthetics and general atmosphere! The ending was unexpected, but fitting.

Thank you :) I'm glad you liked it.

That was a really cool experience, thanks for making and sharing it!

I legit got goosebumps at that one part near the ending, That was unexpected and really well done.

That what pretty cool, good work!

The ending was really cute and made me chuckle. The mechanics are interesting and the game was fun to play. The snow deformation was also a cool gimmick.

I was a bit confused at first because the map wasn't that accurate and I didn't read the tutorial on where I was at the start (which is my fault, duh). Speaking of, the tutorial you added is really cool, I think I would have been lost without it.

The potential is there, I would love to see this being expanded upon!

No cow was hurt during the development of the game.

Hope you enjoyed playing it :)

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Absolutely love the artstyle. It's basic but super effective. You can feel that you put effort into this. The sword swing looks smooth as heck.

The boss fight at the end is also pretty solid, although lacking some hit feedback (here again, the bow shooting animation is very well done).

Sounds would have made this SO MUCH better, why didn't you add sounds
(ノ ゜Д゜)ノ ︵ ┻━┻

I was a bit confused at the start on what to do but after I figured out what to do it was pretty fun (although very short sadly).

Nice job!

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Not bad for your first game!

Jumping on those ravioli sure was something (although the very last one really didn't like to be friends with me). The music also had no right to go as hard as it did. But then it stopped sadly.

Maybe try adding some sound effects and some visual variation next, if you plan on working on this a bit more. Or jump straight into your next project and try out some other mechanics. Keep that fire going!

All in all congrats for sticking through with the jam and actually submitting something, you did way more than most people will ever come to do.

No worries^^ That was the only situation I had to guess what you meant, the rest was perfectly fine.

The game felt like a Wario Ware microgame dragged out waaaay too long (in a good way).

You also picked great music for this (or did you create it yourself, I'm not sure?), but it's a bit repetitive after a while.

Gameplay is also unique and kind of fun, but lacks a bit of depth. I'd image e.g. the pedals to get faster when you're moving faster or something like that. One of the checkpoints respawned me in the wrong direction which caused me to drive way back to the start. Oh and I'm pretty sure that one jump was  undoable once you respawned at the checkpoint before it. I had to do a 180 to gain some momentum.

All in all a good foundation which could be expanded upon. Nice!

Thank you!

Yeah the shader precompilation shenanigans was something I had to add pretty close to the deadline because the game began to hang quite significantly when transitioning between areas. Even with that added, there are still some situations where it just freezes on lower end hardware.

Well, it would also help if I enabled backface culling in Blender and stopped rendering everything all the time... But that's something for the post jam update I guess...

I'm glad you liked it though!

They are very dedicated to their doom scrolling.

The writing in this is brilliant! I really liked the overall experience, short but sweet.

You also really nailed the: "I want to quit but oh, the game surprises you" moment at the end.

One little complaint: In test 5 you refer to even numbers as pair numbers. I never heard that before and had to guess what you meant.

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I didn't expect to catch myself playing this that much to be honest.

Graphics aside, the game was actually quite addicting, once I  got the hang of the basics. I like how fast-paced it feels. Maybe adding an option to skip fights altogether (and just see the results) would make it even more fast-paced.

I also really dig your shop graphics. They are so simple, yet convey their meaning very well.

I didn't make it long above level 25 enemies though. The game does have a pretty high difficulty curve (or I'm just dumb, which very well might also be the case). I think giving the player a way to recover their health would be beneficial (maybe  consumables like potions? Sorry, I don't want to add even more to your feature creep 🙈).

What the game needs the most now (I think) is more player feedback, both visually and auditory. I like the animations you got going on in the battles but I was very confused the first time I encountered a fight. Mostly because I ran straight to the boss and got abolished to dust, but also because I didn't get much information on what was happening.

Oh and some closing thoughts: You submitted your game to the jam (and participated for the 10th time, which is crazy dedication). Congrats! That's far more than most other people are willing to put up with. No need to apologize on the jam page about how broken the game might be. It was/is a jam after all, I hope you had a great time during it.

What a fun idea!

I think you nailed the theme with this one.

And holy cow, the music slaps hard (reminds me a lot of the music from OpenTTD, which is awesome). It gets a bit repetitive though.

The controls are a bit clunky (especially panning on PC) and the game could do a better job of communicating what the different road types do. Also on the real maps (which is a very cool idea in and of itself!), I found it hard to see the goal. You can navigate to it using the controls, but it would be cool to make it pop a bit more regardless I think.

But all in all very nice and I had fun playing it!

Thank you very much!

Yeah that's unfortunately one of those bugs that I noticed just after the deadline as well 🙈

If that happens, you can reload the game, everything will be saved. Still annoying though.

This was awesome!

I was hoping the coaster tracks were able to be drawn free-form without control points, but the way it is set up works good as well.

I could definitely see myself vibing to this some more  if there was more content (levels / challenges).

Great job!

This was an incredibly wholesome read, thank you so much for your kind words! I'm glad you enjoyed playing the game :)

Me when I'm playing this game:



Was a lot of fun! Great work!

Thanks for playing the game :)

Eating Nugus grants you immunity agains bitterness for 25 food items after them (not before them!). The other thing (the one you are probably talking about, but I don't want to spoil) grants you complete immunity agains bitterness (regardless of the order you ate food).

If this is not the case for you, you can message me on how to reproduce the issues and I can look into it if you want :)

Loved it! Filled to the brim with originality!

Hey!

Sorry for taking so long to answer. Thanks for the feedback :)

For the game state I'm basically using a big Dictionary that stores every info the game needs to have (e.g. "how many segments does the player have", "what upgrades have they unlocked", "what entry in the bestiary have they read", etc.).

I wrote an Autload script that that allows me to easily modify that state (Storage.set_int(name, value) / Storage.get_int(name, default_value)).  In the set_* functions I then trigger a save via a Godot Timer that simply writes this state as JSON after 3 seconds to a file (if a Timer is already running I skip this). When the game is first loaded, this file is loaded into the state.

Then, to react to changes in the state I have a signal in the Autoload that notifies anyone interested if a key has changed (changed(key: String)).

Things like foods, food effects, shop upgrades and bestiary entries are managed using plain-old Godot resources. I quite liked this plugin to keep an overview while editing them.

Here's the source code for my Storage class if you want to take a look at it (note: the code is pretty ugly at places and could definetely use a refactor; there's also some last-minute hacks in there):

https://gist.github.com/Joex3/8864c5752645918452a93cfd4678e19f

Thank you :)

You have to be VEEERY patient right now. Around 15 - 20 seconds without eating Nugus or their homes. I will change this after the jam is over and I can update the game.

Congrats on finishing your first game! Good job!

I like the idea you've got going for this game! (that you have to juggle between daily chores and growing a tree / a hobby)

With more content and polish I think this would have been more fun, but for your first game this is nice! I got both endings and it felt pretty intuitive on how to get there, which is good imo.

The artstyle is definitely unique! The gameplay gets too boring to quickly. I think it would be more fun if the player was able to walk much quicker. Also my right ear was feeling pretty lonely. All audio (except the music) was playing in my left ear.

The ending was a tease! I really wanted to eat the earth!

Fun game!

The design is pretty solid and the game feels really polished for a game jam game. Good job! I really dig the simple artstyle you've got going for this!

Gets a bit too hard for my taste after a while though and sometimes felt a bit unfair. I think the big drop where you have to dodge the sawblades killed it for me. It was too unpredictable and at the end I was annoyed because I had to start the level all over again completely. But I'm also unpatient, so that could definitely be a me-thing.

But all in all really well done!

Nice game!

I think the best parts about it are the graphics (I really dig the style) and the music (a bit too experimental for my taste, but good).

It's a bit rough around the edges and I'm not really sure how the monster fits into all this. I also wish there'd been more feedback on what I did wrong on some orders.

But regardless: For your first Godot project this is really nice! I definetely enjoyed it!

Cool game! 

The graphics are cute and the gameplay is intriguing. The music is also okay, albeit a bit repetetive (you can hear it loop pretty obviously unfortunately).

I think my biggest complaint would be that the camera is completely static and you have to click a few times to get to the place you want to go to. Especially starting when you've built the first elevator. I was stuck there for a moment and didn't know how to select tiles on the seconds layer (I found out that you have to click on the island first, for anyone also stuck). The gameplay also gets a bet boring after a while since there is no progression to really work towards.

But looking at the timeframe that was set for the jam, I think you all did a pretty good job! I definitely had fun playing this!

Really fun game! I'm not sure what made the controls feel so good as they felt, but they felt really good. I really wish there were more levels!