That works.
Josep Valls
Creator of
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Thanks for the comment. That is mostly adapted from a freely available shader. I just combined with a couple other ideas to get our foil and gold effects (which were in turn inspired by Balatro).
https://godotshaders.com/shader/3d-perspective-texturerect-with-touch/
I saw you have a game made in unity. I bet there are similar resources.
These are very nice. I was just looking at your other asset pack here: https://ci.itch.io/puzzle-games-graphics-pack
I really like the outline versions and I wish you had a version of the icons in this pack with outlines that would be compatible with that asset pack.
Just an idea if you wanted to expand this pack.
Thanks for sharing.
Very happy you liked our little game. This was a jam project we are still working on (albeit slower than anticipated). The shop is one of the weakest points and we will eventually move it out of the battle and into the world map. Also, everything is only one coin which we also need to balance and price properly. And we have plans for many more upgrades and unique cards in the shop, we will make sure to post a devlog when we do that.
I need to take a look at the bug your mentioned. Is it possible you had the cards drawn already before you opened the shop and bought the upgrade? Drawn cards may not update properly (another reason to move the shop out of battle, but I can patch it for now).
Thanks for playing.
Last year I went without text for the cutscene jam and I placed 3rd. I see many themes this year could benefit of some dialog and instead of text I thought VA may be better. Still no ideas since we don’t even know the theme but if someone wants to tentatively team up ping me here or on discord @josepvalls
https://josepvalls.itch.io/ (Time attack 3d was my submission from last year)
Hello, I really like these sprites and a lot of your work. I wanted to confirm that these were not AI generated as I am trying to avoid AI generated sprites in my projects. I noticed that some of your asset packs have the “AI generated” tag to them. Is it safe to assume that packs that do not have the “AI generated” tag are not AI generated (besides using Pixel Composer for effects, etc.)? Thanks.
I 100% agree on your comment and I love being able to peek at the source of a project to see how it works under the hood. But in this jam, it’s all of the projects (public Github is one of the requirements) so I am not sure if it applies here. I do hope more devs would share sources on other jams.
I was just going to comment on pyinstaller but yuqii655355 beat me to it.
I had originally planned the prologue as a cutscenes to showcase some of the art but I ended up liking it very much and expanded it and made it interactive instead. I wanted to spend more time on the second part but I got some good feedback on that prologue so I tuned it a little bit more. Definitely they are “two” games.
Glad you liked it. I started with this tutorial and tweaked it here and there to make it fit in the auto-scrolling background using a pool of springs. https://www.youtube.com/watch?v=RXIRkou021U
I reached out on discord. Never heard you back. If you can to collaborate on other projects ping me. Check out my profile to get an idea of the different projects I’ve been working on: https://josepvalls.itch.io/ My discord is josepvalls
Hey, thanks for playing. Sorry it was a little too late for me to join you in the stream last night. It was very helpful to see someone else playing. Looks like in your first attempt you missed tracking the food meter, maybe I need to find a way to make that more obvious. I will also add input prompts in-game. Once you got in the flow you did a great job! Tweaking the difficulty is tricky. I increase the rate of enemies after you score 10000 points. I was concerned it would be too difficult otherwise but I think I can crank it up a little. And yes, you picked exactly where I was going with the game design. The more “dangerous” zone in the middle is where the food is and where the player wants to be. You can stay airborne and conserve energy by choosing not to shoot at the expense of not scoring points, or you can stay safely at the very bottom where there are way fewer enemies but you still need to surface for air.










































