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kholo

64
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A member registered Oct 03, 2018 · View creator page →

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Thank you very much! The main menu seems to have a lot of fans :D I'll make the minigames rules clearer once the game jam is finished. Well, not immediatly then, I'll have a lot of refactor to do beforehand.

Thank you for trying our game!

Okay, you got me with voice acting, and I'm pretty sure the puzzles are fun to solve once you understand it. I should have not played being tired, I'll sure give it a new try!

Good job!

I couldn't achieve the calibration, but the idea is awesome! I'm sad I couldn't go further to have a good preview of your game. Keep up the good work!

Browser play: I can only click on Start or Exit, but nothing happens. Good luck! Hope you can fix it.

It's really fun, I dig it! A bit confusing, having to remember which device for which customer, but I enjoyed it! Nice job!

Thank you, glad you liked it! Navigation sure needs an upgrade, I already have ideas in mind, minimap is not one of them because I want the search to be part of the game, but I think I will add maps scattered along the level, like you can find a map in a city with the "You are here" mark. I thought about highlight, I don't know yet, I like it to be diegetic, that's why I added a sound when a box activates, to localize it approximately by ear. I think the sound doesn't expand enough. However it excludes people with hearing issues. Maybe a focus mode one can activate by a keypress, to darken the surrounding except for the box.

Thank you for playing our game :)

Love me some nodal mechanics! I would love to see more of it, this is a solid concept, but I don't understand what was the money for so far. Maybe nodes and upgrades will have a cost in the future?

Good job!

Nice job on the mood, I lost track of where I was suppose to go, but there's definitely something to push further. The rotating hallway got me :D

It's OK, bugs happened :D I dig the vibe so far.

Thank you, I'll definitely try it!

Thank you! Yes, I intend to add a help system to display an howto before you play a minigame for the first time. As it wasn't intended for the start, I had no time to implement it before the deadline as it involves a big amount of refactoring. I suppose the camera freeze you're talking about is due to the mouse reaching the edge of the viewport if your playing the web version. Once outside of the viewport, the mouse movement events are not sent to the game anymore. It's an issue I will have to look at thoroughly. And yes, it does a tricky turn sometimes when zooming at some of the boxes, I suppose it has to do with the global rotation value of the camera trying to reach the correct angle. Also in the todo list :)

Thank you for playing it!

Thank you very much! I'm glad you liked it, I will work on the navigation after the game jam. I'm so sorry about Gobot, he's not here to stay, but he sure adds a great amount of polish to our prototype.

Thank you! It seems to be the most appreciated feature so far, by the comments x) maybe I should better do UI instead of video games :D (I won't, I want to continue making video games)

Thank you! Yes, it has been reported, the web version seems to ignore the mouse capture and it goes out of the window when it shouldn't. Maybe is it on purpose, maybe I miss something in the web export. Thanks again!

It looks like what I'm currently doing, I just surrounded each of the rotation with a test to make it move only when the mouse event is different than 0 to not interfere with the gamepad controls.

var mouse_sensitivity: float = 0.005
func _input(event: InputEvent) -> void:
    if event is InputEventMouseMotion:
        if event.screen_relative.x < 0.0 or event.screen_relative.x > 0.0:
            global_rotation.y -= event.screen_relative.x * mouse_sensitivity
        if event.screen_relative.y < 0.0 or event.screen_relative.y > 0.0:
            camera_root.rotation.x -= event.screen_relative.y * mouse_sensitivity

But maybe I should better use the rotate method instead of setting the rotation property manually.

There is a note about this in the Godot documentation regarding the  Mouse and input coordinates I follow. But it seems even though the mouse is in capture mode, it still goes out of the window when playing in HTML. Maybe is there something to set in the Web export too.

Thanks for the input! (Input, haha)

Would love it but it's your project and your life, don't burn out over this, if you planned to stop after the jam. Yet if you decide to continue, I'll keep an eye on it!

Nice setting, good job! I got stuck after carrying the green bot, when I picked up a block I was unable to drop it.

Nice! It's like agar.io with a twist: trains instead of growing cell, and color themed. If I didn't want to test other games from the jam, I could easily get trapped in yours :D

Thank you very much! Glad you liked it :)

I loved the idea! A bit of polish may be needed but overall good job!

It's a bit rough but I liked the idea. The shanties are a nice addtion, it keeps us motivated (trapped :D ?) in the game! Nice job!

Nice! This is absolute cute, the gameplay works well, I like it! Will you continue it after the jam? I'll be eager to see more of it:)

Thank you! Yes, a map is definitely on our… roadmap :) I'm not sure if I'll keep box names or if I give them street names. Thanks for the feedback.

(1 edit)

Thank you for the feedback :) Yes the mouse issue appears only in the browser version, the standalone are working correctly. I'll have to check in Godot documentation understand better, the mode MOUSE_MODE_CAPTURED doesn't seem enough to avoid the issue.

Thank you for the feedback! Yes, I will work on it once the game jam is completely done.

I like the idea, it was however a bit difficult to keep tracks of the playable one if it leaves the screen, and an autofire would be a nice addtion. Good idea and good job!

Nice, it's cleary getting somewhere, and it's a lot of content for the time we had! I hope you'll continue and polished it but it's a good job so far!

Nice concept, I really tried to fix the leak, I'm not sure the timer is useful as we can already see the water lever raising, which already gives a sense of urgency. I was so sad once I connected it to the end to see the leak not being fixed…

Great job!

Same, dude. Same…

Okay, this one speaks from experience? Nice concept, I'm curious to see more of it :)

Nice! I enjoyed it so far, and I hope you will push the idea further!

Great job!

Felt like an incremental game, with no heavy decision, and still… wait: "Start Wave 18"? No I'm pretty sure I just went for a wave or two…

Good job, mate. Good job :D

Seriously though, I like the idea, I just felt it lack a real strategy making system, Once you connect your towers to every upgrade, there is no more much challenge. Maybe limiting the amount of incoming connections to each tower, or making the number of connection for each an upgrade you could push the player to make more important decision.

Great work!

Absolutely! That's what I thought after a few levels. The fact we can find alternative solutions thanks to the freedom of placement is finally a nice addition :)

Thank you for playing, Yes, we will work on it once the game jam is completely ended. I think we will try to push it further to a "real" finished game.

Thank you for the feedback!

Thank you very much! Too bad Gobot is not here to stay… It was a really pretty addition to replace the earlier "character" (which was made of four static cylinders :D ), having an animated character really gives it when playing. I agree about the footsteps, it was also said in another comment.

Thank you for the feedback!

Thank you! There is indeed a lot of work left to be done. I also get angry when the power block is too high in the Tetris game, I'll lower it down once and for all :D

I agree about the footsteps being too loud, I also agree about the multimeter click, I found them really satisfying too, I found it on freesound.org and I fell for it immediately! I knew it was the one <3

Thank you very much for your feedback!

Thank you very much for your feedback! Yes, the minigames needs a lot of balancing work and I will sure try to do it after the game jam voting deadline.

Yes, its our first project, Godot or not, apart from projects made following GDTV courses.

Thank you!

Thank you very much!

I dig the aesthetics, like the backgrounds you chose, it sets the vibes. Once in a while, the movements glitches and it's impossible to move, I have to reload the game. Once you get the grip on the gravity flip, it opens a lot of potential for puzzles and solutions. Cheers!

I hope you do, I tried to be the most accurate :D