I like the graphics and audio used! Really makes it feel like an arcade game. Though, I didn't know how to use the waveforms as a clue so I just brute forced a lot of the solutions, a visual to show the current waveform being made could help a lot. Also, giving the player a time limit would help make the game a bit more exciting. But overall it's still an enjoyable experience as is!
KiiroDora
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Pretty fun! It took me a while to understand what to do, but once I got it, it was very addicting. I really like the idea, it's a very fun take at the theme as well. It'd be a better experience with a bit more balance on the difficulty and some background music, but this is really good for your first game! Well done!
I played through three days, it was fun to figure out what to do with the materials, and it's nice that there's a tutorial guy right at the start too! The skeletons are also pretty tough, so I just chose to stay in the shelter for as long as possible, haha! I suppose how long you survive depends on how little amount of wood you can use for the shelter every 3 days, since it all gets wiped out by the tsunami.
For your future games, I really suggest making a pause menu where you can push a button to quit the game instead of the escape button quitting the game instantly. For many games, the escape button either closes menus or opens up the pause or settings menu. This means most players will probably quit the game while trying to navigate the inventory menu like I did.
This is a very unique and fun way to interpret the theme! And the gameplay is really fun too!
The one problem I had was that because I had no idea that you had to push space inbetween words, I thought I had a browser issue or something. I had to check the comments to understand how it works, but once I got it down it was really enjoyable! Pretty good entry!
I like the concept! It's enjoyable to destroy the blocks and zoom across the level, and the graphics are pretty nice, especially the wave effect. Though, there are some parts that could use some more work:
Enemies do not turn around, so it's easy to get into their blind spots, or even just walk past them with no problem. Also, I don't know if it's just me but sometimes the wave button just won't work until I reset the game and I got stuck in a few levels because of that. Pressing C to throw rocks also did not work for me.
That being said, for your first game in Godot, this is still really nice! Good work!
This honestly feels less like a gamejam entry and more like a complete game you could find on the store, I'm really impressed! Very well polished, great audio and graphics, cool style, enjoyable gameplay! I kind of had a hard time figuring out the radar system, but calculating maneuvers to mine while destroying enemies was really fun!
I don't know if it's just me, but (both on PC and on browser) nothing happens when I clicked the cork with the left mouse button, and then I couldn't click the exit level button as well so I'm kinda stuck on the tutorial! I tried skipping the tutorial too but then I still couldn't click on any of the buttons.
The concept seems very nice, and I really like the art, music and the energy of the game, but I just can't play it and I don't know if it's a technical issue on my end, me misunderstanding the directions or some kind of bug.
I had fun playing this, very unique concept and implementation of the theme! It's a bit difficult to direct the followers in some of the later levels, but in general the gameplay is fine too, I personally found it intuitive enough, though it kind of drags at times since the enemy AI usualy does not take much initiative. All in all I think it's a pretty good game!
For a new developer, this is a pretty nice game! There are a few issues with the jumping where on thin platforms it sometimes does not register your jump input, but otherwise it's a fairly fun platformer. I did get startled by the voice recording you put on one of the levels, hahaha!
I highly recommend you set up a GitHub for your projects though, that way if you lose your data or somehow something goes terribly wrong and you don't know how to fix it, you'll have backups to restore your projects. Using it is also mostly simple, looking up a few tutorials should give you the basics!
Good luck on your future projects!
Thank you for playing!
The baking failures are there to increase the risk factor. you cannot take back putting an ingredient, just like real baking. However, I can put a difficulty option in the future where failed recipes would refund the ingredient points after pressing the button!
I will also make the recipe book more accessible so that players will be aware of their options :)
That was really fun! The responsivity of the controls get a short while to get used to, but it's not a big issue. The fights themselves were very engaging! While fighting the sun god at the end I ended up dying at the same time as I dealt the last strike, and I was glad to see the win condition registered before the lose condition. The writing was very sweet as well. Overall, it was an enjoyable game!
Lovely game! It's incredible to see how much was done in just one week. It plays as good as any well polished roguelike bullet hell, if not better! I love the reload mechanic, the enemy types are interesting and the whole gameplay is really fast paced and fun, not to mention the awesome art and music/sfx! Very enjoyable!
One of the most fun submissions so far! I really enjoyed the core gameplay loop, it is really addicting! Also, I love the voice acting! It adds so much charm.
One small issue is, after a certain point the speed stat builds up too much and the gnomes move at the same rate as the mouse does. That makes it difficult to traverse while seeing your surroundings even in the farthest zoom out level. It is manageable and doesn't disrupt gameplay to an uncomfortable level, but it adds some struggle.
Overall, I think this is a really fun and well made game! I enjoyed it a lot!
Thank you for the feedback and kind words :)
1. I initially wanted to make a realtime tutorial that went with the player as they play, but the timeframe didn't allow for it. I'm glad the current version of the tutorial still served its purpose!
2. That would really help! Because I knew most of the recipes by heart, I didn't realize how often a player would need the recipe book. I'll keep it in mind if I continue development for the game!



