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Kikilo

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A member registered Mar 31, 2021 · View creator page →

Creator of

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Hello,

Thank you for the thoughtful comment. You caught me while moving from one country to another, so I've got some time only now to respond to the questions:

- Art // Yes the palette was tricky to alight with the desired gameplay goal, it's a very "warm" palette so for something like snow it was tricky to convey the desired mood with those tones. However, I do love a challenge so I think it was alright. 

Agreed on the sprite size, Had I more time, I'would have gone with something like these houses that I've been working on in the past few days:

SO the mechanics were really tricky to figure out while deving all of the other systems. I'd really only manage to figure them out in the end: The player should balance the snow_level (e.g. keeping it as low as possible) to increase town satisfaction. Town Satisfaction was supposed to convey the feeling of "Player Connection" to the townsfolk

Basically, as snow starts building up in the level, there is a bar that starts filling up (Snow_level) and the tiles change etc etc. Based on snow_level, you have events appearing:

- Game pauses, player is given several choices:

-Choice A --> player decides to help neighbor --> town_satisfaction goes up

- Choice C --> player decides to be an asshole --> bad outcome for the player 

Now that I've mentioned events, I'd like to talk about how this is engineered, since you asked: 


I compiled a little parser in Google Sheets (good ol tool, reliable and sturdy :P). I'd show you how it looks in ga

Environmental Storytelling was indeed part of the plan, although on a more narrative sense, with different events. 

When the player had a lot of gold, and snow_level was super high there was an option to take the children bob-sledding and to a nearby ski resort ! I wish that these events could have been implemented in the game on launch. I did learn a lot about developing features in a short time, and this jam was a very useful  experience as a Solo Dev, there's a lot of things I would try to do differently in terms of prioritising. 

I wish you could see a more functional version of this project, and now that I have time to work on sprites and more larger scale 2D assets I think it would be a beautiful project.

Best,

Osvaldo

Greetings,

An issue was encountered with the WebGL export  in Godot 4 that for some reason makes the game freeze at launch. As this was my first time encountering this issue, I'll make some changes to the gameplay loop to go around this issue. 

Thank you for your patience and for the report of the bug!

Best,

Osvaldo G

Hi ArazWasTaken! Thanks for your comment, I’ll take a look and see what happened. It might be something connected to the build export

Thank you for your comment! I’ll take a look at this and get back to you here. 

Hello Konya Biyori! I was looking at your question, and I managed to create a function in the "Battle Functions" script where I updated the stats on global.party from the 'current stats' from the oBattle.partyUnits array. 

After coding the function, I added a call to the function when oBattle is destroyed to ensure that the stats are kept for the next battle. Please let me know if you need more info to execute this.


Best,

Osvaldo (Kikilo)

Very nice submission!! Great design :)