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Knowdawg

18
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5
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A member registered Aug 15, 2020 · View creator page →

Creator of

Recent community posts

Thank you so much for the kind words! The source code is posted so feel free to check out how I did the terrain destruction. I'd be more than happy to answer any questions!

The game is supposed to pause when you are in a card selection menu but there is a nasty bug hanging out somewhere in my code that just breaks all pausing. Definitely obnoxious when your just learning lol.

Yeah, it was pretty silly of me to make the starting worm speed faster than the starting mining speed. My next planned step was making the procedural generation a bit more sophisticated to prevent those sort of RNG deaths but I didn't quite have the time for it.

Thanks for the feedback! I'm glad you liked the intro, I spent a lot of time on it (maybe to much time :p )

Thank you so much for the kind words! I'm so glad you enjoyed it!

Thank you for playing!

That destruction system is my pride and joy :) If you have any questions about how it works, I would be more than happy to explain.

So cool, so polished! My favorite part were the visual effects. I just wish there were more enemies / more threats.

The music and sound was also great. Also, I loved the fluidity of all the animations. My favorite was how all the worships would shake a little bit when they were cowering haha

That was super cool. I wasn't able to get super far (I kinda suck at typing :p ) but it was still a very atmospheric and enjoyable experience. My favorite part was having to type out 'settings' and stuff like that. Really added the game and made even navigating menus kinda fun.

Beautiful art style! I liked the concept of forgetting spells but it kinda felt like most spells were useless so I didn't really care when I died. I was also a bit confused about the controls at first but after I got used to them they felt good.

The map design and level design is also good. I enjoyed creating a mental map and recalling where the colored doors were whenever I hit a new switch.

Wow that was awesome! The level of intractability in the world is so cool. I didn't realize I could move the furniture for the longest time lol.

The audio and music was soooo good. Matched the mood of the game perfectly. Also, the ability to draw your final painting at the end was really cool. My final painting was mostly a bunch of scribbles, but hey, maybe it was just abstract :)

Cool Game! I was a bit confused on what the goal of the game was though. The art was really good and I really enjoyed that the items you bought would show up on the shelves the next day. The ability to knock the items over was also a neat touch.

I don't think the game window scaled properly. The shader effects and some other the UI seemed locked to a very low resolution.

Overall, awesome stuff! The sounds and other ambience give off a really creepy vibe.

Cool idea! I was a bit confused on what all the buttons did even after reading the tutorial and wasn't quite able to figure them out while playing either. I do also wish there were some more pressing threats to my berry as well. It seemed that I could just keep it in the incubator forever.

Nice job trying out UI! Godot's UI system is kinda scary (at least it's scary to me :p). Also, I really liked your pixel art for the berry.

Thank you so much for the feedback!

Difficulty and balance was a real struggle for me. I wanted to make the player feel a bit weak at the start so upgrades would feel more impactful but I think I overdid it a bit.

Cool game! Loved how you just drop your heart on the floor for a checkpoint :p I really liked the wind ambience and the random bird noises. Really spooked me a few times lol

Awesome! I did not expect that to trick up my brain as bad as it did :)

I do kinda wish that the game got harder faster. Each day seemed to be relatively the same difficulty.

Oh yeah, super cool art as well! The visual goop effect you have over the core was really cool to look at.

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Thanks you so much for the feedback and thank you so much for playing!

Yeah, performance isn't great. I probably need to rewrite all the terrain logic in c#... and multithread it just to be safe ('>_<)

Balancing was really rough for this one. This is my fist rogue like and had a lot of trouble trying to strike a balance between there being really strong and rare upgrades while also not making common standard upgrades feel weak. Don't think I quite hit the mark though.

Wow, awesome art! Super cool that you were able to make a survival game in such a short amount of time. I really liked how the rocks and plants and stuff would respawn each day so you had to keep venturing away from your camp. The color shifts from day to night to day were also really well done.

Charging the bow was a cool idea but I quickly realized that spamming it was wayyyy better. It also made the bow stand kinda useless. Perhaps there could be another way to disincentivize players from just spamming.

I'm so glad you enjoyed it!

You're right, the levels are procedurally generated but in a very simple way. It's just one noise texture that's copied over to the terrain texture each time the level is loaded. All I had to do was set the noise seed to a random int each time.

Sadly, I couldn't get a HTML export to work :/ I think its because I use a couple of compute shaders for rendering the terrain and lighting and I don't think Godot's web export supports compute shaders at the moment.

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Many of my friends got stuck on that part to.  The red lanterns hanging from the celling tell you if there is an invisible platform underneath them. Thanks for the feedback, I will defiantly be more clear with the player or have a help option in my future game jam submissions.

Thanks! I recorded myself and my dog and used them as reference layers in asesprite so I could copy over them