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Krabolus

22
Posts
7
Followers
3
Following
A member registered Mar 19, 2023 · View creator page →

Creator of

Recent community posts

Yea, turns out the shader I've used for recoloring and some extra flare was a REALLY expensive shader to run... I've now fixed it, but due to the game jam's voting period I'm unable to release the fix.

If  you'd be inclined to play the game with better performance I'd recommend checking it out after the fix is released.

Sorry for overlooking that.

It was a nice game, but I feel like the drying was too ruthless, also it would have been nice to see the next block coming up, otherwise it feels completly random, other than that it was pleasant.

A very nice game, has its style and feel. Personally I feel like there's too little gameplay but for a first game it's plenty. Also a quick tip, do try to look into godot's project setting's viewport stretch mode, as I guess you've made the game with default settings, making the gameplay area not stretch but expand, leaving gray strips of godot's default background. (This setting can be found: Project -> Project Settings -> Display -> Window -> Stretch -> Mode)

Nice game, the weapon visuals felt nice however movement felt slugish and jittery and enemies felt very spongy. Other weapons were nice.

The game was quite good and enjoyable, though I feel like the mouse controls were very unintuitive, where I'd expect that I'm aiming where my mouse is, I actually aim by using my mouse, it confused me for the first level, also the angle control was a bit too imprecise.

The game was fun, intresting take on "Alice in the Wonderland", although the movement controls felt a bit off, maybe if there had been a better distincion between walkable path and non-walkable path or a point and click movement it would've felt better, but overall the mechanics were solid.

Don't worry, the AI of enemies is something that always takes me a lot longer than anticiapated.

I see that my game lack some explanations, I should have given the player more information.
As for health bar - the player is the health bar, as health is directly represented by how much milk/water is left in the glass.
Sorry for the slow attacks, I thought they seemed to be a fine speed but thanks for your input.
"The extra things" are probably cookies/milk, cookies are put in boxes in an animation and milk is used immediatly.

Thanks for your opinion and I hope you enjoyed your play!

Nice game, aesthetics were well made. The monster or the person walking around the store was rather borind though, they never did anything other than make noises, walk away from me and generally vibe around, it could be improved. 

A nice game, simple and intricete, great visuals and theming, well done.

Thanks ! I knew about the boxes, but I could't figure out a way for them to properlly detect collisions, sorry for that, great that you still had fun!

A great game, very polished, but I found that during a round you can buy upgrades, and if you do you may lose the round, dunno if it's a bug, but overall great!

No problem, glad I could help!

Cool game, sad it's not playable in browser, I also feel like the difficulty is quite low and gameplay loop is quite repetetive. Maybe have the fireballs aim at the inactive frog so more of them spawn facing it?

Well made and fun, I had fun rocking my brain.

Unique and fun, but the posses mechanic's range is badly communicated.

Quite fun and unique, but I couldn't teleport out of the second spike pit, the one where you aim upwards, I always was a bit short.

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Rough around the edges and sometimes inconsistent (Arrows move you and allow you to jump, but wasd doesn't allow you to jump) , having a snap grid I believe would also help with precise placement, but overall a good game.

About the game dropping out when you die, its a feature, as weird as it may seem, as I didn't have enough time to make a proper death screen.

Hey! Thanks for the info, check now, it should be working as intended.