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Kwabsi

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A member registered Jan 08, 2020 · View creator page →

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Thanks for the praise - Glad you enjoyed my game!

The grass indeed sways slightly in the "wind". It's barely noticeable, but without it, the grass looked more like green spikes than grass.

That's a really great game you made! Micromanaging your "towers" in this tower defense  was a lot of fun. Every jump in difficulty meant I had to scramble to optimize my damage output by tactically moving my space armada; every slow round left me with something to do.  There was a lot of variation in space ships to upgrade and explore and every one felt like it had a purpose (except maybe the purple replication-blocking one - I didn't feel its impact a lot), which kept the game fresh until the end. A+ gameplay, really.

As for critique, I really only have one pain point. As the game went on, it was increasingly tedious to find space ships you hadn't upgraded yet. There wasn't a visual difference (at least I didn't notice one), so I had to either remember which space ship had which upgrades or click myself through every one of them. I understand that this is a jam game and you are a solo dev and it's an ultimately small nuisance, but it's something you may want to consider if you choose to expand on this game later.

The sprites and special effects were simple, but pretty. The enemy block blobs were pleasantly colorful and watching it multiply felt really satisfying. Shame I had to blow it up. Visually, everything stayed clear despite the chaos of the rapidly multiplying blob of blocks and space lasers. The sound effects were fitting and the music was fine for the most part, but descended into unpleasant noise at some points.

It would have been nice to see more of the theme in the game - the "malfunction" aspect is largely relegated to the story, but doesn't show in the visuals or the gameplay.


All in all, this was a very enjoyable entry. 

Thanks for the feedback, glad you liked it!

Yeah, I had massive problems with visual clarity during the boss fight. I wanted to go hard with the visual distortion and collapsing game world thing, but that made the game really difficult to navigate. That's then main reason you can not die at the boss fight (and if you didn't go below 0 HP, I applaud you, because that isn't easy). It's also the main reason why I didn't use enemy projectiles during normal gameplay; some visual modes just make it impossible to dodge those.

As for the dialogue, I hoped to catch the line between sincere and over the top. Like, it's the story of a generic fantasy game failing and breaking down; it's a bit sad and dramatic, but ultimately quite silly. I'm not much of a writer, so maybe the dialogue didn't convey that successfully and just reads as self important. Definitely an area which I can improve.

The .pck is embedded; you don't need one. You should be able to start the game without it. If it doesn't, there is some other issue, like your antivirus keeping it from starting because it's from an unknown developer or because you don't have a vulkan ready graphics card / chip.

But if the web version works now, then you don't need to worry about it. Glad you're having fun so far!

Hey Honey Pony, glad you had fun despite the performance issues. I knew about the issues with HTML 5 (which is why I urged people to download the game), but was unaware about the requirements of the exported versions.

I had to change the renderer last minute, because the Mac-Export didn't work with the compatibility renderer. To keep at least the exports consistent, I decided to export every version like that, which means the game requires more graphical performance than it probably should. Not my smartest decision probably - a game that looks like this should run on an onboard graphics chip, even if the graphics card is unplugged.

Thanks a lot for your feedback

Which export did you try? The .pck is embedded in the Windows and Linux export and part of the mac zip file. Are you sure it is because a file is missing?

As for the keyboard thing, you control the game with WASD or the Arrow keys - sometimes you have to click on the game again after it initially loaded because it lost focus.

What an incredibly ambitious game jam project - and it payed off for the most part. The Models, Textures, Environments and 2D art were all beautiful (albeit sometimes interrupted with the odd visual glitch). The music was fitting and sounded really good. 

The only critique I can reasonably bring up is a weak connection to the theme - yes, narratively the staff is broken, but it doesn't show in-game that much. It feels like an usual progression mechanic and less like actual malfunctions. Maybe the staff may have missfired or there was more visual feedback when trying to use a spell that isn't unlocked? I think it'd have been worth cutting a bit of content to make time to incorporate the theme more.

Aside from this point, this is an extraordinary feat y'all have accomplished here.

That's a really cool concept, held back only by the lack of time you had for content and some polish. I would love to see a full game like this.

I do wonder, does everything actually go through the internal logic that's described in the Hacker menu? I spawned walls using "If Player Idles, Then Player Shoots Wall", but the created Walls did not follow the rule "If Wall dies, Spawn one scrap". I'm also a bit sad that "If Player dies, then Player wins" didn't quite work.

I had a lot of fun flying through space, but when I discovered I could flick the space ship thingies and asteroids away, the game just became a hundred times funnier.

Also, the music is amazing.

A really charming little game. I love the art style.

I wonder wether the time limit was necessary - it really caught me off guard on my first try. This game has such chill vibes, that I kinda just wanna sit there and repair tamagotchis uninterrupted for a couple minutes.

(My high score is 80$, btw)

Let's start with the obvious: These renders are gorgeous and, together with the stellar sound design and writing,  build a wonderfully heavy, "larger-than-thou" athmosphere. This is really impressive.

I liked the choice of the more observational puzzles. Figuring out what exactly to look for and paying attention was really engaging without needing to understand some kind of arcane moon logic.

My only issue is with the navigation. At times, I felt disoriented because I did not know how far I have been spun, especially at the four way intersection. I also sometimes didn't find the correct hitbox that got me where I wanted to go; sometimes forward was at the upper end of the screen and at other times in the middle as one example.

These were many words to explain a rather small issue, so let me reiterate: This game was a real treat and I enjoyed it a lot.

Thank you for your feedback! Glad you enjoyed the atmosphere.

I agree, how the game is supposed to be played is pretty unclear. Depending on RNG, you could quickly loose a life before you figured out where to look and which tools you have. I added some instructions to the games description, which hopefully will help other players.

The monster attacks you if it sees you enter the locker - we should have clarified this better, as a lot of players were caught off guard by this.

The artstyle is very cute and lovely. I also really like the idea behind this game. I would have liked, if there were hotkeys for your abilities, so you don't always have to travel with your mouse to the bottom of the screen and then back upwards to the enemy.

The difficulty was good; I used almost all of the spells given, which is a good sign for the balance of the game. Pretty fun and cute game overall!

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This is really cool! A very unique take on the theme and I'm always a friend of musical games. The controls definitely need some getting used to until your brain makes the whole connection between symbol, key and sound. Maybe having the option to show them on screen while playing would be nice? I also have no idea how the points work and when I'm doing well. But that hardly matters to me anyways, I had fun singing the requiem to a fallen hero.

Ah okay, fair enough about the hero not loosing his equip. That was just my immediate thought for a quick solution to make this an endless game, but needing to swap equipment based on the enemy is a better way to handle this if you have the time for such a system.

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The art is really beautiful and the music is a banger - I'm considering downloading the source code just to be able to listen to the one looting theme on loop. It's such a silly theme and I love it.

The game itself had a really cool idea and premise, but it is unfinished - The most tragic bug/missing feature is, that the hero does not loose his equipment after every run. (Well, and that you can not loose, but we'll keep that a secret). There's some other minor annoyances, like missing collision (on some pillars and the ground) or missing sprites (for the cross necklace in bagpack-mode). I like the idea to specifically have to prepare for specific monsters and you can already see a new type of monster being rolled each room in the developers console, so the start of that feature was done already as well.

I truly hope you finish this game after the ratings are done - the idea is just too good and what is already there shows great promise.

Really cool art style and a clever idea to tackle the theme. I liked the varied challenges and minigames a lot.

The controls feel a bit clunky, especially when jumping near walls. The animations are really nice and dynamic, but sometimes wrong ones are played; again most often near walls.

The style and funny tasks are the highlight of this game, though, and make it quite enjoyable. It's honestly impressive, that this is your first godot project.

My time was 158.4 seconds total btw.

I love the art style and music of the game and the start is really creative. Figuring out which lane you are currently on needed some getting used to and sometimes when I restarted, I spawned directly in front of boxes, so I almost instantly took a penalty. Otherwise, the gameplay is smooth.

[The rest of this comment is rambling about how cool this stuff is.]
I love all the graffiti and little details on the wall.  The sunlight peeking from behind the buildings is really pretty. I love the 80s-Synthpop in the background and I'm actively wondering who ever would use the mute button. The cheesy one liners at the end. The filter for the music gives the tackle sound effects extra pop... I could probably sit here and gosh about how well all of this flows together all night.

Really well done!

Thank you for you feedback. I'm happy, that you liked it.

I considered having the sounds as something to be restored, but there were already sooo many collectibles in a single level, that I decided against it. Plus, the feedback of the color pellets "exploding" when revealing the color was very important for the whole effect. Maybe if I work on the game and make bigger, more open levels, I think about removing the sound again.

I really liked this game. It's very impressive, that you managed to have a voice over for basically everything.  The writing was funny and I really wanted to find all possible substitutions. Unfortunately, the game seems to crash whenever you find the one ingredient non-food substitute. That's doubly unfortunate, because finding the whacky way of making the food work was definitely the most fun part of the game for me. It also sometimes feels arbitrary which substitutes work and which don't and the game gives little guidance towards the right options. Of course, working out every combination a player could think of would be waaay out of scope. The amount of valid substitutes and extras is big enough as it is.

The setting options are really nice, but the out-of-the-box settings  seem weirdly balanced. But that's just a nitpick.

All in all, I really enjoyed it though, and the game really had my kind of humor.

I can give you the project files if you want.

But in short, I use two additional viewports. The first one is just a black screen, where I draw white circles on whenever a pellet "pops". The circles radius is tweened, so it isn't revealed all at once. The second viewport just contains a copy of the dark tilemap with a different tileset and the background. I then use the texture of the second viewport as a sprite, which I put between the player character and the dark map . The texture of the first viewport with the white circles is then applied to the second viewport as a mask with a shader, showing only pixels where the texture of the first viewport is white.

It's really complicated and inefficient, though. There are probably a dozen easier and less resource hungry methods to do something like this.

Really fun animations and I dig the monochrome GameBoy-like color palette. I was confused at the end, because I thought the cat somehow had to stay on the button, which it apparantly did not.

That is really impressive, being your first godot game. I wished the orbit mechanic was needed more often, as this was the most fun part for me.

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I liked the style; especially the little critters. It was a fun way to incorporate the theme. It's a shame, that the pathfinding bugged out so often (At least I think that's the reason why my foxes started rotating).

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Thanks for your feedback. Glad you liked it!

I've added the Controls to the games description (along with all the other "hidden" control schemes). Hope that helps.

I had a fun time with this one. The artstyle was very interesting and the main mechanics made a nice little puzzle game.

 It would have been nice, if you had some sort of indicator which controls were enabled and disabled, since the collectible actions only tell you what they add and not what they take. There were also a few levels, where you had access to controls you probably shouldn't have.

But yeah, short, simple, fun and appealing. Can't ask for more in a game.

Thank you for your feedback and for testing the mac export! Yeah, performance was a big concern, because my method of revealing the map is very resource hungry. 

That you don't turn mid-air was intentional, so you can not wall-jump indefinitely upwards. I can see how it may seem unusual or clunky, though.

Cool puzzle game, very charming and quite polished for a jam game. The character designs and the dialog were fun.

The puzzles had a good difficulty and sure were headscratchers at times. However, it wasn't always clear what puzzle element had which effect on the game, which created a rather tedious play of switching between all of your characters and seeing how everything interacts, often redoing puzzles multiple times. Especially Level 3 had this issue in my opinion.

At some point, I had a bug with music overlapping, which is a shame, because the songs are beautiful.

Otherwise, good puzzle game with stellar presentation. Bravo you four.

Oh my god, this game is really cute and the animations are really pretty. The game is a bit janky at times, but the big selling point here definitely is the charme of the two main characters.

It's a good idea for a puzzle game with a good bit of content for a jam game. I enjoyed looking for the hidden orb thingies and got them all by the end! I did encounter a few bugs (like sometimes getting stuck at a ledge and needing to jump, even though it's a flat plane), but not any game breaking ones.

I had a few problems getting the key combinations to work. Especially the second one was more luck than skill for me. It was also frustrating, that I have to return to the menu, memorize the combination and then replay half of the level. But aside from that, I enjoyed it!

The music was nice and chill, but overstayed its welcome at the end a bit.

I like the style of the graphics. It's very commendable, that your sprites have no outline, yet stay readable in grayscale. The platforming is a bit too floaty for my taste, especially after you gather the green orb. But I had fun with this game regardless. I wonder if the crystals in the upper right corner have any relevance or if this was cut for time...

Really pretty game with great music. The controls are tight, which is important for a bullet-hell like this. 

So yeah, good job!

You can reset the current level by pressing R. There are ways in which you can get to a state where you can not win the level without reseting, yes.

I'm always impressed if somebody manages to release a 3D Game during a game jam. I love the art style and the sounds are nice. The gameplay gets a little bit repetitive, especially at the end. Other weapons or some kind of upgrades would have been nice, but it's totally understandable if such things didn't fit into the scope of one week.

It's a neat idea for a puzzle game and you taught the mechanics of the levels very well.

I found all 10 droplets! A really calm and relaxing little journey. The title also being the level is a really creative way to incorporate the wild card. All that's missing is some lighthearted music for the beets adventure. But all in all; simple and charming.

Very smart puzzle game and very nice ascii art! Really enjoyed it.

I really like the art style and the general idea. The gameplay is really hectic and chaotic (which is a good thing for this kind of game, I think). It has a small kinks here and there; sometimes, the planet doesn't get updated and the barking textbox seems really random; but I really liked it.

There's an impressive number of systems given the timeframe. Really big scope. I like the zombie sprite.