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lethalgem

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A member registered Jan 13, 2024 · View creator page →

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Thank you so much! I'm so glad you enjoyed it!

Thank you so much for the kind words! We can definitely give the brighter flashlight a try. Thanks for the feedback!

Thank you so much for giving the game a try and sending over the VOD link. It was so awesome getting to watch you engage with the game exactly as we envisioned it! AND having a smile on your face while doing so :)

Definitely with you on the checkpoints. For a walking sim, it's pretty punishing.

The presentation was so polished! Had a great time playing it :)

My only piece of feedback would be to add an indicator for which lane I've selected. Or perhaps I missed it? I would rely on clicking on the lane right before sending a monster just to make sure it was the lane I wanted.

Took a minute to ramp up, and when it did, it was fantastic! Had a great time dodging on the harder levels and found it to be pretty balanced for a jam game! Usually rogue-lite jam games where you have tradeoffs between healing and stat bonuses end with the player always having to choose one or the other. With this one I found myself actually sitting for a moment and thinking about which item to buy. Very impressive!

Thank you so much for the feedback and taking the time to stream the game :D

We agree with all of your points. We really wanted to implement puddles along the path that could act as a small reflectors. And some heart beats as the player got closer to the edge. I feel like that would have helped a lot in alleviating the issues you saw. 

Would love to see what you think of our game :)

https://itch.io/jam/godot-wild-jam-81/rate/3569276

Even if you don't, thanks so much for putting in all this time to try out the jam games!

Now this is what I come to these jams for. So much creativity, charm, and variety. It was a wonderful mishmash of ideas all brought together by some great art!

Loved the a capella soundtrack! The charm came through immediately. And the track once you enter the building was a total vibe.

Enjoyed my time with it :) The music was nice and fit well for the journey. For one playthrough I picked all the cards in the middle and won! Not sure if I got lucky or if it's biased towards success.

The thumbnail alone got me to try it! I agree with the others here. There is a ton of potential just given the artstyle. The way you and your allies run around in a 3d world with the lighting of the lantern in a dark cave evokes expedition immediately.

Fantastic! When I first started it up I was blown away by the visuals. It felt so cohesive and well beyond what most ever submit in just a 9 day jam!

Thank you so much for the kind words! I'm really glad the emotion hit :D It's our first time stepping into creating an atmospheric experience, so there was a ton of learning on the fly.

The rain was created by following along with this tutorial. We just upped the density and lowered the particle size to make it look more real and less cartoony. Then we lowered the roughness on the terrain textures to make it feel more wet.

It should be working now! Thanks a ton for letting me know it wasn't working :) And of course, thanks for the splashscreen compliment.

It should be working now! Thanks so much for letting me know about the issue :D 

Thanks for letting me know! Will get it fixed ASAP

Put a huge smile on my face the moment I booted it up and heard the theme in A Cappellal! Had a fun time with the game, thanks so much for taking on the wildcard! It made for a wonderful experience.

Incredible! Loved it all the way through!

Of all the games I've tried this jam, I've easily spent the most time playing this one. I really enjoyed growing the obelisk, unlocking new attacks, and buffing up existing ones.

The first round I found very difficult. After that though, it seemed to balance out pretty well.

I think it's brilliant how most of the automated attacks for the tower are close range. It makes the game feel much more exciting because the enemies feel like they're swarming on your tower just before they get taken out by your defences.

I do wish there was more feedback for the player when a card was selected. I found myself double clicking a lot to make sure I had the power equipped and didn't accidentally click before the cooldown was up.

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Cool concept! Also really enjoyed the music loop. I'm a sucker for puzzle games and I was really starting to enjoy it when it ended. I'm excited to play more if you ever decide to add some levels!

Also, very clever take on the theme!

What a charming game! Especially the character design. I loved walking around and seeing the enemies, how they stayed laying on the ground after being defeated, and seeing the boss with horns. It was just fun to experience the world.

Impressive amount of work to get all of this done in 9 days. Especially with a dialogue system that moved the camera around and placed the character in the proper spot.

Great job!

Very cute! Super chill and the music fit perfectly. I liked the artstyle and being able to zoom in and out :)

Super cool that there is a working leaderboard! You almost never see that in a game jam. Kudos for going the extra mile.

I did find a small bug after I game over. Only the button for submitting my score seems to work. I can't click restart or any of the other options. Once I submit my score, the close leaderboard button doesn't appear to be working either.

Fun game! At first I didn't realize that the placement of the units affected the path of the enemies. It was fun to discover a deeper mechanic mid game :)

Sorry to hear your teammates stopped working on it. It has the bones of something that could be quite the time sink.

Cute! Hits on the theme perfectly! And the movement controls felt fantastic. Something about it just made me want to move left and right all the time. It felt so satisfying. And considering that's the main mechanic of the game, you nailed it.

I did find it feeling a bit unfair at times. I'd be doing my best to get away from a fly and it would just move horizontally to hit me. So if I grew all the way to the left and the fly chased me from the right, I'd have no way out.

I'm so happy that you enjoyed the game! Understood on the camera controls. As we dove deeper into the topic of platformer cameras, we were shocked how much can be tweaked and how much of an impact it has on the game. Next time we'll have to place much more emphasis on the camera!

Thanks for the feedback! We tried to balance the punishment of missing a platform with the rapid respawn time. Unfortunately the platforms firing off immediately after respawning just increases the consequence instead of alleviating it. A good thing to know for our next game!

I'm glad you liked the concept :) We'll have to build in more time for refining the experience next time!

I'm so glad you enjoyed it! Sorry about the performance issues. Thought the visuals were simple enough that it'd run without issue. We'll be putting more time into optimizing performance in our next game!

Sorry to hear it wasn't performing well in either version :(

Optimizing is definitely on the list of topics to get familiar with. I thought that the low number of platforms at any time would mean the game would run buttery smooth. Which definitely has not been the case.

Thank you! Glad the theme came through strong for you :)

We'll have to improve on our balancing of rapid pace and fairness when respawning in our next game!

Thank you so much for the in-depth feedback!

I'm so glad you thought the game was fun and the movement was fluid :) We spent a ton of time trying to nail the feeling of the movement. 

I totally understand the frustration from the platforms starting as soon as the character respawns/checkpoint selects. We really wanted the game to have a rapid-fire pace. Fall, respawn, go. In the end, I think that has led to the game feeling a bit unfair in spots. It's a great learning that we'll take into future games!

Glad to hear the download runs much better! We were shocked it ran in the browser at all when we exported it.

Sorry to hear the control scheme led to frustration :(

The ship is supposed to keep moving under its own momentum. W is more like increasing the throttle level and leaving it there. Doesn't mean that was the right decision though. I can see why it'd be better to have more control over the ship!

Thank you so much for the kind words!

Thanks for the feedback! Glad you liked the voice acting. We recorded it at 2am the night before submission as a very last-minute suggestion.

Agreed on the turn speed. We tried a higher setting and it made the ship feel soooooo much more nimble and controllable.

Thank you so much for letting me know! I never would have caught that.

Fantastic game! Love it. The voice acting, especially the sassy shopkeeper just adds the icing on the cake. Great job!

Cool way to work the art into the gameplay! Took me a while to realize that I could blow the bubble while in the air. Before that I kept thinking I needed to blow a bubble then jump on it to have the fan push me up.

Once I figured it out I had a good time going through the levels!

Fun game! I liked how fluid the movement was. I felt free to run around, grab stuff on the fly, dodge and aim the turret on the way back, and grow!

Fresh idea! Wild art style too. Had a good time playing it. Being able to rotate pieces is clutch!

Great mechanic with the scaling machine! I also though the presentation and level design to limit where a player could go were nice :) The puzzles did seem pretty straight forward though. More like following a specific path rather than puzzle solving. I'm sure in a longer jam, the levels would have been brain ticklers!