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LittleBeardMan

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A member registered Jun 17, 2020 · View creator page →

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Thanks for reading! Yeah it's the sort of problem you don't really think about until it's staring you in the face.

It's always re-assuring to hear other devs coming up with the same/similar solutions as me. Makes me feel like I'm not crazy lol. If you do end up using either solution and scaling it, let me know!

I'm not sure that I've got that same level of confidence lol. Thanks for reading!

Thank you! My one concern with it right now is that it'll lead to board states that look too "same-y" if you go all in on a specific type and all the items are a similar color. Still probably worth it though.

Maybe each item could randomly have a very slight saturation/hue shift? Just enough to break things up visually a little more. I'll have to test that and see how it looks. 

Thank you!

Thank you! I really appreciate the kind words

Thank you! I'm happy to hear you got something out of reading it

Thank you! I certainly don't participate in these game jams to necessarily win but I'll always take it lol.

I'm glad I could help! Yeah the biggest thing for me has been coming up with strategies to limit scope creep throughout the week, because otherwise I would never get anything finished. I hope to see you in the next jam!

Thank you for playing! Agree on both points. I actually never noticed that there was a project setting to make tooltips show up faster lol.

Yeah one of the main things I'd like to focus on going forward is overall visual clarity and flair when it comes to the items triggering and affecting each-other. Especially now that I'm adding more "abstract" effects like items that change other item's size or type

Thanks for playing! I'm so glad you enjoyed it enough to actually come back and play again lol.

I like your suggestion- I'm actually in the process of reworking the game to make adding more content easier. One of the aspects of the game I really want to focus on is general effect/item clarity. Which includes things like knowing how much STR an item has at any given time or being able to see, after the fact, the sources of where an items MULT/STR came from.

And I want to add better visual cues in general. Stuff like making more valuable items catch on fire:

Sure, that's very kind of you! I don't think I do anything particularly special but I'm more than happy to share my process. I've actually already started writing up a retrospective of this last jam that I should hopefully have finished tonight/tomorrow.

That's a good idea too- just having the speed settings be on the screen somewhere lol. I didn't even think of that.

And thank you, that means a lot. Unfortunately I don't really have any internet presence at all other than my itch.io profile. I think I'm going to try and post here more though!

Thanks you! I always appreciate feedback/critique, especially on game jam entries. I feel like that's what's so cool about these short jams- you're forced to make something and then have a bunch of people engage with it.

This is definitely a project I am interested in continuing development on. I agree with your points- I think overall the game has a bit of clunkyness to it that could be smoothed over.

Better hitboxes and QOL changes are definitely a start- but I also think it extends to broader things like the layout of the game. So much space is dedicated to your inventory on the right, but it's barely used!

Thanks again!

Thank you for playing! One of the benefits of working as a software developer is that I can write a LOT of shitty code very fast when put under a time constraint. That works well for jams, not quite as well for regular game development lol

Thank you so much! I'm glad you enjoyed it. This is definitely a project I'm interested in continuing- although I think there are a range of improvements that need to be made in order for it to be what I would call "complete". There are bugs I know about- and the code base is kind of preventing me from adding functionality that I want. There are already at least 4 or 5 items in the game files that I just gave up trying to implement in time for the jam. I can even see in the screenshot that you posted that the boss icon is on the wrong layer and is showing above the background effect!

Jokes aside I greatly appreciate you taking the time to play the game to completion. Thanks again!

Thanks for playing! Its always reassuring to hear people playing to the end of one of these game jam games, I know people are playing a lot of games fairly quickly during these judging periods.

Yeah I agree with you on the length of time things start taking. Its hard when you're playtesting something like this, you sort of get numb to it lol. You can actually increase the game speed in the settings (Which doubles the speed of everything). But unless youre someone who makes a habit of going into game settings you'd have no way of knowing that. Having the game speed scale as things trigger would probably be a better solution- and the speed setting would just start you further along in that scaling. The shop/customer/end of day animations could probably be sped up a bit too.

Thanks again though! I appreciate the feedback!

The presentation on this one is awesome- it looks and sounds very fitting for the Game Boy. I feel like maybe I'm not understanding something though? I don't really see what poking does other than accidentally make you more money lol. 

I think I see the vision though! Maybe a quick change would be to let you poke the board after you spin so that you can break up matches? At least that would give the player another choice to make when they spin.

We had remarkably similar ideas for our entries! The art and character designs are all great! I'd say though, if the combat is going to be purely random like it is now (At least I think it's purely random, I may have missed something), I'd make the fights a lot shorter.

Also- it can be a little unclear at times what arrow key you need to press to navigate to certain buttons. The Blackjack Hit/Stand buttons are a good example. The Stand button is below the Hit one but you have to press right to get to it.

This is a really creative take on the theme. The idea of playing around always getting the "unluckiest" outcome is interesting, seeing as it actually makes the game have no luck involved at all lol.

Looks great! It always sucks when you realize that you aren't going to finish your entry for one of these jams- but I'm glad you still submitted it!

Well, it wouldn't be a jam entry if there wasn't at least one easily fixable bug that I somehow missed lol. Thanks for playing!

Thanks for playing! Yeah I agree, the luck/randomness aspect of the jam kind of got lost as I rushed to implement everything I wanted to.

Thanks for playing! Admittedly I probably spent too much of my time working on the art and environments lol.

Thank you for playing!

Thanks for playing! Yeah the coin flip is purely random, it starts a little skewed in the players favor (like 60% chance for heads), then increasing your Luck stat raises the chance even more. I originally wanted a few more random minigames to make RNG a bit more of a factor- but as it stands I think that's the only one that you can't win 100% of the time.

Agree on the slot machine too- for how common of a minigame it is it should probably scale more in how hard it gets towards the end of the game. More options or a time limit would probably help with that.

I've got no idea on the actual limitations of the Game Boy outside of the graphical ones lol. Having the NPCs be background tiles is a pretty clever idea, I'd guess the bottleneck would end up being the amount of dialog you could fit in memory.

Thanks for playing! I appreciate the kind words. I'm pretty shit at 3D modelling, which is why I relied so much on 2D pixel art, something I'm (relatively) good at lol.

Thats a good catch with that bug... the "choose a blessing" menu has an animation play that tweens it's modulate color to make it fade out. I guess I forgot to actually set it not visible at the end of the animation.  I always forget that control nodes still receive input even if they are transparent. The difference is the altar one is a child of a CanvasLayer that gets hidden when you finish interacting with it!

That's a silly oversight to leave in lol, thanks for letting me know!

Thanks for playing! I'm glad you enjoyed it! that was exactly how I was hoping people would play the game, using up your resources and just barely getting to safety. Hopefully the game is a good length to get across the ideas without becoming too tedious, I feel like that can be a hard balance for a game jam like this where people are hopping between potentially dozens of different games lol.

Thanks for playing! Do you generally have problems running Web exported Godot games in your browser? For some reason almost all of them run terribly for me (I had to have my brother test the game on his PC to actually see how it ran), low framerate, choppy audio, etc. Not sure what browser you're using, but I've tested with a few different ones to little benefit.

People online say it's a driver issue but like.... which drivers lol?

Thank you for the kind words, I'm glad you liked it! The idea is definitely pretty out there lol- but for some reason feeding a 

Thanks for playing! Glad you enjoyed it

Thanks for playing! Yeah, I know lol- at one point I was starting to set up a way for you to move and turn using the mouse only but ended up putting it on the back-burner and ran out of time. I think that's really the only thing that requires you use the keyboard unfortunately

This is really awesome! Super stylish and a really creative and interesting idea for a deck-builder. It's a little janky to drag the cards into the places you want, but that's fine (Also, not sure if you already know this- if you lose and then try another run, you keep the same deck that you lost with).

I see a lot of people commenting that they really didn't understand how the game worked at first- and I was in the same boat lol. It wasn't until after I randomly beat the first enemy, then was forced to cut a card in the second fight that it actually clicked with me. I wonder if having the first initial fight have something other than 3 actions (Like 2 maybe), before you even get prompted to add any cards to your deck would help with this. That way you'd be forced into understanding the cutting mechanic.

Again though, the concept is really cool and all the animations are super satisfying. Really good job!

Thank you for playing! I mentioned this in a previous comment, but the lack of a "wait" feature was an intentional decision that I don't think was 100% successful. It can lead to some frustrating situations like you described- although I think that may partially be more of an issue with the level design. Maybe having more loops in the levels and less dead-end corners would have helped.

Thank you! You would not be calling it "beautifully programmed" if you could actually see the code base lol

Thanks for playing! You actually can still use the arrow keys to get to the exit button in the shop (just keep pressing down), or you can press escape to close it. Probably more of an issue with how the buttons are laid out- having the close button off to the side kind of makes it look unrelated to the other buttons.

Good note on the background too- I think there may have been a cleaner way to get the sort of effect I wanted. Maybe just tiling the background so it could move with all the foreground elements but keep the background drawings in view would have been enough.

Thanks for playing! Yeah not being able to skip was an intentional decision on my part. The idea was that you'd erase things like rocks or use items to let enemies get closer- so it'd be a sort of resource that you could run out of. Not sure if that was entirely successful though, since enemies sort of bum rush you when you enter a room, so you don't have a chance to get near many rocks or other objects.

This is awesome, I'm such a sucker for games with this sort of aesthetic and theming.

Thanks for playing! That's so strange- I've got the fullscreen button option enabled in the game settings, and when I go to the page I'm able to see the button and fullscreen it. What browser are you using? Not sure if it's a problem with my game export or Itch.io

Thanks for playing! Glad you enjoyed it. Damn, yeah adding WASD is a no brainer I can't believe that never occurred to me lol

Off the top of my head: in the room of the main house where the lighthouse painting is, I got a bit confused thinking that there were more rooms to the right side and down towards the bottom of the screen. And then in the mushroom area there was a point where, while going through one of the log tunnels, I guess I got stuck against a wall? If I could see my character, it would have been easy to back up and go back through but because I couldn't, I ended up trying and failing a bunch of angles and then just restarting the game lol.

I think for that second issue just making the hitboxes for those screen transitions a bit bigger would probably help a lot. Hopefully that helps a bit!

Thanks for playing! It's funny- one of my biggest pet peeves in games is when the audio is so incredibly loud that the first thing I do when I boot it up is go into the settings and turn the master volume down by like 80%. I think because of that I end up mixing the games I make to be quieter than maybe I should...

I'm glad to hear that you went back and got gold medals on all the levels, but yeah, I've seen more than one person comment that they got stuck on one or two of them. I think having a setting that let you loosen the time restriction on levels would have been an easy solution that would have let people see more of the content without struggling as much.

That being said- during these game jams I always wonder whether people would actually use any provided difficulty settings over just moving on to the next game. But if it's pretty low effort to implement I don't really think that matters much.