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LittleBeardMan

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

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Glad to hear it! Yeah there were a few pretty bad bugs that I missed in the initial submission- which it seems like I (at least mostly) fixed after the fact. Agree that the game is too easy, I tend to lean that way for game jams so that more people see more of the content, although it's debatable how well that actually works lol.

Thanks for playing!

Thanks for playing! I appreciate it

Thanks for playing! I'm glad you liked it. Yeah I think going forward I'm going to use vector fonts rather than bitmap ones for games like this with a lot of text. To your point, they can get pretty chunky and distorted at different resolutions. Probably just worthwhile to use a font that scales more cleanly for readability, even if it doesn't entirely fit with the aesthetic I'm going for lol.

Great job! There's a lot of cool ideas going on here! I see now what you were talking about with handling the art at different zoom levels/resolutions. Everything seems to scale just fine though! I was a little confused at first as to what the actual goal was- but you explained it well enough in the game's description. 

Some sound effects would definitely go a long way and would be worth messing around with next time I think. Overall great job though!

Nice! Yeah there's definitely a steep learning curve (at least for me lol), but Godot's control nodes are definitely powerful.

There's always going to be more you could have done! I try to at least make sure I keep some of the specific feedback on that sort of stuff in mind for the next project I work on.

This is a cool idea! I don't know if I fully understand what's going on- I made some hybrid plants but I don't know exactly how to feed the pumpkin on the right lol. I think there are little things you can do to help convey things a little more clearly (Like having the icon in the shop for buying blood be more clearly tied to the watering can. Either have the same icon on the watering can or make the shop icon be a watering can with the blood symbol next to it or something. Little things like that can help a lot).

This is cute! Good job on your first game!

Ohh, the controls were for an AZERTY keyboard! That makes sense. I thought I was missing something or having a stroke lol. Good job though! The game is very hard, although part of that was because I was struggling with the controls, but also the pigs are just absurdly fast.

There are a lot of cool ideas here! I like the idea of having to switch between farming and defending yourself. I also like how you have to physically carry the fertilizer back to your pumpkins, so you have to make that decision of being able to shoot or carry a useful item. That's cool!

However the way the nighttime portion of the game plays out can be pretty frustrating. Since the enemies can shoot you from what seems to be any distance you are basically flooded from all sides by projectiles. So I only ever really was able to get close enough to one or two enemies a night to kill, which meant I wasn't really doing anything during the day, since I only ever had one or two fertilizers to move.

I think it'd make a big difference if there were either less enemies, they had reduced sight range, or you zoomed out the camera. If you could just see what was shooting at you lol. Regardless though, great job! Like I said I like a lot of it!

Great job! I appreciate the little transition animations like zooming into the tombstone when you lose, that's always a nice touch. The periodic horror sting/jumpscare noise was an interesting choice lol.

Like a few others have said it's a bit slow, which on it's own isn't a bad thing, but you can sometimes spend a decent amount of time just waiting for the enemies to come towards you.

Good job! The windows build seems to run fine. 

I would have liked to be able to see how much time I had left before the game just ends. The music seems to stop at some point, not sure if that was intentional or it's just not looping (You have to go in and modify the import settings of the music file itself, then re-import it if you want it to loop. Took me a while to figure it out myself lol).

Aha, I see. The second bug I knew about as another player brought it up- but I was trying to figure out how people were getting blank cards to be dealt. Looks like the two are related- thanks for letting me know!

Thanks for playing! Let me know about any particularly bad bugs, and I'll try to get them fixed after the voting period ends.

Thanks a lot, I really appreciate the kind words! Outside of changing the viewport scaling settings, I've found that letting all the control nodes place/size themselves (with anchors, nodes like VBoxContainers, MarginContainers, Separators, etc) rather than trying to place them manually has really helped me a lot. It can definitely be a little tedious to get everything set up how you want, but once you do: everything orients itself properly at whatever resolution you want.

I still think there's some issues I have with font scaling, I still don't know if I fully understand how Godot handles fonts/text. Certain card text will overrun the card bounds only at certain resolutions and can look kind of fucked lol. Regardless though, thank you for playing! I'm glad you enjoyed it.

Thank you for playing! I appreciate it.

Thanks a lot! I appreciate the feedback, those are both good suggestions. Little quality of life changes like that definitely go a long way, but they're always things you don't see until other people point them out! 

Thanks again for the kind words, I'm glad you enjoyed the game!

Gah, that's definitely a bad one to miss lol. I usually do a patch after the jam period ends to fix any egregious bugs that pop up during voting (Like that one).

Did the bug(s) mentioned in your other comment happen after accidentally hitting the end turn button? Or at a different point? If it was the latter, do you remember what you did right before getting those bugs?

Regardless, thank you for playing!

Thanks for playing! Yeah I always have trouble balancing games for jams, since I'm always focused on just getting as much stuff implemented as I can lol. I usually end up airing on making the game easier rather than harder (so that more people see more of the content), but sometimes go too far in that direction I think. 

Out of curiosity, how far did you get before stopping? I'm interested where that realization of "this game isn't getting harder than this" is.

Good job! I like that there's multiple levels to the spatial puzzle: fitting the pots together, leaving space for crop storage, and fitting plants within the pots. It's really interesting! I think a few sound effects would really go a long way though!

This is a pretty cool idea, and there's is very clearly a lot of effort here, but the controls combined with the lack of checkpoints really make it hard for me to want to play past the 2nd level. I do like the ideas that I did see! 

I think you have to be pretty careful/economical with how many different buttons you ask the player to use and memorize. Simple things like: maybe instead of having a separate button to reset time, you just tap the same button you used to slow it down? Or to use your different time powers you could hold a button (I/Z in this case) then tap a direction to pick whether you wanted to slow down time/rewind/or some other power that you introduce. 

Changes like that (Maybe not those exactly) would help make the controls a little easier to grasp and would allow you to build even harder/more complex levels!

Overall though, great job! 

This was great! There was obviously a lot of effort put into every aspect of this game, and it shows. I really like how collecting each music note added another instrument to the music, that's a really cool touch. Once I noticed that I went out my way to collect any that I saw.

Small bug I ran into: a few times when I died, I respawned outside of the playable area and would die whenever I tried to run back on land. Restarting the level fixed it. I wasn't able to figure out how to reproduce it consistently so I'm not sure what was causing it.

This was cool! I think this might be one of the only Jam games I've seen this year to actually add in achievements, so good job there! I think it's a little bit of a stretch on the theme though (Easy fix: make the boat a spaceship that you've lost control of. Nothing else has to change). 

It can be a little bit difficult to see some of the asteroids when you're below them, because of their black shadows blending in with the black background. I think a little bit of ambient light, or adding in a background of stars would completely fix the issue though.

Overall, great job! I had fun playing (Although I don't think I have the willpower to grind out 1 million points, I'll leave that for someone else lol).

Thanks for playing, I'm glad you enjoyed it. Yeah the song I made for Monstro Burger is definitely my favorite one I've made this year (Glad you didn't have any audio issues!). I think the highest I got to was 15, so you've officially beaten me at my own game lol. I hope to see you in future jams as well!

This is cool! Having to break down parts of the level to progress is a really interesting idea. You can definitely build some pretty complex platforming puzzles around that concept. I like the smooth transitions on all the UI in the main menu too, great job!

Great job! You should try experimenting with adding sound effects next (For your next game or on this one), even just one or two SFX can make a huge difference! I hope to see you in future Godot Wild Jams!

I don't exactly know how this ties into the theme "Malfunction" but regardless, great job! There are some rough edges though. The constantly looping scream sound effect made me feel like I was going insane (Which maybe was your intent lol). The sensitivity is also extremely high, so there were multiple times where I'd accidentally turn around 180 degrees and got myself lost.

Great job! I've always been a sucker for games with this type of aesthetic. I like how dynamic it looks with the multiple scrolling layers. 

It can get a little busy, making it difficult to see where enemies are. But I think that's mostly due to the explosions in the background layer that are the same or similar colors to the enemies. Maybe if you kept the explosions in the background to a contrasting color (Like the blue you're already using for the buildings, which contrasts great), it'd be easier to keep everything separated.

Overall though, it looks great! Good job!

Oh okay, that makes sense. Maybe having the consumption/production upgrades show up when you hover over the upgrade button itself (Or be part of that panel somehow) would make things a little clearer/harder to miss. That way the player doesn't have to click a separate part of the UI for that info. Just an idea though, having it called out better in the tutorial would probably be fine lol.

That's fair on the crowding, you'd probably have to zoom out a bit (or make some of the drawings smaller) to get it to fit, which may not have been what you wanted. Having to scroll definitely makes the game area feel bigger and more open (which is fitting in the Antarctic).

Nice! It's a great, weird little game lol

Thank you for playing! I'm glad you enjoyed it! Yeah you aren't the first person to bring up the lack of an ending, it's definitely kind of strange how the game just kind of "is over" lol. Having an unlosable endless mode or just having Beardy ruin your desktop somehow is a really funny idea though, I like it!

Thanks for playing! I agree that I should have probably added a little conclusion after you beat all the levels (Honestly that should have been when the endless mode icon was added to your desktop), one of those things I just forgot about until it was pointed out to me.

Ah okay, so sound effects were playing for you but not the music, interesting. Yeah I'm not totally sure what I messed up/what changed with the web export, I'll have to look into it more once the voting period is over.

Thank you a lot! You're really too kind lol. I had a lot of fun making this, just adding in little things that made me laugh- so I'm glad you enjoyed it. I've been participating in all the GW jams so far this year, so it makes me happy to see someone recognize me from one of the previous month's jams lol. Makes me feel like I'm improving! Thanks again!

Thank you for playing, I really appreciate it! I think there are probably tweaks that could be made to the spam to make it less "actually annoying" lol. Maybe have less individual popups but make them bigger? Or maybe make the buttons to close them bigger so you don't have to be quite as precise? I agree that they can get a little tedious lol.

Regardless, it always makes me happy to hear people actually using the accessibility/difficulty/toggle settings I add. Thanks again!

It is what it is lol, there's always going to be more you could have done! Ah, I didn't realize that there was a vision radius, that definitely helps with what I was talking about.

This was cool! The core mechanic is really clever and is used in a lot of interesting ways. Great job!

I didn't expect this to feel like a straight up horror game lol. This was really cool though! Like others have said moving along the wire can feel a little finicky, especially around corners. I also wish that there was something the player could do to avoid the anti-virus after triggering them- it kind of felt like I was resigned to just lose whenever I triggered them which felt kind of bad. Maybe having there be one or two "safe-zones" or more ways in the level to outrun them would help with that.

Regardless, great job!

I enjoyed this! I ended up with a score of 57 after escaping, which I don't know whether that's good or bad lol. This is a solid management game, I think there are a few little UI tweaks you can make to help with overall clarity (Like showing what resources a building will consume when you upgrade it, or letting the player know that they're going to die at the end of the day if they don't gather more of a certain resource). 

I think you could have also probably gotten away with showing all of the buildings on screen at once instead of having the player pan around if you resized/adjusted things a bit. It feels a little bad to have to slowly scroll from one corner to another to check on things. Although maybe just having a menu on the side that lets you quickly pick each building would accomplish the same thing.

Other than that I have very few complaints! The game was intuitive and complex enough to require strategizing. Great job!