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Londolan

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A member registered Apr 02, 2024 · View creator page →

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Cool graphics, sound and music. The map generation needs balancing though, as well as the targeting system of the hound.

For future improvement:

Humans can walk up straight to the tower vertically, which sadly defeats the point of randomly generating the map.

While I only have enough souls for one skeleton archer at the start, and the skeleton mages shoot in weird directions so that they often miss the vertically incoming humans.

Intuitively, I expected the hound to target the nearest humans, but they seem to select their target randomly. Also, sometimes they stop two steps away from their target human, so that they can be easily blasted by said human.

Hope that helps for future improvement!

A lot of attention and intention went into this game, as well as the devlogs. I like where this game is headed, even though it’s still just past the beginning stages of development.

Well done on the graphics part! The obstacle spawning was also done well, except that at one play, an obstacle was put right in front of me the second I could start playing, meaning it was game over at second zero.

My, what a delightful story. Feel good vibes to it. Personally I would pick different music for the title screen and for the in-the-car scene at the start.

The title screen music sounds a little bit mysterious, almost psychological horror-y, which the game isn’t. It’s a cute story!

The in-the-car music sounds like battle music for an RPG right from the start. Which sounds a bit off, seeing that the main character is just driving.

Overall, thanks for the cosy experience!

A relaxing experience. Thank you!

Hahaha, just like me you were inspired by the 80s Asteroids game huh? It’s nice to see your unique multiplayer take on that game. The gameplay was nice and intuitive to understand. It would be even better with the Glow effect for a more synthwave look.

Couldn’t find quite fast how to get other weapons though…

Oh my, this idle game is strangely satisfying. After I reached the $M milestone, the biscuit kept wanting flour, even though the flour amount was off the charts. Also, the biscuit sprite itself was gone, I could only see a light blue placeholder block.

Couldn’t find any devlogs though…

Hi! I tried dropping into a slot, but it seemed like the game interpreted it as dropping into an empty space in the bag…

All right, made it to the town, where my party met its demise by the hands of the knight and the four soldiers/archers.

This game has quite a few interesting design choices, and still some stuff to work on.

Tips:

  • Spread out the tutorial into tiny bits over multiple sessions in the first part of the game. I felt pretty dumb failing to soak up the information in the only tutorial.
  • This game begs for graphics from a 2D specialist. With how far you made it in the making of this game, it’s at least very clear to prospective graphic artists to ascertain what they could input to this game.
  • The drag and drop feature needs work on the dropping part. I often had to do at least two tries to successfully drop items into a slime’s bag.
  • The inventory screen is a looooot of information for newcomers, and could potentially scare people away. Maybe start out with a handful of items and loot, or even a single slime party, and ease the player into the game.
  • Introduce just a few items at a time, this is a lot of information for newcomers and a lot of tooltipping.

Tops:

  • Zealot humans being the enemies, an original take on the genre!
  • Narratives are clear and succinct, except for the tutorial.
  • Seems to be balanced enough to make it possible to win battles but they’re still a challenge.
  • Music is well-chosen, well-composed and fitting.

Hope this helps! You’re on the right track.

Hi! That’s very helpful feedback, thank you so much!!

Yeah I won after my first respawn, and didn’t have to use focus mode.

I agree, this is a decent start - and quite presentable - especially with:

  • the switching between narrative and shooter mode
  • the ability to map keys (I could learn from that)

Would have loved to find:

  • game juice (sprite animations, sound FX and particle FX)
  • slower gameplay, which fits the Victorian era theme better

As for the narrative, I had trouble knowing which one was Avarice and which one was Nyx - and what their deal was about also.

The combination of bullet hell and the Victorian era theme takes getting used to, but is very interesting and refreshing. I’d think that this would work very well in low-poly 3d, with especially dark blue and dark purple tones.

Overall, well done on your third Godot game. Respect for your tenacity on keep developing the game and yourself too.

Hi Erockandroll, thank you for playing and for your constructive feedback! The turrets, once placed, stay there.

Hi! Thank you so much for playing and your constructive feedback :-)

Got 39 high score, died while dashing against the orange car with the arrow on it. Wish the box would have been square instead of elongated, though. That way, it is as difficult to evade the horizontal as the vertical.

Furthermore, the movement keys are the arrow keys, instead of WASD. Just sayin :-)

A short but sweet experience. Wish the mouse-look was a little less sensitive though.

Hi! Sweet, any chance playing the other entries to the game jam?

Thank you so much!

Fo shizzle, dear GlitchedLizard, I made these models especially for this game jam:

  1. A chicken-propeller-plane that shoots orange fire.
  2. A rabbit-goat that shoots green homing laser.
  3. A weird Renaissance-inspired cannon shooting long range projectiles.

How’s that not fitting for the Mega man theme?

Hi! As a fan of Megaman games in general, I thought it would be cool to submit an entry with characters that are inspired by those games. That’s why I thought I submitted my game Twin Basstroids to the game jam: https://londolan.itch.io/twin-basstroids .

I especially worked through the night, losing sleep, to make sure my game qualifies for the Megaman Legends Jam. Now I don’t see my entry in the submitted-list anymore. What’s up?

Best regards, Londolan.

Hi! FYI, for your enjoyment and appreciation, I’ve just uploaded a bugfix for the green homing laser in my game. I’ll leave the updates at that for now. Enjoy playing the games!

Thank you so much for your time, effort and organizing this!

Hi! I so really enjoyed this game jam :-) There’s a couple of bugfixes I’d like to upload on my game page. When after the jam finish would be a decent time for that?

Also I’m planning to put a lot more features, bells and whistle in my game. What are the game jam rules about when this is allowed?

Best regards, Londolan.

Thank you, you too!

Aaaaight, Roger that. I’ll do my best!

Hi, this sounds like an awesome game jam!

I made this game in Godot as my first Itch entry: https://londolan.itch.io/astral-steroids . It’s got potential, but some very important shaders were not displayed in the final version, sadly because Godot does not support that in HTML5 format.

So for that reason and because I want to learn Unity better, I’d like to remake and improve on the entire game (which I made in 9 days) in Unity for this game jam. Would that be allowed here?

We are stardust :-)

Hey Tim, I wishlisted. Good luck and have fun!

Loved the music and the visual style. Wish the dealt cards were always sorted in some way though. More diverse animations would also have been nice.

Wahahaaa, loved the ending, which I’m not gonna spoil here. A nice relaxing fishing game, eh? Good storm though.

Whoa, don’t know what’s more brutal: the bank or the arachnids. This is an excellent game in multiple aspects: the gameplay, the visuals, the music, the sfx, the polish. My compliments for working together so well!

Must have been real fun to make the AI! The visuals and soundtrack were very well done. Wish I knew how to block, though…

The look-and-feel are very nice. Love the simple yet effective graphics. The thud in the soundtrack’s beat is awesome too. Wish there were more levels, though…

Nice! “Smokey Eel” or “French Fries War” or “Haggleslagg” would be wonderful titles for next games.

I was drawn to the crunchy pixel art, and then I tried the game.

Such a simple concept, yet I kept playing until I got around 1100(0) biscuits at Junior level. Well done for that :-) I gave four stars for enjoyment and theme. The latter because of the promote-or-retire-mechanic, which was cleverly done.

Whoa this is hard! The visuals are sweet! Wish there was more animation and that when I get low HP, I also get stronger attacks.

Ratsukade sounds very ‘lekker’ ;-)

Whoa, the polish on this one is excellent! Looks and sounds very professional!

Wish the rat would hold on to biscuits a little longer when pressing E though…

I know there’s some asset packs used here, but still - for your first game the polish is amazing! Love how the player character and the environment move.

Hi Zimo8,

Thank you for giving our game a chance and for your kind words! Indeed, we had a mobile-first experience in mind, you were right about that. The controls follow from that.

It’s very nice to hear that you did reconsider what you want out of your life, because that was exactly our intention with this entry.

Anyway, can’t wait to try your game!