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LukasWho

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A member registered Jan 16, 2021 · View creator page →

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Nice little twist on the twinstick shooter genre. Generally not a huge fan of the genre, but I quite enjoyed the added aspect of having to constantly turn around to see if I was in danger. Nicely done!

Controls are very wonky in this one. I’m pretty sure I would have preferred if the WASD keys were always relative to the current camera angle and not to the player.

Graphics look decent.

Gameplay-wise, there just isn’t much there yet, so it’s hard to judge. I’m also not sure how much can be done with the engine. Keep working on it, though! Might turn into something nice.

Interesting little game. As others mentioned, the best strategy here seems to just spam-click, which isn’t very interesting. Maybe a cooldown of some sort might help?

Huh. I didn’t really understand what was happening and then I died. Interesting idea, but I wasn’t sure if there was some sort of win condition?

As a side note, there is a Pointer Lock API, but I’m not sure if and how Godot supports it.

Footage of me playing the game: https://www.youtube.com/watch?v=Y76AszIxuEU

Seriously though, this was pretty well done. Like an idle game without the idling. Balancing felt pretty good (though lights felt a little expensive). Two minor complaints I have is that holding down the mouse button seemed a bit unnecessary (might just me playing on laptop, though) and that I didn’t ever feel like there were any stakes. Apart from that, a very solid entry!

Simple enough twin-stick shooter. Sprites are pretty cute and I I do enjoy a good lighting effect. Minor nitpick is that the player character’s “darkness hitbox” could have been aligned a bit better, other than that, the game worked fine. Nice job!

Pretty neat concept, but I couldn’t figure out what to do with the monster once I found it. Nothing I tried seemed to work. Did I miss anything?

Pretty neat concept, though I’m not sure I really enjoyed it over playing a regular breakout game. Having the ball light up for a short time when it hit a wall was a really nice touch, though!

Gave up after a couple of attempts since I’m just not good at this kind of game, but it was a pretty fun exprerience! Some more clear hurtboxes might help, as well as some more feedback on when you get hurt. Also, the game seemed to lag a little on my machine, which is by no means a gaming PC, but which I was still a little surprised by. Still, a pretty solid entry overall, nicely done!

A neat little idea! Could definitely use some better rope physics, but honestly, I wouldn’t even have dared to attempt to code rope physics in three hours, so nice job! Might turn into a neat little game if you continue working on it.

Very simple, but perfectly fine to play. I quite liked the music. Some sort of smarter enemy AI might be nice. Well done considering the time constraints!

Very simple game, but pretty fun to play and a nice level of polish. Also probably my favourite audio of the jam so far. Good job!

Looks like it could turn into a fun little timewaster, and the assets are pretty nice. Did you make them yourself?

Obviously it’s a little to buggy at the moment, but I could see people enjoying this on their phone with a little more polish. Well done!

Very neat little idea, also nicely implemented. The only major complaint I have is that the controls could feel a little tighter, but I know that platformer controls are hard to get perfect and three hours is a short span of time. All in all, pretty strong entry, well done!

Pretty neat little concept, though the ball bouncing threw me off a lot. I guess it just adds 2 times the absolute y velocity to the current y velocity? I feel like adding some more realistic bouncing physics might have profited the game. Otherwise, pretty neat stuff!

As someone who has struggled quite a bit with mental health problems in the past, I quite like the concept! This might actually be a nice gamification approach to exercise a daily positive thinking routine or something. Some thoughts on that (DISCLAIMER: These are very unqualified opinions).

  • Some of the quotes seemed a little cheesy to me, but I realize that’s very subjective. It might be nice to have the user be able to input their own phrases which they know are helpful to them.

  • I think a main part of trying to stay positive is identifying your own destructive thoughts and doing something about them. From a gameplay perspective, it would also be nice to have negative thoughts coming at you that you need to disarm, since it would actually force you to read the thoughts coming at you and not just click at them blindly. HOWEVER, I do realize that this is a bit risky, considering the pink elephant paradox is something that does exist, so you’d have to be somewhat careful about the implementation, especially since I think some coping techniques work better for some people than others.

It might be interesting to get some input on this from people who have more experience with psychology. Still, I quite like the idea here. Nice job!

I didn’t quite understand the concept at first and thought your idea was a corrupted tamagotchi that fed on its owners’ souls, which honestly sounds like a fun idea to me.

Pretty straight-forward implementation, but it seems to work well enough. Unfortunately, I think I’ve sort of grown out of my tamagotchi phase. Still, good job getting this to work in such a short time!

I quite like the concept, and the visuals are done pretty nicely! I especially like the “wall wave” effect, but the rain was also a nice touch.

Sometimes the game didn’t seem to register my button presses. Otherwise, everything else worked pretty nicely.

Cute start, and decent spritework! I would have enjoyed the game more if it had been a little more fast-paced, or maybe even increased in speed over time. If you wanted the world to feel a little more dynamic, moving the floor alongside the objects would be a nice touch, and if you want to get really fancy add a small running animation for the dragon. Still, you managed to get a fun little game going within the time constraints, well done!

Thank you! Yeah, we really would have loved to add a couple more sound effects, but we had literally used up all our development time and didn’t want to go over the time limit. Maybe we’ll do a post-jam update that adds some sound effects and fixes some small bugs.

Thank you!

Thank you! Yeah, the game turned out to be a little harder than we expected.

That’s a good point. I somehow didn’t think about reading direction being a thing that can differ for different cultures during development. Thanks for pointing it out!

Pretty cute idea. Not terribly challenging as most levels just consisted of running away, but I think there might be potential for more interesting puzzles with this idea, and the last level gave a glimpse into that. Nice job!

Very strong entry. Game is fun, graphics look cool, audio is fitting, too, really no major complaints here. And you even implemented a difficulty curve! Great job!

Funny idea, though maybe a bit too RNG-dependent? I think I would prefer if the demon was always heading for the nearest temptation.

In principle, I liked having two soundtracks, but given my strategy in later levels I would have preferred if they hadn’t changed so aprubtly. I get that it’s a bit much for a three-hour jam to implement dynamic scoring, though.

All in all, I think this has potential and I’d be interested to see the idea developed further. Well done!

Simple enough twinstick shooter. Having to defend the matches instead of defending yourself was a nice touch (at least I think that’s what happened). Well done given the time constraint!

Haha, no worries! Thank you :)

Didn’t even realize there were abilities during my first playthrough, but reading them kind of makes me wonder how much they’d even help. It’s a neat idea though, and maybe with some more balancing, this could turn into a fun game!

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Neat concept, though right now, the main interaction mainly felt like a chore and not like it added to the gameplay. I guess if there were enemies or some other danger if you stayed in the same spot for too long, this would drastically change how it feels, and I appreciate that three hours are a very short time, especially if you’re working with a new engine for the first time. I think the idea does have potential, nicely done.

(also props to you for jumping off the Unity ship ;))

This was trippy. Not entirely sure the graphics behaved the way they should (the man and a table basically frantically switched between two positions with a frequency around 1Hz), but it was definitely an experience.

My "solution": Wife had an affair with another woman, he killed her with a hammer and made it look like a car accident.

Lovely spritework! Did you make the assets yourself?

Gameplay was a solid platformer, nothing too fancy, but did its job well enough. Good job.

Oh hey, another entry within a sea creature! Glad to see we’re not the only ones :)

Gameplay was simple but fun enough and the visuals were quite neat. Nicely done!

Haha, that was definitely one of the darkest interpretations of the theme, but I quite enjoyed it! Gameplay was surprisingly addictive and the visuals fitted the whackiness of the game pretty well. Now all it needs is some sort of win condition / scoring system. Nice job!

Made it to the second umbrella minigame twice and died both times. Lovely visuals and the writing isn’t too bad, either. Well done!

Super cool idea! Now you’ll just have to turn it into an actual game ;)

I really dig the concept, though. Could probably work either as a horror game or just a game where your heart rate goes up from doing acrobatics and stuff.

Also might be interesting to make a game that’s controlled by the actual player’s heart rate.

Neat proof of concept!

Interesting little experiment. I thought the person we talked to was written pretty realistically, nicely done! To be honest, I did not quite understand the relationship between the player and the second person. Still a neat little thing, thanks for making it!

Awww, I’m so sorry for you, Mort! Don’t worry, things will get better :)

Very cute game! Nicely done.

Thanks! And congrats to you!

Thanks! Yeah, we were heavily inspired by Rusty Lake games and definitely wanted to include some absurd humor.