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Mentel

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A member registered Jul 31, 2021 · View creator page →

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Nah, it's fine, it's not that serious. Also not like a lot of people will actually even look down there anyways and they would first have to find this game and know me, which is a not the largest cross section. Was just confused to see the tag alongside my name :V

Why am in the credits? Especially as the team lead, that seems a bit... you know, misleading, seeing that I said a grand total of 3 sentences in the chat during development, none of which actually were related to game development... anyways, this shit is confusing.

  • Cranking - alright, I get what you guys were going for, but it tends to act really clunky which seems problematic in a game about completing stuff on time.
  • Cooking time - I don't know if it's just me, but sometimes even on low heat the cooking level would jump straight from green to orange and I have no idea why, or if it is even an intended feature. 
  • No settings menu - or any sliders for that matter, which is kind of problematic for 3d games where your cursor is locked, for me the game started with way to low sensitivity, so yeah was kinda hard to play till I upped it in my pc settings.
  • Static menu environment - this is a small one, but you already had particles for the grill, why not add them to the main menu, so it doesn't feel so lifeless.
  • No prompt for food pickup? - once food is placed on the grill it no longer displays the pickup prompt when you hover over it.
  • UI and environment - the in-game UI has very high saturation, which kind of clashes with the rest of the 3D environment which is a lot more washed out, which kind of makes the game feel less polished.

Alright that's it for the pointing out the things that probably mostly were caused by the fact you guys were rushing to finish it at the end. Honestly I enjoyed the SFX, apart from the UI and very flat lighting the graphics were nice. Also Typing I can't believe you complain about me making top down shooters in different genres, while pretty much making Farly's Flower Shop 3D and calling it a day.

Thanks for the feedback, yeah to be fair I generally don't play nor make bullet hell style games, so this was kind of a first. Honestly I agree with all the points, I wanted to do stuff like more custom upgrades, some more enemies and a boss or two, but I just didn't have the time to do it, with the little time I had to actually develop this game. Though I would say that the difficulty slider idea could have been added if I just played more games of this type and knew that that is a thing that's done.

In terms of the update written on the bottom of the page, that was something that I fixed in the 24 hour period where we could fix some stuff, technically wasn't a game breaking bug, but it was too difficult so the damage enemies deal and the accuracy of tracking was decreased, that's why it feels more or less good right now.

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Had so much fucking fun, this is one of those games that I regret having more ratings than, because this was an absolute blast to play through and I feel like this is the game people should have played. So many cool design choices like the regeneration on low health to make scraping by on low health more likely, the amount of choices that stem from the enemy design and the basic moves that the player has despite using only two buttons and the spin up which really immerses you in the experience. It's hard for me to even leave any glaring points for improvement.

There actually is a XP bar at the top, though it's stretched across the entire length of the screen so it might be blending a bit too well with the screen edge :P

Honestly I only learned about Luftrausers after I posted my first progress picture and I still am yet to watch any gameplay of it.

Well it started with setting some constraints: I won't have much time to work over the week and I want something that will be at least semi unique (I didn't want to do a gambling game since I figured that's gonna be the main interpretation.

When I started brainstorming I quickly came to a realization that I will need an arcade game if I want to finish this on time and from there it was mostly just the fact that I was watching some videos about a building game where someone was constucting a plane and I figured dogfights kind of happen in big circles so that could be work.

This was indeed very serious. I do have some feedback though:

- First of all, resetting, it's really clunky having to reload the page every time I want to try to play the game again, just a simple get_tree().reload_current_scene() when the player presses a specific key or enter once the game finishes. 

- The text is a bit too fast, some of us are slower readers and some don't have English as their first language, so it can be difficult to even read everything, especially the first time since there is no warning that it will autoscroll.

- The game is missing SFX, the ambient is nice it's better than nothing, but sfx is one of those things that you really notice when there aren't any.

- Lastly, I would recommend switching the font, because it's easy to see when you keep the default engine font or ui, and adding a different font takes just a couple of seconds, but it makes the game feel more finished.


Still, I had some fun and despite the default ui theme in some places I enjoyed the visuals.

I feel like there should be some sort of epilepsy warning, since it's pretty hard on the eyes. I feel like the idea is very clever, but the game is really hard to read and with the addition of no tutorial or how to play section the player is kind of left to figure it out themselves. I feel like the game might benefit from a camera that doesn't rotate with the player, since the attached camera makes it really hard to gauge how fast you're spinning and if you're spinning faster or slower than the car in front.

Why was it somehow better than randint's and cloudi's game? I don't even have that much criticism, since the fact everything is kinda ass just plays into the joke.

Voice acting: I won't talk about the contents, but since you already started it would have been nice to have some idle dialog while you do whatever task it is you do for the level.

Settings Menu: You could have like at least changed the background to the same blue, instead of leaving it with just the default gray.

Jumping: It felt a little awkward, a higher jump, higher gravity awhile falling and a bit of hang time could have gone a long way. Though it was unnecessary for the most part, since you could reach most orbs from the first step.

Hi boys, so... there are problems.

Level Design: Overall was fairly solid, but especially with the 2nd level it could feel more like fumbling around looking for hidden passages, rather than puzzle solving. Like for instance I completely skipped the path to the switch after the lava lake, since every other switch is on it's own path and it's a dark rock climb on the side of the wall that's almost invisible when the screen gets dark, the only reason why I even went that way, was because I already touched every other wall around and finally saw the rising stone above the skyline.

Collisions: I don't know who handled those, but seriously, why do some random stones lack collision. On the flip side, why do some pits have shelves that DO have collisions.

Box: Why does it cover like half the screen bro, I just want to see where I'm going with it.

Platforming: Is there even coyote time? Because it didn't feel like it. Overall the player controller could use some work, acceleration, deceleration, hang time, higher fall speed. You know standard platformer stuff.

Cursor lock: Mostly a web issue sure, but it would be nice if it would unlock the cursor when you press ESC so you can actually full screen the thing if you exit out of it.

Weapon Sway: Or more adequately item sway for this game I guess? It would be nice if the "strange device" wouldn't feel so static on the screen and would sway a bit when moving the camera.


Apart from that, it was still mostly enjoyable, the actual puzzles were nice and the graphics were coherent.

I'm pretty sure the screen turning red is a problem with WebGL and not specifically anything I did. The shotgun actually is fairly powerful to be fair, with the only caveat that you have to actually switch to it. The bat was kind of just there because we wanted something to push the story, but I agree that I could have buffed it, I don't know give it higher movement speed or smth. When it comes to skipping text, well it's kind of possible with the current setup minus the first cutscene if you spam Dialog Forward, since it fills the text box and then goes to the next, but a full skip button would have required more work because of how the dialog events are programed. But anyways, thanks for playing and I'm glad you enjoyed the game either way.

I like it, reminds me a lot of Into the Breach, in a good way. The character synergies were pretty fun, though there are a couple bugs and some descriptions can be unclear as to specifics, like adjacent could mean either with or without diagonals. But overall enjoyable game if lacking a bit on progression and content.

That's strange, I can't quite find anything that could even cause that and I haven't seen anything like that in play tests. So sadly I don't think I'll be able to fix it. Either way it is a shame, hopefully it won't happen to anyone else and at some point you might return to give it another shot.

Could you tell me what exactly the bug was? I'd love to fix it if it prevented you from playing.

Glad you enjoyed, yeah we were kind of rushing the farther we got, I was working 12 hours a day already, so sadly with this kind of team size and a lot of new people not everything could be as polished as I had wanted it to be.

Honestly, I'm just glad we finished the whole thing on time (minus one stage that got cut). But yeah it definitely has some spikes.

Ngl like halfway through making this game I kinda realized that "Adventuring" in fantasy media is just a nicer way of putting: stealing, grave robbing and murdering. Like in a average session of D&D you go into a dungeon where people were layed to rest, you kill them if they turn undead and steal all the riches, put there by their relatives.

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Ummm... so.. what the fuck do I say about this? Well one thing I can say is the crossy roads part is not... yeah not is a good description, it's utterly unplayable apart form up to 4 lanes without barriers, or more if the cars come from the same direction (unless they crash on their own of course). Uhh the npcs that give you money kinda don't spawn after the first day, the map has a bunch of holes which allow you to skip the entire thing almost always (I think there is one type of a begining where you have to go through a bunch of lanes and can't skip everything else untill you pass them). There are some glitchy normals, the car sfx is really loud, the npcs don't have AI, Animations or friction for that matter and... um. I don't know what else to say, I think the rest might have been too broken for me to expirience :var: (oh also the ground detection doesn't always fire so you can't even jump on to the curb sometimes)

The controls were rebindable in the settings menu, so the kick can be changed to space

Sadly I had to scale down the difficulty for the purposes of the jam (because I want everyone to expirience the game in it's whole, no matter their skill level). There is an option to scale the difficulty back up in the settings, but I left it as an optional feature.

Played my game, Bought a snail,  lost it all after few races. Came back, did better, lost it all again, repeated the cycle a few times, realised that there is a fee for entering the race. It's fun, it's gambling, it has some Jamlytics black magic, kinda wish it explained how stuff it works cleaner way, but nonetheless impressive as hell.

Really nice visuals. I feel like conceptually the game is great at giving off the feeling of a duel, but in execution it doesn't feel like it rewards you that much for taking risks. Bullets equal out their stats, there isn't any actuall insentive for fighting with tougher foes, loading deadlier bullets or firing in the perfect window since there is no drawback to dragging out the fight and no limit on the ammount of duels you can take. I tried it both trying to always go for perfect timings and just shooting in the normal window, nither was particulary more effective. Part from that I also think after death the revolver should already be loaded with 6 regular rounds, since either way you don't have any other choice and the player alrady lost a bunch of time do to the lost progress on death, it's a great introduction, but an unnecessary inconvenience when starting again. Now that being said I still enjoyed it for the atmosphere and I think it's one of the best mechanical interpretations of a revolver duel I've seen.

I literally took the time out of my way to make an in-game one in the main menu 🥲. I guess I should have made a pop up to play it before you start the first run.

Thanks, I tired my best to get my "juice" game up this jam since most of my games have good gameplay and competent pixelart, but I often miss out on VFX particles and stuff like that.

No worries, I know how it is to miscalculate the time, I had just the basic enemy, 2 layouts and no pause menu for mine, so I had to employ my friend who also made the music to spend his left over time to add some more content :P

Really solid there are some small qualms I have with it but for 3 hours I wasn't expecting all of these things, the visuals were nice, tho I did feel a lack off feedback on the jumps (like squash and stretch, particles or sfx). The level design was nice, but I would love something like a line or use of colors to mark what buttons do what. The music was good, I liked it. If it comes to gameplay I wish there was just an option to set stuff down instead of always having to throw since sometimes you have to put stuff on buttons and it would be so much easier than calculating the trajectory in your head (but it's fine). Either way it's really good for 3 hours, I was scared to even attempt to make full animations for one character in this timeframe, let alone two.

I like it, a few things that I kind of felt missing were a zoom out function or just the playfield being more zoomed out since upgrades in the tree sometimes get placed outside of the players view and there isn't any line connection between them, so it wouldn't be hard to miss. Also I know that the timeframe kinda constrains us in making a lot of polish (I had to cut back on gameplay to polish mine), but I feel like there should have been a little more time put towards making clicking the button more fun to press (be it through shaders, changing the size or adding a more satisfying sound effect for pressing the button), also it would be great to next time use PlayOneShot() instead of Play() so the SFX doesn't get cut when it's called a second time. But Overall still really solid, especially for a 3 hour jam.

The chromatic aberration is actually a shader (since Godot doesn't provide chromatic aberration out of the box) that's on a panel on top of the entiere game. I also made it so that it also gets stronger the farther you are from the center. So it looks a bit more dynamic.

The squash on the square was actually really simple, how it works is that it has a node that is a child of the player and this node is the parent of the square sprite, this way it can be rotated freely towards the movement direction and I can set the global rotation of the sprite to 0 so it doesn't rotate with the parent. Then it's just a matter of scaling this object to some ratio (I think I used 0.75x1.25). As for the lighting it's actually really simple, it's called Bloom and it's a post processing effect, in Godot it's in the environment node and in Unity under the Postprocessing object. Now generally bloom is made for existing lights to make them glow more and somewhat replicate the real life experience of looking at a bright light, but if you decrease the bloom treshold then everything with enough brightness on the texture will become slightly emissive.

Yeah there is definitely some things I would have changed and tweaked a bit more, but since trijam limits the development time to 3 hours a person I needed to cut down on as much stuff as I can if I want something that looks semi competent. And this being my first try at making something this quickly I now know that I should have planed this project out a bit more instead of just "yoloing" it as I usually do.

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Alright, now I'm not a stealth game designer (I mean I struggled with AI for my game 2 weeks ago), but I've got some feedback.

1. The second and third abilities, the panic and the stun are both way too useful compered to the rest of the kit, I mean instant disengage options in a stealth game are usually very hard to design around, take the dishonored series for instance they blink is a constant element of the kit and if you ever tried to beat the games without it you might find that they are much more difficult for it.

2. The binary detection is kinda a pain in the ass, when it comes to detection systems it will usually boil down to two aproaches, either analogue where the enemies have awarness and they will transition through different states, from suspicious through alert to combat, some of the games using it would be metal gear solid or the dishonored series, now binary systems are trickier to design and usually would feature a lot more information to the player like vision cones or noise visualisation. If you make a binary system and don't give the player any information on how close they can get and when they will be noticed it makes it pretty unfun to stealth since you're pretty much stumbling in the dark.

3. The targeting. One thing that was a objective problem is the camera position and also the selection cursor, the camera since it's tilted was really unfair when walking down the screen and the cursor also had problems with selecting enemies do to the iffy selection especially when trying to select someone that is hugging the bottom wall of the room.

4. Lastly the stairs. Now this really isn't a critisism cause everyone has some bugs but I just couldn't resist not talking about the lack of colider of the celing and walls on the top of the stairs which allows to just climb on the wall and walk on them towards the exit. (I found it on the left stairs of the first room up from the starting cells)

And now I know I just droped a lot of criticism, but I still enjoyed it, even with all it's quirks and problems there still were parts of it to enjoy. (And I won't list them because time constraints)

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Yeah I actually added an option to switch R for G in the pause menu. The difficulty I tried to address at least partially but the game gets much easier when you play more aggressively, by sticking close to enemies, but that's a bit counter intuitive if you don't actively get into that mindset. So definitely could have added a bit more pointers appart from the already present design choices like instant pickups at close range and the option to kick enemies.

I kind of forgot people still use those, I might add it to the list of things to keep track of for the next jam

The only way I know that the gun can point in a different direction is that if you shoot it before the character menages to return the gun to the previous position and angle after the recoil is applied. It's best seen with the Uzi which can rise about twenty degrees up if the trigger is held down. But shooting a pistol fast can also lead to a less extreme version of that.

Honestly I was out of stuff to do half way through the jam, like the gameplay was done in about 3 days with all the AI weapon polish and gamefeel, that's mostly why we had time for stuff like achivements, I know the banner is pretty bare bones I might work on it once I have enough time and eagerness to work on it. I might also add like a grime texure or other wear from the door in front so it's a bit more vissible, without taking too much from the gritty and desaturated worldspace.

I actually didn't even realise how close it is mechanicly to SUPERHOT. Well glad you enjoyed the challange, I like to think of it kind of less as neo from matrix (like superhot) and more of John Wick's gun fu but in game form.

I was wondering how close was my game to yours based on that both of us were taking inspiration from similar sources (hotline miami, ultrakill) but surprisingly we managed to build games that play so differently, I have some issues tho... the range of the punch is laughable no really that thing almost requires you to hug the enemy otherwise tough luck so unless you know how you shot them... with no visuals for knowing if you hit them because in the midst of it without a hitflash or something there isn't really a way to gauge which enemy is spraying blood and it's hard to figure out how much hits does an enemy take they aren't exactly lining themself up for you to test your theories. The parry is fine I guess, I feel like it's a bit late and a bit short for my prefrence with all the shooting and doding it's hard to keep track of how close a projectile is to you. There is almost no telegraphing for the melee enemies they just get close to you and suddenly your health is gone, before you even have a chance to react, doesn't help that they can sometimes part phase into a wall and they don't exactly stick out in the environment. Also would love some more umpf to the shooting, it feels less like shooting a gun and more like you are creating lasers out of your fingertips, some light screenshake some recoil some more flashing you know convay that there is actually some power behind that shoot. The dash could use a few frames of free control near the end so it doesn't feel so rigid. Apart from that I think the visuals are really pretty the shaders are nice and it certainly has a good atmosphere. (Tho I miss the grading system ;-;)

Get ready for the CONSTRUCTIVE CRITICISM (In a form of a point by point list) [Also SPOILERS for those who didn't play it]

  • The eyebat - I think i know what you were going for? Like a monster that will be so hard you grab the book, but you know how a player reacts when a challange is thrown at him he will go to extreames and "do the exact... same fucking shit... over and over again expecting... something to change". Either way really frustating with it's moves. I feel like they were too random and a longer battle with more attacks would just suffice over a random spin of the wheel of fates. There is no real way to predict where they will turn which is frustrating in a compleatly different way then the hardest battles of undertale's Genocide run.
  • The book - kind of anticlimactic becouse of the previous fight which makes it kind of feel like you weren't really given a choice and this was a total funnel for the benefit of keeping a story. Which kind of makes this epic finall showdown moment feel forced and uncool. Also like a bit more spice could have helped like having one attack like the rest of the enemies just made it seem like it isn't even the big bad enemy there is nothing unique about him compered to what we deal with at the first enemy. Also the ammount of eyes just showing up on the objectives mean that this fight drags on for way to long and forces you to just wait... and wait untill you can finally grab it without more attacks or a second phase to make it feel a little less dragged on.
  • The combat in general - the hitboxes especially on the normal attacks felt a bit off like I know I touched them but even when I felt like they were far enough away from me. I feel like the hitboxes could have been a tad smaller.
  • The rest - good... very good even, pale did a fantastic job with the art, tho a attack animation for the start of the fight would be cool so the bat just doesn't heat seak onto me and then just stands directly on the center of the character before the scene loads (Also did they have to be different scenes couldn't you just have, turned of the player controls and did that on the same scene so there wouldn't be those awkwardpauses every time the scene has to load back or at least have the main scene not be swapped and just still be there under this one) the music fit the battles and the character controller alltho nothing special did it's job of getting us from point A to B.
  • Another thing? - yeah this list never ends does it, the end the start the lack of skip! you really expect me to sit through the dialog I heard between 20 seconds ago and 3 minutes ago, like why isn't there a skip button after you encoundered you have the end fight with the book for the second time, why do I have to refresh the game to play it the second time even when it's intended to have multiple endings and multiple playthroughs, why do I have to sit through the intro the second TIME. I'm sorry for yelling, but come on...