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Mifuyne

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A member registered Mar 04, 2017 · View creator page →

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Thank you :)

I think for future 3D entries, I’ll just have downloads for all three OS instead of having a web version. I couldn’t figure out how to “preload” the shaders in Compatibility mode. Not a fan of how “hitchy” the game gets in the beginning.

Thank you :)

I didn’t leave myself enough time to playtest, so I didn’t want to risk making it too difficult and end up pissing off a lot of people as a result! Enemies do start coming at you faster as time went on but I think I made the difficulty curve too shallow so it’s not noticeable.

Thank you! I’ll consider it :) There’s a lot more I wish I could do with this that I didn’t get to do.

For this one I started a bit late and work has been busy, so I wasn’t able to spend as much time as I would have liked on it, so I kept the scope small enough that I could get something done.

Congrats on getting it done! I thought the scope I had was small enough but admittedly, I spent half of the allotted time figuring out an acceptable solution for interactive grass. Partly, it was a learning experience, to see how much I actually learned and remembered with Godot.

To be honest I’m amazed at the amount of feedback I’ve been getting for this game. For me it was a last minute idea that I could get done in the time frame I had.

I do find when we’re given constraints, that’s when we come up with some of our best ideas.

I don’t have a large library of sound effects yet (good time to start I suppose).

Never too late to start building it up! Just make sure to tag them by their sources and licences as well, for jams like these where you cannot use paid assets.

Also, the force feeding is not supposed to happen. I think the loading lag between the trigger and the spawn creates this.

Bug? It’s a feature! ;) I kid. I found it amusing.

A game for the critters, maybe rescue or capture them and take them to a “reserve” planet. Or line them up and mow them down?

You know what’s wild? I did consider doing this during the jam. But I knew I didn’t have enough time to implement it :(

Oddly enough, I kinda like the excitement of having to deal with sudden viral infection because the game “forcefed” my cell with tainted food! It does take it from chill to having this ebb and flow of chill and excitement.

This game definitely have potential to be expanded upon and it’d be awesome if you choose to in the future! One way I could see it expand is how building up resistances opens up certain areas, but closes others. For example, if you have hot resistance, then you’ll lose health a lot quicker in the cold environment. So to see what’s beyond the cold expanse, you’ll need to play a new game, or have the patience to shift your resistance?

I do hope you’ll reconsider the UI sound, though. The harshness of a square-wave detracts from the vibe of the game for me. But that’s just me :x

Overall, great job on this! And I envy you being able to keep the development time to about 20 hours! I needed all ten days for mine 😢

Thank you so much! I truly appreciate you taking the time and sticking your neck out for this game in the community! ❤️

I know I should’ve done it myself but I’ve always felt awkward about self-advertising. Something I’ll need to work on, for sure.

Thanks for trying out my game!

I had a friend tell me he was happy to just “shave the entire planet.” Maybe there’s something there…

I’ve heard “losing a fight with a lawn mower” before, but I can assure you, it didn’t even cross my mind until you mentioned it!

After the voting period is over, I intend to clean up and expand on the game a bit. I was thinking of using cute little critters. Now I have some things to consider 🤔 Maybe a really weird planet(oid) where it’s actually someone’s head 🤪

Admittedly, this isn’t my first game I’ve ever made. It was the first Godot game I made from start to “finish” without a course or tutorial hand-holding me the whole way through. Don’t get me wrong, those things helped me figure out some things, like how to implement my own state machine (although the version I learned was in C#, I learned to rewrite it in GDScript).

With all the game ideas I had, I did break them down into smaller mechanics, and listed out what needed to be done. But for whatever reason, my brain locked up and I was stuck in the constant state of, “I don’t know how to start this!” Anxiety and panic set in and I was throwing out ideas until I found one where I can picture the efforts to go from point A to point Z. That’s what finally broke me out of that frozen state…unfortunately, with only about 4 days left by then.

But maybe that’s why they suggested we come up with a game idea we can make in 4-5 days, LOL. Lesson learned! 😁

I think my biggest takeaway from my experience here is that I need a lot more experience with the game engine I plan on using. I’m definitely not saying everyone needs this. I believe I need it to build up the confidence to just power through the doubt and uncertainties that comes up.

That, or make sure to join a long length game jam! I’m actually in one right now, learning a new game engine. Really barebones and documentation has been lacking but I’m finally at a point where I’m having fun with it.

Anyway, I’m rambling. Thanks for your time and the reply!

Hi there, thank you for your comment!

As I’ve replied to @crazyhoundgamedesign, I actually only had about 4 days to put it together because I couldn’t make up my mind. I had a lot of doubts about which ideas were even feasible as a solo dev. I also wasn’t very experienced with Godot without the use of a course or tutorials. A lot of time was spent and wasted getting this prototype together. I think I stayed up until 8 or 9AM on the last day make sure it’s playable no obvious bugs existed!

If I do take this further and build a proper game out of it, you bet sound and music will definitely go into it, even as an “early access” or an alpha build. Balancing for sure!

Thank you for your time and suggestions! 😁

Hey, thanks for the comment! Maybe prototype isn’t the right word for it? I didn’t have time to put it through a balancing pass before the deadline 😞 but yes, it definitely needs one! Would tech demo convey that better?

But yeah, I certainly wouldn’t start the game with all those slots open, or access to the double barrel turrets. The slime spawn timing and amount needs to be based on a curve rather than relying on just the RNG! I had wanted to add other features like ground defences, such as pit traps, spike traps, etc, that opens up further along.

This entry, at the very least, was more a proof to myself that I could have the moving parts built and put in…in 4 days too. I spent too much of the game jam changing my mind about what game I wanted to make, what would be feasible with what little “on-my-own” knowledge I had of Godot. It was a massive learning experience. All the courses and tutorial in the world can’t help you learn something until you’re willing to apply that experience into something else, on your own. Taking off the training wheels, so to speak!

This comment has gotten a bit long and probably could’ve served better as a post mortem, LOL.

Once again, thank you for your time, and your suggestions! I appreciate the input, it helped reinforce some ideas I already had and gave me some new ones to consider 😁

Slime Invasion community · Created a new topic Bug Reports

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I enjoyed the technobabble 😁 and the concept of collapsing time to shorten computational results. It’s an interesting take on quantum mechanics! Will you be expanding on this?

Thank you! I was hell-bent on writing a cyberpunk story and that was the result 😁 I felt the story wouldn’t be as immersive without some visual styling to help sell it. I’m really glad the effort it paid off!

Thank you for playing! I’m glad you enjoyed it 😊

Thank you! This was my first real attempt at writing interactive fiction. I’m glad it didn’t turn into a gibbering mess (especially since I pulled an all-nighter on the last night to finish writing it out)!

I agree, I think I could’ve done more to communicate what each of the options did. I did want to do more with the visual styling, but didn’t have the time 😥 Maybe I should’ve kept (and styled) the options better so players could refer back to them. Definitely something for me to consider in the future!

Try %localappdata%/Programs/jrnl