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Mikado

48
Posts
9
Followers
9
Following
A member registered Aug 19, 2017 · View creator page →

Creator of

Recent community posts

That's a very weird experience, but I like it. I didn't expect that the bunny will do such thing. The sound the bunny makes when the battle start was funny to me.

I thought to mention that you can drag the progress bar (hp, and other states) with mouse, and I thought that was part of the game. 

I think you have an interesting idea that you should definitely improve it even further and add to it.

Good job.

Good game and the bgm is amazing. The combat system is unique, making use of the scorpion body as way to decide the options is unique.

The only problem is probably the area is empty, maybe if there is Varity of challenges instead of just fights, it will make the journey more fun. You just need to add more to the main game loop and you are good to go.

Good job.

Interesting concept and game.

Everything is polished and the BGM suits the game itself along with the sound, but it can be difficult to place the items, I think it's in the design being physics. 

Good job .

Thanks for playing the game.

I really had to play test it for a while till I managed to make the control smooth, because to me this is the most important part of making this game fun and I'm glad it did.

I'm taking account of learning tutorial, hopefully in the future jams I will do that.

After many testing, the drop of virus cores were less, so I boosted the rate in the last minute. I was between two decision "too few that will hinder the player experience or too much that might be waste but at least the player can build  the structure). I took the first decision.

That's actually a good idea, to turn loss into new source of strength as building, originally I wanted the player to have new moves as you lose the core structure indicating that the energy in human body (it's technically that as story with imagination) and be redirected to the player instead (white blood cell), but I had two constraints : time and lack of art.

I'm glad you have enjoyed the game.

Thanks. All my previous jams I didn't know how to add audio setting, but now I'm getting it. And, got many feedback from previous jams that this was missing.

I'm going to put effort to learn how to make tutorial so that everything can be clear, and I have to make sure the tutorial is not annoying (too much explanation that doesn't respect the player intelligence )

I can understand that, I still didn't learn how to make a good tutorial, there is always that rate that needs to be in control between "too much" and "too less".  I thought that shining blue was a good indicator that you can interact with the building area to build a structure.

Thanks for trying the game.

Wow. Many mechanics are really well done. The only missing thing is sound and bgm.

This game has potential and I think it can be a really good game with little polish.

Good job.

Interesting concept and the ai behavior was good. It's unfortunately that you couldn't build it as you wanted due being sick. However, I will recommend that you try to polish this game and focus on the design pillar so that you have a clear vision.

Interesting game concept, and I like the attention to detail such as when the bgm shift from happy and calm into intense after you enter the storm area.

I like how the control is smooth too.

Good job.

Good game, and I like how there is reward system, and good game progress. It's very simple too.

I think you can work more in the UI for better presentation, and currently there is no way to know when you are in cooldown or not.

Overall, good job.

You are right. 

The problem when I developed the spawner system I didn't take account of interruption (skip wave if core is not there), I had plans to do that, but there was other bugs needed to get fixed. 

This was my first attempt in developing structure building system and simple combat system . My most focus was in making the player fun and smooth with the limited sprites we had. I wanted to have special move for the player too, but there was not enough sprite for the character.

I'm glad you enjoyed it.

The game idea is inspired by a game moment from a game called Phantasy Star Online 2 by Sega, there was this emergency mission called "Mining Defense". Even the invader Valz Hunar is parody of Falz Hunar in that game. 

Thank you for playing the game.

Thank you for playing the game. I really appreciate that you decide to spend your time on our game.

These information about the input is something I was not aware of, and it seem that was the explanation why there was some sudden odd behavior. I think the best way is to add option setting in these cases. 

I will be honest with you we kind of rushed the last two levels in cycle 2, we wanted to make 15 levels with well thought it and tested levels, but around the time we were close to the deadline that's when we said we try to put 6 levels, the last two cycle 2 levels were not tested properly. However, you gave us a good idea, adding a checkpoint for big levels is a good idea. Thanks for the suggestion.

No at all. I personally appreciate the honest feedback, and let me thank you again for your valuable time. Hopefully, if we had time, we will try to update the game with these fixed and also find way to add checkpoint in the big levels.

I'm greatly honored to be commented by you sir. I wanted to remake this game at some point, just didn't have time or clear and fun idea. Your tutorial was the first door that lead me to Godot. 

For that, thank you very much!

Very nice cartoon looks, and the music fits. A very unique idea. I tried to prevent the ghost from taking control of the house, but it seem it's not possible. The camera feeling was weird first, but got used to it in my second run. Overall, it was fun. Great job!

Nice art and sound, good game, a rather unique way of approaching the jam theme. Reminded me of old days with pac-man. I think a little guide or tutorial to know what need to be done will be good. Since, I had to wander a bit and then found the dungeon  area. I don't know why, but the overworld reminded me of a game called Tobal 2. 

Great job!

Thanks for the playing the game.

I will first learn how to do that in Godot, then hopefully add control configuration option. That will give people more freedom and better experience in the game.

Thanks for the feedback.

Thank you for playing the game.

I'm glad you did, I think it took me about 2-3 hours setting up levels, especially normal and hard mode of Stage 3.

Thanks for playing the game.

I took note of learning how to do  "control setting" in Godot, and hopefully will let people have more freedom in that aspect.

That was the intention behind not adding "gates", and the reason why in hard mode added couple of breakable block at the end. I'm glad I didn't add gates that force you to fight, because I think the main fun point of the game (after testing it multiple times) is the speed.

Thanks for the feedback.

Thanks for playing the game. 

I agree with you, I want to get to the level where I can add combo, used to be a big fan of MUGEN engine before. I will eventually get good and hopefully make something more fun.

Thanks for the feedback.

Thanks for playing the game. Well, that will be something good to learn, I tried to make it as "good' as possible, but I didn't want to get that perfectionism sense again, so instead I focused on what I "can" do very well in favor of time.

I wanted to add more move set, but the sprite was limiting, and to be honest shuriken didn't come to my mind, that's interesting idea.

Thanks for the feedback.

Yeah. Well, I tried to learn drawing pixel at some point, then got busy and didn't review for long time which made me lose my skills. I will return later hopefully in the future. The benefit of knowing how to draw is having the ability to create what is in vision as is, free sprites can "somehow" get as close as possible and limited. But, progress what really matters.

A very well done game, the graphic and atmosphere reminded me of PSX horror games, especially RE (intro felt like RE saving room bgm). I really liked how the flashlight is charging up automatically by itself when it's turned off. I think it will be good to have an indication of the witch current positron when she starts screaming, other than that the game is well polished, felt like a demo of a commercial game. I had fun playing it and I think it has lot of potential. Great job!

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Simple, and nice game. The way the atmosphere of the game give that intended immersion, especially when the first time I saw the ghost. However, the spike felt a bit unfair, because I was getting damaged by them because of the ghost behind me. It might be better to include normal tile between them. Overall, great job, I had fun trying to escape.

Nice game, good graphics and sound design very well made for the game aesthetic. There is also a good use of light and darkness, and the tutorial is well made too. Personally, I think it will be good to have any indication  of  the screaming ghost attack range.

Other than that, good job!

Nice art, and game, but I think if the dash/slide was with the right mouse button it will be better experience. Other than that, it's good. 

Nice game, sound and art.  the music reminded me of Demon souls hub. The combination of tactical and action element was unique. Great job!

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Thanks for playing  the  game. The art selection was nice, it's by the great people who provided them as free assets. I added their name in the game page.

This is the first game I added a hitbox (it has always been my dream to make something like this, so thanks to Godot), and I will make sure to do it right next projects.

Thanks for the feedback.

Thanks for playing the game. I will be honest with you, I intended to add pause, and option, with bosses for each stage, but I had some technical issue since I'm quite new to Godot engine. There were some cases with FPS drop, and had to search around to solve that So, I had to focus on level design on last days before deadline, since it's the core gameplay.

1- I see, that was a bad game design decision from my side, it was boring when I was testing it, but i thought that will properly be a good thing to convey that "hard" mode is unforgiving. That was too much. I took note of that.

2- Originally, there was no stamina bar, but then the game was" broken", that you can spam dash. But, point is taken will make sure to adjust the Stamina recovery rate, perhaps let it gain even when on air too will be good.

3- I was planning to add gates, but then I thought you are a ninja, you can just move on and avoid what you want. So, combat became non mandatory.

4- Nice idea! Thanks for that. I missed this point.

Not all, I really appreciate the feedback. Thanks for taking the time.

Thank you for playing the game. My intention behind not giving leeway with attack animation was to convey the "commitment" to a decision, it was something I wanted to try as game design idea. Perhaps adding a dash cancel  with cost will be better idea. I will take note of that. Thanks for the feedback.

Thanks for the playing game. I'm definitely bad with decoration and all "arts" side, I'm trying to get better at that. So, I will be taking notes and make sure to make it better next projects. Thanks for the feedback.

Thanks for playing the game. This was the intent to give a challenging and fun experience..

Thanks for playing the game. I will put note to myself, you see I thought that was a good design idea, but it seem it gave people bad experience. The reason behind my design choice was to convey the "no help this time". Thanks for the feedback.

No worries, I can relate you, my friend. I wish I had two more days.

Good luck!

A good game concept, but I think it will be more fun if you made it a topdown movement, so that there is some kind of urgency. But, then again maybe because I like action games more that's why I don't find the charm in this game.

Nice choice of bgm, especially the calm bgm while playing, it really represent the situation. 

Overall, great job. 

Interesting concept, maybe adding telegraph for the boss will make it more fun as way to anticipate the laser attack, and also letting the ground crash and you go down to next level as the fight get intense with multiple boss phases.

Overall, great job!  

Thanks for trying the game. I wanted to revisit the mechanic again, and complete this game. But, I found out that I need some advance knowledge with Godot such as referencing nodes in scene (That's why the AI is not well written), so I might first make more projects to get even better then come back to it later.

Thanks for trying the game. The art is free assets, I wanted to invest more time in development as I'm getting the hang of Godot.

The main idea was to add gimmick that makes level design more fun with the control mechanic, and I already prepared enemies such as goblin and skeleton so that you can use their special ability to solve puzzles in level. However, time was not enough to finalize that.