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Mythcloud

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A member registered 31 days ago · View creator page →

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Glad you liked it. I'm cleaning up the code to add content more efficiently.

Cool detective game. The characters are charming, and their names seem eerily familiar... I had fun playing. Great job!

Glad you liked the game! I ran out of time before I could add more content. I'm currently cleaning up the code to be able to add more content more efficiently. Thanks for the feedback!

Thanks for the feedback! I ran out of time and couldn't add much content. I learned a lot and am currently cleaning up the code to add content more efficiently in the future.

Very astute observation! Indeed, I was already interested in building a node system but felt I was wasting time. When I saw the game jams theme of "Connections", I figured it was my chance to learn how to build this system, and get feedback to see if players would be interested in a node-based game. 

I didn't have much time to add content as I was focused mainly on getting the "feel" of the nodes right, and the system was quite buggy at the end. I am currently rebuilding the system to be able to efficiently add content in the future.

While the audience for the game jam is primarily developers, I understand that the results are biased, but feedback has been generally positive, with the only criticism being the lack of content which is completely understandable. 

I am focused on making the system as intuitive as possible to be accessible to people with no background in programming or node-based software, while being open enough to allow more experienced players the freedom to choose how the want to play the game.

Thank you very much for the feedback!

I'm glad you liked the game! Unfortunately I ran out of time and couldn't add much content. The peasant upgrades increase the amount of resources they generate per second, but the system is buggy. My original vision for the game was much bigger, but I underestimated how long the nodes would take to get working right. I'm currently rebuilding the system from scratch with what I learned to have a more stable foundation to add content. Thank you very much for the feedback!

I'm really happy you liked it! Godot has a built-in graph system (GraphEdit and GraphNode nodes) but it there is some assembly required. 

I used Unreal Engines Blueprints as the main source of inspiration, with Blenders Shader Editor as a second inspiration. The music and sounds are from Ovani, who make great audio assets. I tried to add sound effects where possible, such as connecting nodes, as I believe game feel / juice is very important, even in more mechanically-focused games. 

I've had over-scoped ideas for projects utilizing a node-based system, but couldn't justify the time-cost. When I saw the game jams theme, I thought it was the perfect opportunity to learn how to make the system, and get feedback on whether or not people would want to play a game like this. 

I like programming, but not everyone does, so I tried to gamify it, and I want to keep it accessible while allowing player freedom for more advanced players. Once the game jam ends and I clean up the code, I plan to add more content to the game, as I ran out of time during the jam. Thank you very much for the feedback!

Thanks for trying the game! Your vision of creating an adventurer's guild and sending them to dungeons is quite similar to my original plan, but unfortunately, I ran out of time with not much content due to the node system taking a while to figure out. 

I definitely want to add more content after the game jam ends and I clean up the code. I have seen a few other games with a similar node system as well. 

My reasoning was that I wanted to learn how to build this kind of system for other projects in the future, but felt I was wasting my time on something I didn't need. Then the game jam theme was revealed and I decided it was the perfect opportunity to learn how to make the system, and get feedback to see if people would like a game using this system. 

I like programming, but not everyone does, so I gamified it. A city builder could work, and I may consider it in the future. Thank you very much for the feedback!

Very fun game! A little on the easy side, but I might have just had a good run. Great job!

This is a really fun game! The controls take a little getting used to, and collecting the little squares can be a bit of a pain without a magnet, but I got really invested. The upgrades were really cool, too. Great job!

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I like this game. It has a retro Zelda vibe, but with a sorrowful, bittersweet tone.

The light mechanic is interesting, but in practice, I find it more of an inconvenience to have to go back to a statue over and over. 

I also didn't realize until near the end that the branches were restoring the light. I thought it was a bug. There should be some communication to the player that they restore light, and maybe a bit of lore.

Speaking of lore, I really liked the story, and would love to know more about what happened and why we're in the situation we're in. 

This is a very interesting game, and would love to see it expanded upon. Great job!

Glad you liked it! I need to clean up the code so I can add more content in the future. Thanks for the feedback!

Glad you liked it! I want to add more content after the jam ends and I clean up the code. Thanks for the feedback!

I love this game. Upgrades felt impactful, the pacing was good, and collecting gems is extremely satisfying. I spent 10 minutes in the main menu collecting gems before even starting the game.

The UI can use a bit of work. Adding modules to the same spot becomes quite tedious when it starts to fill up. Being able to select multiple modules at a time would be convenient. The window to buy new modules should be bigger in my opinion. I didn't like having to scroll to buy the module I wanted over and over again.

Increasing power almost always felt better than increasing rate. I think it could use more balancing.

This is a very impressive game, especially with the time constraint. Great job! Now back to collecting gems...

This is a good concept. There is a lot of information thrown at the player at the start. I think some of the information should be left for after the first trip to the wilderness to break it up. I do like mixing the different blobs and mutations together. One small nitpick is not being able to see a blobs stats in the wilderness selection screen. Aside from that, this was a very interesting game. Good job!

This is an interesting concept. I like the idea of using the connections to move a "character", though I wouldn't mind a bit more complexity in the mechanic, as well as the level. 

I think this could make for a good foundation to some really interesting puzzles. Great work!

This is a really well-made game! It looks fantastic and I love the upgrade sounds. It could use more upgrades of course, but this is a really fun concept and a good foundation. Great job!

This game is fantastic! I know how difficult it can be to set up an in-game graph system, so this game having so much content in a short time-frame is very impressive. 

I don't usually play autobattlers so I don't know the genre well enough to speak for others, but in my opinion, I wish I could "program" units to fight a certain way. For example, target week enemies first, target low-hp enemies, fight at a distance, etc. I died against the demon lord because my character ignored one imp that was almost dead, and I ended up losing by a tiny margin. Again, I don't know the genre well, so playtesting with the target audience would be recommended. 

I also didn't understand how the different menus worked, as there was no way to tell how many options I would have before the next battle. 

Regarding block, block and chance to block seem to be different stats, but I'm not sure. 

Finally, the shop menus could use a little tweaking. The scroll wheel moves the shop very slowly, some of the items are out of order in-terms of cost and/or power, and the shop items are too big in my opinion, which means I have to scroll a lot to see my options. I think 2 columns and smaller icons would help, but it also depends on screen size, so maybe a button or setting can be added to change the number of columns in the shop. 

These are all minor issues, and I really enjoyed the game. I hope it becomes a full game. Great work!

Glad you liked it. I'm burned through a lot of game jam time learning how to build the graph system in Godot, as well as deciding how I wanted to balance the flow of execution. 

I'm currently rebuilding the system with what I learned to have a more stable foundation to add more content in an efficient manner. Thank you very much for the feedback!

Glad you liked it! I had limited experience with automation games, and I essentially rebuilt Unreal Engines blueprints (or Blenders shader editor) which in retrospect was a massively over-scoped idea for me, hence why there isn't much content in the game. I did learn a lot and am currently rebuilding the system with much cleaner code to hopefully add more content more efficiently in the future. Thank you very much for the feedback!

Glad you liked it. There is currently no goal as I was short on time and couldn't add much content. Only the peasant can be upgraded currently, but I couldn't implement node cost in time. I do like the idea of adding quests, and will take that into consideration in the future. Thank you very much for the feedback!

Thanks for trying out the game! I wasn't able to add much content due to time constraints. I learned a lot about building the graph system so it will be easier to add content in the future once I clean up the code.

This game is fantastic. Extremely impressive in such a short time. I don't usually play these types of games, but I found the gameplay loop very fun. The aesthetic is nice and simple, and the music fits well without being overbearing. Damage upgrades seem kinda pointless, as the enemies seem to scale much faster than the players damage anyway. It's hard to get close to enemies when the spiky ones are constantly charging at me, making me just run around in a circle until things just randomly die. The towers are fine but I think they have just a little too much health. Finally, the hitstop effect is too much. I've never been a fan of it in games, I can tolerate a frame or 2 per-hit, not per-enemy. Despite the issues, I think this game is amazing. I really hope this becomes a full game. Great job!

This game has an interesting concept. The puzzles feel random even though I don't think they're supposed to be. I like moving the cubes around and it's satisfying when they light up. A time attack game mode would be an interesting alternate game mode, I think. The mechanics are there, but the game design needs a bit of tweaking. It's still an impressive game given the time constraint. Good job!

This is a fun and kinda cozy game. Really interesting hearing the different characters stories. Great job!

Interesting game. I like the concept, but I would personally prefer if the player gained benefits from connections from allies or debuffing the enemies. 

Upgrading units didn't  seem as impactful as just getting more of them, but maybe I just didn't understand the system well enough. I think it's a good game though. Great job!

This is a fantastic game, but the notes (messages) didn't seem to register properly. I still love these types of games though, and I really like the theme. I couldn't really focus too much on the messages, so it would be cool to be able to read through them after the song ends. I don't know if that's already a thing. Also, the notes are a little too transparent in my opinion. It helps to see the messages, but while playing, I'm mainly focused on the gameplay. Great job on the game, I really liked it!

Thanks for trying out the game! I definitely need to work on making the connections more intuitive. 2 iron (yellow) from the mine goes into the blacksmith to become weapons (purple) which is then sold in the shop. Peasants can automate the process, and be upgraded to speed things up. It's admittedly not explained due to running out of time. The gold currently has no use, but I want to add a dedicated skill tree after the game jam ends and I clean up the code. Thank you very much for the feedback!

I really enjoyed this game! I love the theme, and it fits well with the game jam. I ran into some bugs, though I don't blame you as I also made a similar game using Godot's GraphEdit node. The robot would sometimes get stuck when dashing into a wall, and the game would freeze, forcing me to refresh the page. One time, the mouse wheel wouldn't zoom in or out in the graph, so I used the buttons instead. I'm on Firefox if that helps. The game may be a bit difficult for non-programmers, so it might need more play-testing. I liked the look of the game, and liked the robot-kangaroo. I think it's a great concept that can be expanded upon. Great job!

This game is really good. I like finding good ways to route conveyor belts and the music is fantastic. Great job!

Really cool idea. The boxes kinda blend in with the background a bit too much in my opinion. I do like the limited color palette though. The controls take a bit to get used to, but I got really invested once I got used to them. It's fun to play. Great job!

I like the core concept and the mechanics. I really think this game would benifit from a timer (Stopwatch or countdown depending on the mode) as I liked it more when I treated it as a Sonic game. Sometimes the slime felt redundant as you jump higher without it, while somewhat defeats the purpose unless the level design takes advantage of the mechanic, such as horizontal gaps or defeating enemies. Also, I would like to see how many slimes I have at a glance. This is a great concept. Good job!

This game is very satisfying to play. The movement is fluid and the weapons feel strong. I like when games lean into the retro vibe. Great job!

I really like this game! It sells the idea that you're a raccoon in raccoon city. I also like that sprinting lowers your head as you would if you were a raccoon. It could use some more sound effects, such as dogs barking or the cars on the street. This is a great game!

I really liked this game. The ending was very climactic and I was very invested. 

The story is also interesting. I think this concept has room for more interesting puzzles as well. Great job!

Interesting game. I like the concept and the story is funny, but the biting fish were a bit frustrating. I do like the way the eel paths through the tunnels. Very impressive given the time constraints of the jam. Good job!

Interesting take on a classic. The controls took a little to get used to but it does add to the challenge. I was worried about the cat appearing right in front of me when I was near the edge of the screen. Perhaps a small delay with a warning before the cat appears can help prevent frustrating situations. It's still a very fun game. Good job!

I'm happy you liked it! I ran short on time and couldn't add much content without bugs appearing. I need to clean up the code before I can add more buildings and upgrades. Thanks for the feedback!

Happy you liked the game! I burned through a lot of my time getting the graph system to work so I couldn't add much content (I'm working on improving the foundation) The peasant automatically does the job they're connected to, such as collecting resources or running the shop. Upgrading them increases their production-per-second. I want to add more content to the game after the game jam ends, and I clean up the code. Thanks for the feedback!

This is a really fun game once you get the hang of it. 

I kept accidentally upgrading and picking things up. Maybe a dedicated button for these things would help. I still enjoyed the game, though. Great work!