Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nanbanya

240
Posts
6
Followers
A member registered Oct 23, 2024 · View creator page →

Creator of

Recent community posts

(1 edit)

The event and choice are well written. The background art was really neat. The ui may need a bit work to make it prettier and more integrated to the game but it’s minor and my personnal taste.

I notice 2 bugs:

  • you can walk on air in the mountain with the dash, going too far left make you leave the area (and you can’t walk back)
  • I did multiple run just to check this one that killed me one the first run just before the destination: There a forest event where you can meet a fae petting a horse. By showing yourself it say you should heal 3 point, but you actually lose them…..

Indeed it’s totally the definition of overscope XD. I honestly didn’t aim for making the game for this jam and i reach my goal to make the bones for futur developpement. I still submit it to the jam just to showcase what i have done during the week but it’s still a long road ahead for what i really aim. I took this jam as the first step toward my goal.

I’m really happy to know you are interest to replay it when it’s more polished ^^

The after jam update will come next week, probably after wednesday and this update will focus on art and patch the xp scalling a bit, along some bug fix. Note that i won’t really touch other stats aside xp for now since xp is the real bottleneck right now, and just this should make the boss reachable (i’ll see when i will playtest).

Also, since i just start learning to make asset the art may not be that great yet but this will come over time by drawing a lot. (yeah i want to learn how to draw so i will draw all my asset on krita for this game)

Anyways thanks again

Yeah it’s also a nice way to hint we got close to the target.

What i meant by zooming out was for when we reach the goal after the “journey” we see all the orbit we create like a end cinematics kinda. So we are reward by seing all the orbit we took. (it’s just an idea and it’s kinda lot of work for a jam XD)

Interesting concept. Sadly the controls was awefull for me as a left hand guy WASD is just awefull for me. You should at least add arrow for accessibility. That aside the idea is cool, but need some adjustement on movement, it felt like you have too much acceleration and it need some coyote times with this kind of hard to master mecanics. The level design itself was fine, better than i would expect.

I was feeling smart when i found word i don’t even know or those that does above 20 damages XD the max i got was 30 damages. I really like how the fireball size scale with the damage. The art and ui was really nice. Not too hard wich is good for non native like me. I struggle hard at time to find word.

I somehow get a S rating on the first try and made it with only 7 circles. I just followed the particle by instinct and it seems like that was the goal XD. The concept is great and the control are smooth. It could have been great to see the path we took to the goal, like zooming out a lot to see every circle. But fun small game congrats

I was indeed talking about those encounter. Now that you said it t make sense, i did see the percentage but i guess i can just blame my luck because on some run i did, i got the other option almost everytime XD Not having animation wasn’t that big of a deal because the gameplay feel polished and didn’t really need more to bring charm to it. Even tho you description of animation are really tempting

Thanks for showing without shader. I do confirm that i prefer without it, but i won’t deny that the shader add a lot to the vibe.

Very short, the writing was the strongest point in the game ^^

Haha thanks for playing. Level 80 is still pretty far, almost enough for the last companion. Actually with the current balancing, i don’t expect any one to play further than level 50. I will rework balancing from scratch for next update (but i will mainly focus on UI and visual so there still will be a lot wrong with balancing)

I’m really hapy to hear that, with how i overscope, my aim for the jam wasn’t really the full game but more the foundation of it. If it look like it, it mean i really reach my goal ^^ I do like the current UI since my aim is mobile game, i tried not clutturing information too much. I will add visual to it to see if it make things better but for now i will keep the current layout. I plan to keep going to turn it into somethings better, i need to learn polishing game and finishing them.

Yeah for the battle i should let some delay before starting and ending the fight. and i forgot the UI screen for when you died. I plan to make huge visual update to better distinct eveythings, especially combat. The battle is in auto-battle format so you just watch the fighting. I do plan to make some interaction like using consummable or skill but that’s for later.

The UI and game being a vertical screen is because i plan to make it a mobile game. With how much UI is need for a RPG, i got a hard time coming with somethings nice without cluttering information too much. I do thinks i did a good job on the layout (not the visual) and you should have everythings need but if not, i look how into how i can improve it after making some visual first.

It’s not my usual genre but it was a nice experience. Finding point of interest and gestion of resource was nice but may need balance to make it challanging.

I also don’t really like the controls, nothing wrong with them but WASD isn’t for me, i’m left hand and use the mouse in my left hand so WASD a no go. I prefer Arrow key or custom binding. So with some more accessibility it could be nicer (honestly, a lot of game only got WASD since it’s kinda the “default” settings)

haha indeed, i focus almost only on how the system work. I’m really happy to hear that it look like a solid foundation because it was the goal i set for the jam. I found out very quickly that i was overscopped so i change my goal smaller, not doing the actual game but the foundation of it for after the jam. Since it’s a game i will keep doing in the end with how much fun and inspiration i got, better doing it properly from the get-go ^^

Thanks a lot !

Pretty fun, i like the ghost on retry and how we can get momentum. I wasn’t personnaly fan of the slowmotion because it kinda break the momentum and the fun of playing around with the gun. It’s really a good speerunner game with how many little trick you can use to get faster.

Aside the lack of visual feedback, it’s a cool strategie game. I didn’t get to see a bandit cutting my path on any run i did since only 1 move at time. That make the probability pretty low. There quite a lot between hero stats and tile stats you sure can go quite deep in strategies from all that. I also somehow manage to win with only one path. I feel like playing with only one hero is far better than multiple one because of the limit of move. I didn’t really found any use of using more than one since bandit are pretty rare and harmless i didn’t even need to try protecting my path or anything. I may be lucky but from over 10 games, i don’t thinks there only that I had a good time playing it congrats

The art is very cute. It lack a bit of directionnal clue sometimes to were we can go but overall it’s a nice small platformer. I also like that you reset occasionaly the star we collect for upgrade. It help when we don’t now were we can collect other and make grinding for theme less tedious.

Nice concept, took me a while to grasp the battle because i didn’t read the page and was thinkg of just matching the color advantage XD

After playing properly with spinning i manage to reach the end boss and the overall balance is good (especially compare to my game XD) i just found the link skill very underwhelming. Probably because of the rate chance (even though i got 100 on one). The mix on pixel art with 3D like background was also well done and i found it quite charming and pair well wth the gameplay. The animation of battle was also epic. The vibe kinda remind me of slay the spire while it’s totally different.

haha yeah i end up spending almost all the jam period doing all the system.

I didn’t really playtest aside for checking error, i envision a meta progression in the game where each time you would be able to go further by buying or dropping loot. Right now it’s kinda crazy without proper scaling (i need to put some though on it) and you honestly won’t go far with only 20.

I thinks i will change how recovery work by spending on gold instead of BP anyways BP is not the priority i have right now and honestly i don’t even know if i will stick with the BP part or not, it will depend on when the scalling is done properly and when there will be more content to really be able to see the progression with limited amount of battle.

It’s really polish and more fun than i though it would be. The most i manage was 22 tiles, and i like that you can only place from the last tiles. It feel like you are exploring and shaping the world and make it even more relate to the theme.

I don’t know if it’s just me but sometime it seems the bonus we get is swap from what the card say. Sometimes it say i should get backpack bonus on the tile, but got sword instead. Or i probably miss somethings and there a percentage for both to appear.

It was a satisfying game congrats, the audio and visual pair really well together

It’s quite good, having multiple same card was unexpect but it’s a good idea with how combo work. The only issue i got was for the card reveal due to bonus, you can’t really tell them appart from the one you reveal yourself so it’s here reveal but you still need to click on it. I would also complain a bit about the controls, i’m left hand and don’t like to use WASD. I prefer arrow key or custom mapping. There always a lot of game with only WASD control but lefthand people do exist and some like me can’t use WASD well.

It was a fun game. I didn’t get any sound but the controls feel great and the speed can go crazy at some point. It remind me of the dino game.

Gameplay wise you use the same patern so it’s a bit boring and worse, it create a safespot. I stop at highscore 15000 to see how far the speed can go, and you did a good job because the game was still runing quite well even at this point

Great level design. I would argue that some place need a bit more tree or something to better defined the map limit but it’s mostly because i like to try going out of bound xD. It’s also almost impossible to shoot enemy when they are too close because your bullet starting position will be behind them. It’s a very small issue but can be anoying because you first need to outrun them and there pretty fast. Overall this game a great ambiance sound and atmosphere. The story even if short was still well done.

I instantly think of mido whe we couldn’t go deeper before bringing gold XD It was really good short game. Funny dialogue, good choice of sound effect and audio, good small interaction, and the orb to gain a small stats bonus with curve arengement was really good. The small quest really add to the exploration since they make you go everywhere.

Haha yeah, above level 25 it become quite weird since the scalling itself is weird since i didn’t work on it at all, i just made some math formula and call it a day to make other feature.

For recovery you actually can between battle, but at the cost of Battlepoint. It’s just above the Encounter jauge. I was already planing consumable item for during battle, but it was already hard to make all that in a week. I don’t mind suggestion, my roadmap is already an openworld, what is a grain of sand inside a desert ?

I agree about user feedback. I run into huge audio issue during web export so i just desactivated all SFX because it was worse leaving them on. And i forgot to make a UI screen for when the player died. I will make a major Visual update next week to better polished the fighting scene and all missing sprite/animation.

I don’t think i will add a skip option, but i will make some auto-stats attribution feature later.

Thanks a lot for this awesome feedback, i love making game so i sure do and will continue doing jam in the futur Well, i will take a break from them to try polishing game now because almost all my project are in a state a early prototype and i want to go further and proudly released my first game in a state i really like.

It has quite good QTE. You even make them related to what happening like turning and such so it was the good kind of QTE. Nice game

The most missing feature was the boss battle feedback. Since hey were no animation or hint of damage, fighting the slime was more interesting and rewarding. The loop was interesting and clear.

Great world building. figuring out all ending and the atmosphere was really good

It’s a cute game. I wasn’t really fond of the dithering (i thinks it’s call that) shader but it was a part of the charm for the graphics. The atmosphere and audio was on point great game

awesome, even a full encyclopedia. The art was really good. I encounter only one issue, the crocodile Z-index is wrong. he appear in front of the tree that are in the frontground. (Yeah a very small details).

Squashing the duck was the first thing i tried XD. A bit short but it’s a great start that can definitly grow bigger with a story. It remind me of “that’s not my neighbor”

The jump from the level to the map was funny and i didn’t expect a jump this huge. A bit hard to guess what color and size do (even if it’s kinda intuitive) without any text explaining them and can be a issue for some player. Kinda hard for the real map level to see the flag when zoom out, so we need to remember our journey and trajet to go from A to B. At some place arrow are really hard to see, seems like they overlap, may be du to real life map that are like that too. Overall it’s a great use of the cartogrpher card and a nice concept ^^. I had fun playing it

Actually it’s just animation with keyframe. I did add some IK constrain on the rigging to make it smoother, and not move every bone by hand.

Yeah i found it funny to add giant fish that swim not in water but in air, my idea was swimming outside water, i may add some that swim on ground later, maybe run too just for fun. It will be my first big project where i kinda implement what i want to learn or found funny, tweek to match the theme and core idea.

I took fish head literaly. Not just the head XD. Actually it’s understandable that you didn’t figure what to do because there almost nothings to do. And what you can do don’t get you anythings yet. Basicaly my game will be fishing fish, then throw them in water like skipping stone but fish edition. With some puzzle and exploration to catch different kind of fish. My idea is still very rough and i only found a good purpose for skipping thanks to the feedback ^^ Thanks for playing

Yeah, i kinda didn’t implement the real main mechanics. While present, you can’t really do anything with it yet. The game will be around exploration and skipping and fishing fish.

Yet again i also s*** at making tutorial or instruction. I need to seriously improve here since almost every jam i did, the same problem appear, player don’t really understand my game. I’m currently reworking all the instruction part to make it far more intuitive. Thanks for the feedback, i seriously need to do somethings about my instruction/tutorial.

Thanks a lot, i run out of time for a guide tutorial, the fishing rod turn green when you have a fish on the bait. Sadly i didn’t make the detection area wide enough so you kinda need to throw the bait to the fish at the moment for the fsh to noticed and bite the bait. Skiping the fish is mainly for fun, it’s true i didn’t really thinks of a real purpose since it’s mostly just for throwing them. Thanks for pointing this out because i really didn’t really thinks that far and i just want to make skipping. Later it will be use for puzzle to unlock area. I will also make it more satisfying and functionnal, with some vsible stats about distance, rebound count, …. I’m sorry for the musics. I’m really new to making them and i tried my best. I personally like it and when i send it to some friends, i didn’t get any negative feedback on it. I will see what i can do to make the music better fit the game, and just better in general. Thanks for taking the time to leave a feedback !

Yeah i agree, on the long run it will be an awesome feature.

You made a wide tower selection where all have somethings unics. The upgrade where great too. Having so many resource i didn’t really bother to track anythings and it’s probably a bit too much for a tower defense but still not a huge problem. I also didn’t feel the need of the health on tower. Well may be because i got the tower that heal my other one but almost no tower got injured.

Each upgrade make the next one easier to get, making the robot more and more acustom for the farmer job. you’ve done a great job on this aspect

Decent difficulty progression, it’s hard to balance and make level difficulty go up but you did quite well, also it’s a bit hard to always know where the cursor especially after placng the bucket down, but it’s great overall.

The ui is easy to navigate throw. Nicely done ^^