Skip to main content

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

Nanbanya

286
Posts
8
Followers
A member registered Oct 23, 2024 · View creator page →

Creator of

Recent community posts

It’s a bit hard to describe why because it’s mostly just a feeling. It was mostly with the Snake game. Something feels a bit off to me, but I’m not exactly sure what.

I did notice that you can’t cross the last tail section. I remember the original Snake allowing this because the tail tip moves away, so the next move doesn’t actually collide. I do this quite often, which makes the move invalid when I would expect it to be valid. (I hope I explained this well.) It may be the lack of feedback when you hit something, sometime i probably missclic on my keybord but nothing show where i collide to lose. Or probably the smooth visual and moving tile by tile

In the falling mini-game, at times it look like i bounce a tiny bit on the ground so i couldn’t jump in a row.

I can’t say for sure. Sorry for not being able to help more; it’s mostly just a feeling that something is off, and I couldn’t really pinpoint exactly what (aside that it was mostly on the snake mini-game). Sorry if it sound like being nitpicky, i’m trying to find concrete stuff that could explain my feeling.

While it was ambitious for a jam and there plenty of point you can improve, the idea is really good.

It’s good but with right side keyboard support it would be better. The gameplay was fun, witth the right angle we could also create some awesome shortcut, the gameplay is really great and the level too, maybe need some iteration for difficulty but for a jam that’s still wonderfull level. I also love how you let some debug option, they also are fun to play around with.

Yep that’s definitly a pong XD good choice on SFX If you want some small feedback here two things i have note

  • The game over screen don’t show the winner
  • The enemy padcould move a bit smoother, it actually keep going up and down when the ball is going horizontally. A quick fix could be making a deadzone but there other possible and better fix.

Congrats on finishing somethings, that still a huge step to actually submit somethings.

There somethings in the intro that remind me of Monster and Inc with the door. It does look awesome.

To be honest i was expecting more a game where we shift form not one were we combined form. The concept still is great and it’s my fault to rely only on the title and intro before reading the page, the gameplay just was different from what i had picture (not in a bad way, it just was a surprise for me).

For the controls it would be great to have a right side keyboard input map. I’m more an arrow user than WASD so that it is uncomfortable for me to use left side keyboard when playing. Honestly, lot of people don’t do that in a jam (me include i forgot sometimes) but that’s accessibility stuff, some people use more the arrow side

Very jelly, i like the softBody feeling on the “ball”. I also like the settings so we can remove or change the CTR filter. Well done

Yeah classics first loading 3D behavior, my navigator didn’t explode once or twice but three times XD

I really like the car movement, it felt a bit like a cartoon car with how expressive it was.

The controls was fine, but sometimes it was a bit hard to align ourself in the track. i don’t think i saw any shadow on the ground to show where we are. But it could definitly help to have some indicator with how jumpy this is.

I really liked the controls. It felt a bit inspire of celest, there quite a lot of small adjustement there, i didn’t particularly found them hard, the only unfamiliar things was not using arrow to move but another key and even so, i got the hang of it real fast. Really nailed the vibe, clippy was also really helpfull and not so intrusive during the tutorial part, sad that the game crash and made a blue screen in the end, i couldn’t continue playing it

Great concept, i also like the design of the looming monster a lot for some reason. Some controls felt a bit unresponsive/sluggish,

and more personnaly i feel like the maze hate me, i almost could never win this mini game, even on easy with a 6 roll XD The generation of the maze team up with my luck just so i couldn’t win. Taking a path to be reveal being a dead end just beside the exit…. And so multiple time. But i like the rest a lot, especially the qte card mini game, having the color + arrow + sign was smart

I loved the interaction. The vibe was fitting too, well with my very low end computer i’m gonna admit that the game wasn’t running smoothly but it was smooth enough to enjoy it a lot.

The download version are the html file (i can’t open them as is) you should try to contact admin to ask if you can either submit windows/linux/mac export, or create a itch.io page where you upload the zip of the html file (and itch require them to have an index.html, you can name it index in the export)

Really interesting puzzle great job

I like the concept of playing 2D then same but 3D. Really cool to see how they behave first. My main issue was, i don’t like WASD, you should add arrow key at least for those who use the right side of the keyboard.

Thanks a lot! All brain power went to the game design, not the actual game execution XD It was really hard to setup it properly especially for visibility. But i couldn’t make it too much as in a car, your rear miror are small too and i needed the feeling of looking on a miror to see behind. I tryed my best and i’m kinda happy of the result (but it’s not the best i agree)

Yeah i also agree on the third person, the third person mode make the controls more intuitive, mostly because of how the car rotate, but also because you can actually see the road better. The game was intend to be on first person as you need to look in the “rétro” but i like my debug view on third person so i had to make it a feature somehow.

But while it does make the game easier, the view is slightly less than the first person one. On high speed, first person tend to perform better (for someone like me who has playtest a lot and is familiar with the controls) first person can see the obstacle from farther than third, making it easier to dodge.

Thanks, yeah the gameplay was a bit rough. I tried to kept it small scope. For once i manage to and tryed to polish the small amount i got wich i didn’t achieve as i hoped but that’s a start and was a good learning experience. (i never got to polish any of my game before as i always went overboard in the scope)

The view in the retro was the hardest part to setup because yeah, the display surface is small by default. About the view, you have 3 retro, middle, left side and right side. You need all 3 to better see where you go

The issue with the middle one is it is squashed making it a bit making it hard to read, so the side do work a bit better for this, but since there on the side, you can’t see everything either, that was the catch and not a good one XD. You can play on full screen to make it easier, but you also need to play with the side as the monster can block the middle one.

But yeah it was really hard to execute my gameplan properly. It sound good on paper, but in practise, visibility was the main struggle far more than expect. And also the controls arn’t the most intuitive as you go backward…

Yeah i agree, gameplay wasn’t my focus on this one as i mostly focus on learning how to add small details on a very basics gameplay. The only goal is dodging the obstacle for as long as you can.As for punishement Hitting them make the monster catching up to you. And you also slowly get away as you don’t hit anythings. The more speed you got the harder it becomes. 30 as initial is probably too slow as at the begining but you can adjust up to 200.

But yeah, there ain’t much to do aside trying to dodge with rough controls. It was a bit hard to set it up properly, especially for the view wich is really limited. And sherry on the top, i went for the night to use looming wild card with animal on the road….. Making visibility even worse

it happen, i tryed again and it happen. I can confirm that i control the turtle that has disapear after mutation. I check the console, not sure it will help nor it will be send

Thank you! Happy you liked it

Thanks for playing. Fun fact abuot the customisation part: I was just so proud of my debug to test visual mutation, i even played with it more than i should that i had to release it. I couldn’t not share this somewho. I’m glad you had fun

Yeah we didn’t put any invisible wall, even turtle can fall off. Thanks for playing

We all want to try 3D, especially me since i’m learning blender recently. I learn quite a lot and the hardest part was rigging the turtle (shading/render it too, but i went for plain color on surface mesh in the end, it was the cleaner i got). I also got some funny issue when i export the animation they didn’t look the same in godot, it was really fun to see the unexpect mess. I definitly had a blast making and learning 3D.

Yeah some turtle are fast, we didn’t get to adjust everythings since there was quite a lot of value to tweek. About the art it’s probably because i’m learning and experimenting. I went with simple plain color on mesh surface since i don’t know yet how to make good shading, UV, … yet. Can be because everything is plain color without gradient. Or just the color i choose that isn’t really flashy nor dark. Well i can’t say for sure. Thanks a lot for the feedback.

I’m glad you enjoyed it. The customisation part was because i was just to proud of my visual debug to left it outside of the game, i WANTED to include it somewhere. That’s Probably the best desicion i made during the jam

Thanks a lot

Haha yeah i was kinda stuck with visual design. At one point i went f***k it i’ll go all turtle! Almost all things is turtle, even the aim pointer should be a turtle shell.

The lag is a huge problem especially with 3D and web. It’s very easy to make it unplayable. I’m still happy that the game is mostly fine after the heavy lag appear at the start. At the beggining i though our game wouldn’t run on web.

I may be able to guess why you die instantly. The boss actually spawn around the center of the map and in the sky. But he can directly attack when he spawn so he may have directly jump on you before you even relized.

Thanks, about the boss not spawning is because you need to kill all turtle of the wave before the boss spawn. But currently turtle can spawn almost anywhere on the map and be at unreachable place. I also believe (but not sure) they can fall off the map making them trully unkillable.

Thanks for the feedback! I kinda stuck in how to design art things and i went F**k it, i’ll go all turtle.

Yeah about the lag they are quite heavy especially in the beginnign. We did do some optimisation but it wasn’t enough for the web. Making a 3D web is quite hard to make it with no lag, i’m still happy about the performance because at the begining it was even worse than that.

About the aim going downward i thinks it’s a hardware issue on your end. We never got this so you should check.

The game currently has no end. The goal is to go the farther you can. I try making it so turtle got weirder as you go (mostly the neck didn’t get to add every parametter like the customization option). Making the boss predict your trajectory is easier than it seem. We just add the player velocity to the target position, it was too easy to dodge without it you could just stay far away safely.

Thanks for playing ! The boss not spawning is because you need to kill all turtle to go to the next phase. But currently turtle can spawn in unreachable place in the map and i believe they also has a chance to fall off. We will try to fix this for a after jam update

Sorry for the late reply, I played on browsers. I use a Windows 10 and Chrome. I also did move during mutating

Cool concept. Miss a bit of inpact when player place a tree. You could also have added a outline for the score so it’s more visible, even change the overall color because it’s almost white on white XD. Having at least a retry button in the end would have been better. Kinda sad that nothing happen and couldn’t even restart a new game without reloading the page.

Simple but addictive gameplay. Great work !

Being able to move the blob with the mouse was a huge help but also very fun to launch the blob in space. It was a good addition

Nice concept. It’s good you got arrow controls, not everyone though of this but it would have be better to have also for the transformation. Well i usually use custom binding but i think having transformaiton in key like Z, X, C could also help for those playing with arrow key.

The level are interesting and the momentum with the duck leave a lot of level design opportunity. Lot of potential in this

I manage to assign work without issue and get all mutation i believe. There many point i noted that may help if you plan an update.

  • First, like the other says, the game UI is cutoff on the right and may even be totally offscreen depending of the zoom.
  • The asignement is on the right side but it’s also were we move our camera between room making changing room uppon asigning job.
  • We don’t actually know what all job do from the get go. Mining for exemple i couldn’t figure out. But the other are pretty straightforward so it wasn’t a big issue overall.

Congrats on your first godot game. Web export can be tricky at times, especially when the time is tight like you did with less than a minute before the end XD

I like the art. I kind of found the alien cute, and I was happy to see the new mutation look (i things i saw them all)

My dumbass happy to have find the glasses but confuse why i can’t proceed. All along it wasn’t the glasses we put on our head, but the one we drink in XD

The sound was good and overall vibe unsettling that fit the horror theme really well. It was really cool seeing the wall turning green and shrinking, i didn’t expect that. I got lost so many time in this house, while it doesn’t look that huge it’s was like a maze wich also change by blocking path when completing task. Great job!

Okay so i’m going to complain a bit here. I couldn’t finish the level. I don’t know if it’s my luck but i tried 3 times going through it, and 3 times at differents place mostly at the end of the level the game crash.

From the look of the crash the game make both the swap and color/mutation change because the two turtle are the same color and were at stage one wich is green everytime. So the game gave me control of a very soon to delete turtle and crash. As i see my turtle vanish being consume by the other one turning red…. such a fearsome sight

While i couldn’t finish it, i found the use of historical settings a rare sight. Having such huge circle floating help a lot for direction and mutation stage needed to pass. A bit too simple but still satisfying to pass through all the area. Great work

Overscoped is for every one, be it beginner or expert lot of people tend to overscope. We did overscope in our game too, but we are better off since we could implement what we need, better luck next time with time manaement, you still manage to submit something that work and is actually a good concept with the chemisty and RGB color.

A bit rough like having to move the test tube one by one since the inventory got only one slot, or a bit of lack of shader/animation. For exemple you could use tweens to move the visual tube around. It just would add a bit more to the feeling of being an alchemist moving tube around. But it’s mostly for game feel. Good job on your first release

Finally a game with arrow key in mind in the input map, thanks for adding left side keyboard full support.

The game was a bit hard for aiming with keyboard probably because it aim toward our direction wich is kinda more for controllers and joystick with how it work right now. Just my idea but If you clamp the aim to the 8 direction i believe it would have made the keyboard aim easier.

The game sometimes also got far less fun when we are force to camp for shape. Just some tedious back and forth.

But in end end it’s a really fun arcade concept. I loved the shape variety and effect and it really shine when you could strike combo accross the map. Awesome work

I like when we encounter other mutate enemy. The mecanics were good, a bit lack of feedback. For exemple the wrap ability seem to be some kind of debuff but that’s about it but also for regular atk, we need to try them first to know the damage. But it was really fun to test out mutation and the visual change was the cherry on the top

What a unics take on the theme. You made some really great level. The best is you kinda can solve them all with few move, but it’s not always visible at first. Very good puzzle game

Playing alone, it was still fun. It became choatic a lot especially with the secret button but in a good sens.