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Nekudo

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A member registered Mar 30, 2024 · View creator page →

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I really like this. I feel like this could work as an incremental game with those upgrade trees.

Great game, love the visuals, though the text is pretty hard to read.

Yea I felt like you have to use your sword on them, but that didn't work for me, so I don't know if it was bugged or maybe I was just missing it. It was hard to test with how little of them spawned. Also it was hard to see when a projectile spawns when fighting enemies, so maybe having some type of sound that it's coming would help.

The movement and visuals are great. I wasn't able to get past the first enemy which maybe is skill issue, but it felt like there was no way of dodging him and if he bounced you below the floor then you just had to restart. Still, it felt nice swinging around.

I really like the visuals and music. Movement and combat feels great too. I wasn't able to beat the boss though, not sure how you use his projectiles to attack him. Also the health and ammo text are making it hard to see how much of these stats you actually have.

I really like the vibe of the game, though I feel like it's too dark. I'm not sure if you're supposed to do something outside playing the 2d game, but I think it would be cool if you would need to do stuff in two places at once. Also I feel like it would be better if the game didn't just end after you die in the 2d game and instead it would restart or something.

I remember seeing a game about scp-087 before similar to this one. I like the visuals and I wish there was some music/ambience too. At around floor 10 there's a white head that just kills me, I don't know if you can avoid it somehow or is it supposed end the game.

The game feels pretty unpolished, though I like the character model and music. I wish movement was more responsive, same with combat. Also when I change sfx volume in settings it changes the music volume instead.

I enjoyed the game and was able to finish it. The audio settings are a bit weird, when they're almost at 0 the audio is still pretty loud. The container sizes were confusing to me at first, and most of the time was spent thinking on how to get a certain size. I also found a bug where if you connect a pipe to another pipe slot, the first pipe slot gets bugged and can't be used until you reset the level. 

Yea, I will work on the game and update it after the jam ends so it matches the initial vision that we had.

The scope for the game was actually fairly small. The issue was that there was no real finished plan for the game for the first 5/6 days, so almost no progress was made until the last few days of the jam.

I think with the sealing, the problem is that you're pretty much just holding your mouse button most of the time, sometimes clicking it. This gets pretty repetitive quickly, it's not really hard and it's just slow. I think having a certain path that you need to follow to draw the seal would be cool. Purple could be just holding mouse button and following the path, red to click certain spots in the path and yellow maybe something like a toy catcher machine where you need to stop at a certain spot to fill a portion of the seal. With this there could also be differently sized/complicated seals with higher difficulty. Obviously it's a pretty big redesign but those are just some of my thoughts.

The game was pretty fun and the art is good. I don't really see how the game fits the theme though, unless it's the idea of getting cards outside of the box. 

Thanks, not sure what you mean by night section. There are two places that work with time, one of them is the clock and the other is the fishing game but it's pretty straightforward.

I did play Blue Prince some time ago so there was definitely some inspiration there. I don't really know what you mean by climb and jump, but I guess it's about Mizikori Peak game. If you hold space when shooting your grappling hook it will make you jump after reaching the wall, later you unlock another ability where you need to hold space in the air to glide, hopefully that helps in some way.

I really like the art and vibe of the game, didn't like the music that much though.  The tutorial confused me a bit but the game was pretty easy to understand, the window with information about the box could have a different border since sometimes I confused it with one of the windows you need to close. I also felt like the main gameplay with sealing the boxes was pretty boring, the battles with the monsters were fun though. I was able to beat the boss. The minigame where you need to avoid the boxes with your cursor could have like half a second of wait before starting so it doesn't automatically end. Overall it was pretty enjoyable.

Thanks, I might use this as a base for some project in the future.

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I used Firefox and it worked well, I know there's some problems with it and Godot games, where it sometimes doesn't load and sometimes does, but for me it was fine. I've played through (I think) all of the game there is currently, so I'll give my thoughts about it and stuff I noted.

I think the UI is definitely better than in the previous version. It doesn't feel as clumped now. I like the enemy info tab, to this I think it would be a good idea to add possible loot drops from enemy. I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, so it would be nice to show if an enemy can give you something interesting. You could make the icons all black/make them question marks if you would want to hide stuff that the player didn't discover yet. Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.
I think that items should have some actual names instead of just "Helmet 3", "Armor 1" or "Club 2" too.

Stat description would be really helpful too. Some make sense without it, but some would need to give more information on how they work. I don't know how defense and armor works, what's the difference between them and what's better. I also didn't know what hp5 and mp5 meant for most of my playtime, only later I realized it's amount you're healed. I think it could be changed to hp/s and you could make healing faster with a smaller amount (so instead of 1 it could just be 0.2). I had a bug with these too, when I ate a carrot and steak the hp5 for example was 3, but then when my carrot run out it changed to 1, even tough it was actually healing me 2.

I feel like traveling between areas should be faster, especially when you need to go from one store to another, to sell or buy something, it takes a lot of time. With the travel, I still think a map would help, like just an UI of connected paths with a scrollbar, something like this maybe:

You could potentially add some fast travel to this too. Also I had a bug (probably) when I was at Gate, and I wanted to go to Market it told me that I'm in combat and I had to wait.

The text log could have a scrollbar, it's hard to know if you're at the latest massage or how close you are to it when just scrolling, having a scrollbar would show that and make it easier to go through the log.

Now the progression I think feels pretty weak, I think it's better than it was but the stats still need a lot of work. The max hp for example, you start with 150 so a bonus of 5 or 2 is meaningless (Armor 2 literally gives you 2 max health).  The weapons don't really change that much either, the cost is getting more and more expensive but the weapon is just "from 1-5 damage to 1-6" which feels bad, especially since some of the weapon stats decrease too. I think it was Axe 2 and Axe 3, where the crit chance is smaller in Axe 3, this is dumb since landing a crit attack feels really nice and it's the main aspect of an axe. Personally I'd prefer to get much stronger (or just visibly stronger) the further in the game I am, just like the cost of items. I'd like to one shot the enemies in the first area if I'm already in one of the later areas. Of course that means a lot of balancing, but I think it would make the game more enjoyable.

I do like the game and I think it has a lot of potential. I'd like to see magic and abilities added. Also the player could have more impact on what's happening in the game. Even tough I know it's an idle game, something simple that you could do, like a button press, that would help in battle in some way would be nice.

Thanks

That's a nice little jam game. I didn't really understand which bar means what (at the top left of the screen), I think one is mental health and the other is ?? The game also had problems with pixel consistency and scaling, which makes it look pretty bad even though the art is good. That could be easly fixed and it would make a huge difference. Also I wish the tasks had more gameplay in them, instead of just "go to point A then to point B". Other than that I really enjoyed the game. The character art is really good and the dialogues are well written. I've got two endings and I like that there are many routes. Overall the game just needs a bit more polish.

Thanks for playing the game! You're actually supposed to use the grappling hook instead of the disc in the lab, probably should have made that more clear. Also you're not the only one who didn't get it so don't worry.

Very interesting mix of genres. I really enjoyed playing this, though I don't really think it fits with the theme. There are some stuff that annoyed me like the way wall jump worked (you can't go opposite direction before jumping) or that you can't dash while sticking to a wall but overall it was a great experience. Also adding some reset button for getting good times would be super helpful.

Thanks! I was actually planning on changing the fishing rod and the teleporter in post jam update, so that problem will be resolved.

I tried playing the game again and I was able to beat the final boss, though it took me a long time to figure out what I was supposed to do. The game started to get boring quite fast too. There's no real point in fighting enemies (you don't gain anything any exp), the levels look the same and it's just doing the same thing over and over again. I didn't realise that you're not supposed to help your allies because I tried ignoring them earlier but the game stopped me. I thought I was supposed to kill them in the boss fight but I wasn't able to keep Norce alive. After reading a bit of gdd I tried just taking the masks and going there and it worked. I wish there was some introduction to what's happening, and the levels could have some variety but overall I liked the idea of the game.

The teleporter has only one use and it teleports you if you're close enough to a pillar, maybe it didn't work the first time because you weren't close enough. You can also restart the game by holding R, so you don't need to wait until the world breaks by itself. That's why some places are made so you can't exit from them. I hope you enjoyed the game anyway and will give it a second try at some point!

I like the concept, I wish there was type weaknesses based on enemy type and your card type (similar to pokemon) because I don't think there is any difference in what skill you use. The game is also pretty easy and there isn't much point in using defensive cards. Overall a cool game but would need some more work.

The art looks nice. Sadly I wasn't able to play much of the game due to an error with loading the first enemy. I'm not sure if others get it too but I'd like to check the game again when this is fixed.

There's not a lot here but it's still something! I liked the way picking up and dropping guns work. Wish there were some type of upgrades (like in vampire survivors).

Thanks for the feedback. I tried making the puzzles not too hard but It's not easy when you know everything about the game. If you want to know what to do in the lab: you need to use grappling hook and banana trees to switch all the levers and get to the place with a door that will open. Then switch a lever there.

Another ball masterpiece. I love smashing my balls at the bricks. Highscore is 259.

Thanks a lot for the feedback! We will try to work on the post jam version of the game that hopefully fixes a lot of small problems the game has.

Without the amazing music it wouldnt be the same

Cool idea however it could have been more polished. Jumping is very weird and unintuitive. Also I feel like it would be better if you could somehow avoid the monster, right now he just sees you whenever youre close enogh. Still not a bad submission.

Cool game, it took me 900 seconds to find frowny but I eventually did. I like the paper artstyle.

Thanks for the feedback! I know that the game is pretty hard at the start, I will try to make an update after the game jam ends where the player gets more information to what to do.

happy birthday (in 6 days)

Now I realised that the game has huge problem with refresh rate. The lower the refresh rate the slower the game is, there's less bullets on screen too, I had 144hz with my friend and the game was extremally hard. Now I get it how other people get scores so big.

The game is fun to play, however there's a bug that spawns enemies outside of your visible area, or just makes them invisible. This makes it really unplayable at some parts, where you can't even see from where you got hit. I got a 10k+ score only because of a bug, that lets you collect spheres after dying. I guess it's too late to fix it now, but I wish to see this get a bit more developed after the jam ends. Still the game looks really nice and me and my friend had some fun and rage trying to get a better score togheter.

What the heck is this.