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Novadinner

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A member registered Jul 16, 2024 · View creator page →

Creator of

Recent community posts

Thanks for all of the game and GDD tips and feedback...I learned a lot making this and agree that there is a ways to go make this more interesting for the player.

I didn't realize at all that the sfx were too quite for players!. Good to know! 

The blurry pixel issue makes sense now. Thank you for explaining that.

Cheers and good luck to you!

Cool little game! I the inhabitant portraits are very interesting. I wasn't clear on how to know exactly how much net resource I would get, but despite this it wasn't very hard to get major surpluses going.

Also, the sacrifice didn't feel like a sacrifice...it usually felt more like a way to get ride of a low stat inhabitant and hope for the new one to be better.

Good luck to you!

Interesting game! A bit of chugging at the start, but everything seems to work fine once it got going. 

The floating food to scan didn't feel like it fit the "realism" of the rest of real life part of the game.

Cool implementation of the theme. Having to unlock dying was pretty funny.

Thanks for making this! Keep on going.

Interesting game! A bit of chugging at the start, but everything seems to work fine once it got going. 

The floating food to scan didn't feel like it fit the "realism" of the rest of real life part of the game.

Cool implementation of the theme. Having to unlock dying was pretty funny.

Thanks for making this! Keep on going.

Thanks for the feedback! I actually wanted the player to have to figure out how to progress, and yes you are right about the billionaire taking money from families and their private island. The enemy can represent the "evil" forces that stop billionaires from easily taking money, or whatever (really it was a means for me to learn how to make such a moving enemy :) )

Was it noticeable that your jump ability increased with each coin you stole from the families, and that you have to steal them all to make the platform jump possible? I fiddled with the increase increment quite a bit, but maybe I landed on something too small to really notice...

Thanks for your feedback...yeah, there's still a lot to do to make it a fully developed game that someone would want to come back to. I learned a lot about programming and about Godot though!

You're right that there is an implied message, but did you notice that you cannot actually progress without taking the coins from the "families"? Your jump ability increases with each coin you collect, and you need to reach a certain number of coins to actually be able to make it to the island. The cost is to the others in the game, not yourself...I was hoping the "No!" audio clip when you take their coin would indicate this, but maybe it doesn't do a good enough job of doing so. 

Nostalgic game. Easy to understand and play. 

I don't really connect some of the upgrades to a gun improvement -> spawn time of ducks.

Upgrade graphical issues that others have mentioned aside, it's a fun little experience. Thanks for making it!

Yeah, that would work...a brief change in posture maybe?

Good luck!

Cool! Looking forward to trying it out one day.

Nice game! Once I understand what was a wall and what was ground, things flowed well. 

The collision detection on the trash bags was a bit unexpected. The first(?) boss was a breeze and nothing changed when it was defeated. EMP is OP. 

The tension of being forced to lose energy to win is fun. The character's dino looks great.

Thanks for making this!

Thanks for making your game! I'd glad you got to produce something in-line with a childhood fav of yours.

I found that the hit detection was very inconsistent, so I wouldn't know if I was going to bite a target or not. Same is true for the grabbing of eggs. 

Good for you for trying blur to add depth...keep working at it!

I was never able to transverse a level, but it sounds like a cool concept. 

Good point...I went back to try small grid on hard and for me though, the difference between easy and hard on the small grid was negligible. Something between the small and large size may be a good bridge.

Custom grid shapes would be fun!


Thanks for making your game! I enjoyed it.

I like the ideas in the gameplay cycle, and the forging mini-games for heating and hammering were fun. Cute aesthetic! As is, those dives by the enemies are tough to anticipate and respond to quickly enough (I see in the GDD that this probably is an early version of the battles though). 

My sprite disappeared while heating metal once, and once after a transition from the roof of train back into the interior the fight with the enemies continued inside the train.

I think in the dialogue the parent of the guard at toll 2 it says we will need to forge boots with lightness, but the actual objective requires boots with armor+.

Fun game! Thanks for making it.

Nice game! I like the clean visuals and how smoothly everything works. The jump from easy to hard is pretty daunting...a medium difficulty would maybe help to players to be able to keep playing without getting frustrated too quickly. 

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Thanks for letting me know! I'll have to fix that...

Update: Fixed it on my build and will update the uploaded build once Jam voting is over.

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D'oh! Thanks for pointing that out.

Update: Fixed it on my build and will update the uploaded build once Jam voting is over.

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Issue has been fixed. Thanks for the feedback!


EDIT: Seems a new issue has popped up (character missing). Will work on it.

EDIT: Fixed character issue!

Found and fixed the issue. Can't update the file until after the Jam though. 

Since the walls were working fine for me during development, this is another thing I've learned during this Jam:  Playtest in the environment that the players will play in, not just the development environment.

Thanks for the comment, I will work on those side walls.