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Nuno Das Neves

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A member registered Feb 25, 2021 · View creator page →

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> Combat felt pretty good but I felt like I had to get close. I am more of a WASD guy and struggled with the controls.

Thanks, that's good feedback. Definitely adding WASD next time!

> The music for the 2 wooded areas resets when you cross between them. If you want to keep music playing between scenes, one easy way to do it is to create an autoload or global script that handles stuff like music:  https://docs.godotengine.org/en/latest/tutorials/scripting/singletons_autoload.h...

Yep, that's definitely something I wanted to do, thanks for the tip.

Thank you <3 <3 <3 :) Glad you liked it!

<3 <3 <3 Thanks for the kind comment, glad you enjoyed it!

Nice game with an interesting mix of physics puzzles/platforming/exploration. I got stuck on the last level when I got to the stealth bit, had no idea how to get past those guys to get up the slope, except for shifting metric tonnes of rock up all those platforms and I didn't want to do that :/

The music and graphics and the whole way the game was put together (menus, level transitions etc) was very solid. The graphics and UI communicated everything clearly, and the objectives updating in the top left was nice.

The one thing I think would improve it most would be making switching masks quicker, maybe putting them on keys 1,2,3,4. So many times in levels 3-6 I only cared about strength + beast mask, but always having to cycle through the other masks, waiting for each animation, took a few seconds and seemed like unnecessary friction.

Overall I'm super impressed with how much you managed to do, I think it's a really cool game. xD

Really liked the energy of this one, don't tell the Waltz of the Faceless folks (https://itch.io/jam/godot-wild-jam-86/rate/3968789) this, but even though their version of this idea was very 'polished' I preferred your take in terms of art, music, and writing... very stylish!

That said, I found it impossible to get almost any masks right :'( which was very demoralizing. I guess if I knew the outcomes for each combination of elements ("radiant mask", "heavy mask" or w/e) then I would have been able to match the requests, but the information given just seemed completely insufficient for me to figure any of them out. I'd be like 90% sure I was right, and I was just wrong almost every time... Not sure the best way to improve that feeling to make it feel more like a 'skill' and less like guessing.

Oh I really liked the character designs too xD

Such a hilarious idea for an incremental game, and very well-executed! Graphics and sound suited the theme perfectly and never got in the way (I saw someone commented on the audio being annoying, I didn't find that personally), and I was impressed by all the work that went into the tech tree, congrats.

It look me a few tries to pull off the first mask, initially I didn't get how I had to grab then move the mouse up just a bit to get it to slowwly slide off. But once I got that it was pretty much smooth sailing.

I liked that the upgrade window was nicely on the right so I could keep it open most of the time without impeding the gameplay. One thing I didn't really "get" was the buckets, they kept getting knocked off the table and I don't know if they every caught any masks :p.

It definitely had that incremental feel of ramping numbers/insanity, although once I had a couple of the relics and bouncing around and gold + miner mask upgrades it felt like I could just buy everything very quickly. It was satisfying to get to 1M masks and finish the game. Great job!

I redacted everything they asked of me. Then in my weekly 1:1 my manager asked if I wanted to "comply" or "resist" and the resist button was too pretty not to click so now I'm out of a job >:(

I played with the CRT shader on MacOS (later saw you had warned about that in the description) and it made the text a little hard to read but it was worth it because it looked cool. I didn't notice the timer until I ran out of time on one of the levels, maybe it could be more visible?

On second play it looks like you can redact entire documents without penalty haha xD Maybe there should be a limited amount of ink or something?

I enjoyed the experience overall, the interactions felt good and the basic activity of reading and redacting is cool. A great interpretation of the theme!

Had a great time playing this, super impressed by everything... Nice art and smooth animations, feels good just walking around from the very beginning, lovely interactions (standing in a bush!!!!!), and music that calmed me down while I was sweatily dodging the enemies...

Just a simple idea wonderfully executed, no notes.

Ok 1 tiny note: it was a little hard to see where the vision cones ended, which barely mattered so didn't really bug me... To keep the same look I would have made the hitbox end a little before the end of the visual gradient so they feel more forgiving.

Anyway 10/10 great job.

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I fell into the void :(


I like the structure of the game, impressed with how you put together the different areas which all felt pretty unique. It gave the game a nice sense of exploration, I had the feeling of wanting to discover all the masks and their abilities...

I myself was trying to create a game with a similar exploration vibe, and I even wanted to do the masks = abilities thing but had limited time to do that so instead went for just polishing the basic combat more.

The cactus guy was hard to kill! I almost gave up there. After I got the balloon mask I didn't know which direction to go from that upper doorway, that's how I fell to my doom!

Great job overall, biggest critique is I didn't hear any sound or music at all, that would have added a lot.

Olá! No I don't speak it unfortunately haha... But good to meet you!

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Yep I agree the attack range could be a tad more forgiving, I tweaked it a few times in development but as you know these things are hard to gauge when you don't have many others playtesting the game..

Thanks for playing! xD

You can actually parry the enemy projectiles with your attack! But yeah not the other hitboxes...
Thanks for the kind comments and feedback :)

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I got stuck here... dashing into the crystal doesn't seem to work all the time; there's a tiny boost but not enough to get to the next one. I got frustrated trying to figure this bit out so gave up. Main issue for me is it feels super awkward to press direction, jump, and dash with 1 hand (plus switch mask on right). Other than that the control feels pretty fair, little bit of physics jank but solid overall.

The levels just get way too hard too quickly xD.

I relied a lot on walljumping up walls celeste-style (walljump without pressing a direction, then going toward the wall...)  so I think I cheesed a few sections too. Actually the first thing I did was jump all the way to the top of the game from the first room - I guess in a way I got to the end? xD

Love the artwork and music, the tileset + background for the blue mask (above screenshot ^) is especially nice.

I had fun playing xD It was rewarding to figure out the correct attack timing, and dodge the petrification cone as Achilles. I also thought the character sprites were funny/cool.

You can attack diagonally!!

Also took me a bit to realize you can sprint xD.

Some sound effects for attacks/hits/petrify etc would add a lot!

Visuals and presentation are immaculate, I thought I was playing a Steam demo someone spent months/years on...

Gameplay-wise it's innovative, I like the direction you explored, but I felt like I lacked agency - the decision of which sheep to spawn didn't feel very impactful at the start, so I kind of spammed the cheap ones and some defenders and eventually "won" but didn't feel like I did much. Then I played again and only spawned Psycho and won each level super fast lol, so that just felt OP.

I think if the sheep were coming at each other in waves or something, rather than bouncing around randomly, it could feel more strategic where there is a kind of rock-paper-scissors relationship between the different masks...

Anyway, despite all that it still felt really high-quality and fun to play, so I enjoyed it!

Thanks for the detailed feedback!

The biggest problem I had was trying to get close enough to attack, but not close enough that the enemy were able to bump attack me. It took me a while to realize that bumping into enemies damaged me. It just didn't feel very good.

All part of the challenge xD but yeah this was difficult to tune, the player attack range could have been a bit bigger probably. Without contact damage it was too easy to run into the enemy spamming attack. There's other things I could have done too, but ya know, ran out of time...

And the grass is pretty clever for hiding the acid sheep.

Took me a sec to get "acid sheep" hahahaha I love that name...

I suggest WASD, shift, and space or left click for movement, dodge, and attack respectively.

Yep, something I was planning to do but sort of forgot about cos I thought arrow keys were fine...

Good feedback, thanks so much!

> So nice I played it twice.

Thanks for the kind comment, glad you enjoyed it!

Sorry about the music problem, not sure if it was a code bug, or just that web builds are so finnicky and mess up in all sorts of random ways :(

Thanks for the feedback, I'm glad you (mostly) liked it :p I wish I could have added some progression system but I sort of ran out of time and didn't want it to be half-baked, so I put the mask collection in but it's just for fun.

About the controls, you're totally right I should have added WASD + something for attack  + dash (I think spacebar for dash maybe but w/e). Maybe I underestimated the importance of providing that, I thought most people were comfy with either arrow keys or WASD but maybe not. I guess I learned something, it's good feedback, thanks.

xD xD xD Glad you enjoyed it

Silksong was a big inspiration xD Glad you liked it

His hubris was his undoing! Peep my sweet build:

In all seriousness this game is almost impossible to finish (save your applause until the end, please), the enemies shoot you instantly when you move, after some "upgrades" my gun started firing cigars instead of bullets, which would bounce off things and kill me sometimes (often).

This is cleverly balanced by the R button, which I employed liberally on every level, so I'm glad you put that in.

No idea what the mask upgrades did but the lighting looked very cool and I was able to make it look like my own face (see pic) which was a nice feature.

I can tell you put a lot of effort into it, congrats on making a unique and funny game.

Good job on your first game ever, you should be proud! The controls feel good - I think you got the movement speed and jump height perfect.

My biggest critique is that the masks were very hard to notice due to the low contrast - they need to stand out from the background more! I think I collected all 4, but maybe the ending isn't finished. Either way, nice work!

I already left a comment on the jam submission page, but just wanted to add here, the main menu vibes are immaculate! I left the tab open for a while to bathe in the ambience...

Really nice game, I love the enemy sprites and my little sheep (who is really the GOAT). It was fairly easy to dodge the enemies (until 6:66 when I died :/). Amazed at the huge skill tree, I got nowhere close to the edge of it.

Had a lot of fun with this one :)

> The characters and the world gave me a Hollow Knight vibe

Haha, yes! I've been playing a lot of Silksong,  I wanted to make something that felt a lot like that, but top-down. When I saw the theme was "masks" I jumped on the opportunity.

I would have loved to have added some progression system to make exploring more rewarding (and make it a little easier) but I got bogged down with a lot of other things (it's a game jam after all) so yeah it turns out to just be a fairly hard game overall hehe...

> the boss is impossible

Nawww, you can do it, I belieeeve! Thanks for playing and the kind comment

<3

Feels super polished overall, very satisfying to put together the masks and try to figure out the requests. Although I found it hard to tell exactly what was being asked for sometimes. I guess that's a tough balance to hit, as it definitely felt less interesting when the request was super obvious and I just rushed through those.

Really well executed overall, nice work.

Love the vibes and the atmosphere, great job. Definitely felt like the atmosphere + tension amped up as priests and masks were added, more and more sacrifices were made, the ending definitely paid off. I liked the look of the whole scene with all the priests chanting in the fire light and different masks and animations. Oh the rain was awesome too... yeah great game I'm super impressed.

Super cute platformer, bent my brain a bit but after the first few checkpoints I started getting the hang of switching masks/colors without having to pause and think for a sec lol.

Criticism: The walljump is tricky to use. Also everything is tiny (I didn't even notice I had 3 hearts until the 2nd last level lol). Also the boss fight/thing with the staplers was confusing, although it looked really cool! After a while I realized I just gotta go to the door. Would have loved more audio, although "boiiing" being the only sound effect was baller in its own way.

Very solid concept and level design which kept me interested the whole way through. Great job.


I wasn't able to do anything but move around the city and watch some little people walking and occasionally fly into the air. Nice artwork and vibes though.

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The game feel is amazing. The flow of moving around, deciding whether/who to dash into, and making narrow escapes is great. Honestly not much to criticize, it's just a really fun arcade game.

If I could change one thing I think i'd make it a little more obvious when you are going to take damage from an enemy. I think it only happens when they are aware of you, but that isn't communicated super well.

Great job, enjoyed it a lot.

PS another thing, when I first started I was a bit confused by the basic rules, it was very chaotic and I wasn't sure about the distinction between the yellow villagers and purple guard - kinda thought they were two different factions or something. But it made sense pretty quickly.

Neat concept, I played for quite a while before I found it too hard to find more stuff. I got the 2nd mask, a speed upgrade or two, and a few others. The core idea is really cool and I can imagine it being expanded on in a tonne of ways. E.g. having some landmarks would help navigation a lot. The biggest issue I guess is it only feels like time + speed upgrades are impactful. Stamina didn't seem to do anything, and vision didn't help much more.

I'm sure you had plenty of ideas there that didn't make it in... but overall it's a really solid idea that I haven't seen before (at least not as the core mechanic). It was fun to play and has a lot of potential IMO!

I really like the graphics and overall vibe of this! I found it really difficult to control the character however, I managed to kill about 6 spectres after ~3 tries before giving up. I would have given it more tries if you respawned closer to the arena, but getting back there was also kind of tricky and took too much time.

I think it could be improved if the attack animation was cancellable earlier and/or allowed you to retain control over your movement a bit better. Also, turning is super difficult - I thought maybe this is intentional, and you have to kind of use your momentum to slide around and dodge attacks, but it means that hitting an enemy (which stops all your momentum), then getting out of their blast radius is really really difficult (IMO).

Anyway overall great job on the visuals and vibes.

I enjoyed the creative visual design of the boss and the smooth main character animations! The idea of putting runes into slots to customize your character is great, I think it would be better if you couldn't put (e.g.) all damage runes, for example, as it feels way too powerful.

This is really cool! Love the art, and the animations/controls feel really smooth after I mostly figured out what's going on (swiping with the mouse instead of clicking, lol...). Awesome job so far, even if it's old/unfinished!

Thanks for the additional feedback! JFYI you can skip to any level using the pause menu (but you lose your accumulated score)

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Nice job - I can tell a lot of time and thought was put into every aspect of the game. The art works well with the design, and the music creates a great vibe.

It is quite hard, and I initially got stuck early on (level 3 I think?), I think because it just seemed kind of twitchy and difficult. I came back for another try and got better at dodging the aliens and switching quickly to the AI to close doors, and was able to progress.

There's an inherent tension between the platforming (alien-dodging) aspects and the puzzle-like aspects. Something I realize I can proceed in a very "safe" puzzle-like way (lure alien here, get thing here, let alien return back to his home area, etc..), and other times I feel like "I need to do this platforming section perfectly or I die and restart the level". But this is a balance that's really hard to get right and I think it's done pretty well.

Anyway, great job - I'm impressed by the polish, the amount of content, and the thoughtful design.

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Thanks for the thoughtful comment.

I agree the directionality of the attack is not very intuitive - The blue arrow was actually a last-minute addition to try and fix that.

I feel like the hero should always discover you after inspecting you, but maybe there's a world where just standing still = hidden, and pressing X = luring the hero with treasure, so you have the option of not luring the hero of you're holding treasure...hmm...

Hey, thanks for the comment - did you find it hard to figure out what to do, or did the controls just feel bad or unintuitive, or something else?