After I posted my comment I read all of the other people who commented and, yeah, looks like I totally missed that I actually could build more hoses and things. Oops! :)
ObsidianBlk
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I, honestly, enjoyed this far more than I originally was expecting to. gumbles pure capitalist mentality where my boss expects ME to spend MY tips to upgrade HIS equipment! I really should go work for Captain Sunglasses. At least his equipment is already upgraded!
I enjoyed the struggle of keeping those beach goers cool and defending against the crabs. I will be honest, though, not sure if I think I, as the player, should be burning up too. We DO have the fan, after all, and it works on the guests…
The hose also adds a lot of charm for my 5yo child brain… hehe… make it longer and shoot further… hehe cough… but I think either the hose’s water should refill between days, or a new mechanic should be added where I can collect water to refill it. The game was practically over when it broke on me. Maybe add a couple other hoses as well. While I loved that damn hose, the guests rarely seems to wander close to it. Maybe a new mechanic could be saving enough of cough my own tips cough to buy additional hoses!
Over all I thought this was a wonderful little entry! Excellent work!
Also, if you’re interested in seeing a rando on the interwebs play, I did stream this game a few days back
I thought the flight controls were well done, even if the plane itself seemed to move a bit slow. The fire was hard to see from a distance and the smaller fires didn’t seem to give off smoke themselves so, I had trouble noticing when the fire was spreading or whether or not I successfully doused a fire or not.
It felt like I had an infinite supply of water, which, was kind of unfortunate. I saw the water tower in the forest area and initially thought this was a game that needed me to go back and forth to the tower. I think that would have added a full little mechanic to the game.
I noticed, also, that while there is a game failure state, there is no victory state. My second run through the game, I managed to put out all of the fire, but the game never ended or even told me I put out all of the fire… I did enjoy flying the plane around, though.
Finally, maybe I wasn’t hitting the right key, but, when I pressed the CREDITS options in the main menu, I was brought to the credits, but I could not leave. I had to reload the game to be able to get out of the CREDITS menu.
Over all, I think this could be a fun game, but, at present, the fire if often hard to see and doesn’t telegraph it’s spread very well. Having an unlimited amount of water to drop kinda makes the game a bit boring. I did really like the flight controls, though!
If you’re interested in seeing a random internet dude play, I streamed myself playing
Thank you very much for that very thorough review, and I’m glad you enjoyed the game! You are absolutely right about the soundscape. There were a number of actual in-game elements I never got the time to find a suitable sound for, let alone time to fill out the ambient sounds. That would definitely need improvement! I can definitely see the movement being an issue as well. I probably intended to go back and adjust that, but, over the development time, I got so used to it myself and other issues piled up, I just forgot to give it a tweaking. I think, if I were to go back and fix things, there would be both a walk and run speed… but, also, I’d put “railing” on most of the outdoor platforms :)
Thank you very much for playing!!
Thank you very much for playing! I’m sorry you got stuck. The falling off the ledge thing… the intent was you were on a base on a planet of lava and walking off those platforms would have you fall into the lava below. I’m finding, though, that did not quite translate for others like I had thought it would. Ah well… maybe next time, lol.
I am really glad you enjoyed the game, even with it’s flaws. Thank you again!
Thank you very much for playing and I’m glad you enjoyed the game!! I’m not sure why I didn’t put in a walking ability. I might have, but immediately got distracted with another piece and totally forgot! As for the pick-ups. One is armor/health and the other is “ammo”… I intended that people would just hold down the attack button, not spam it (don’t know why I felt this), so, the intent was, you’d fire much more slowly without ammo, and you’d be able to fire much faster with it (hence the pickups). In hind sight, the gun issue is strange. I knew you could spam the weapon (something I remember offhandedly thinking needed to be fixed), but I just thought nobody would notice. Lol… ahh well.
Again, thanks very much for playing!
In regards to the eagle screech, the two best options I can think of is either have multiple different eagle screech audio recordings (which is probably really hard in this particular jam) and randomly play one of them every time the eagle spawns. Alternatively, you can use the same audio, but maybe pitch it higher or lower randomly so it sounds different than last time it played. You could also mix both options for the most variety.
I honestly think this game would be awesome as a small indie release game! Maybe some additional characters. A bit more of a tutorial. Still, I really did like this game!
As it is, I feel it may be a bit unbalanced in the cost of units vs. the damage you take from even the weakest enemies… or, I might just suck as a gamer. One of those two.
I like the idea of combining units for a special skill, but I really didn’t understand the few skills I managed to use. The chain lighting, to me, didn’t really seem to do that much damage, and the skill when combining the swordsman and archer… never quite figured out what it even did. I’m sure most of that is just jam time constraints and all.
I also kinda wish there was a way to save buildings that were damaged but not yet destroyed. Maybe something that could be done between waves. Spawn a bucket brigade from the church perhaps?
The controls felt great. The character movements were really smooth and intuitive! Over all, excellent game!!
If your interested in seeing some internet rando suck at playing your game, I recently did a live stream of me playing.
As a project some someone who only just started learning game development within the last three months, this is a very solid entry!
Nice platforming puzzle in the start of the level to get the key!
I think the game was scaled a little strangely when I first started playing. The instructions on the main menu were cut off in the beginning, but then everything looks correct when returned to the main menu after I saved the village! :)
Well done on the entry! Keep it up!
If you’re interested in watching a rando internet dude play your game, I played it during a recent live stream.
A fairly decent classic of a game. The mechanics that are there work well. I think the eagle screeching does kinda get annoying, especially with how often the eagle spawns in.
Am I correct that there was no engine used to make this game? I saw unpackaged, raw assets and an exe, which suggested this is a fully custom coded game build… if so, I am quite impressed with that! That’s a rare thing these days!
If you are interested in watching some random internet slub play your game, I did play while live streaming recently.
A very enjoyable game! While very simple, it was nice and challenging! I, sadly, did not beat 400 points. I only managed 271
I like the gimmick of bouncing between hot and cold and the simple background conveys they very clearly. Similarly the projectiles are easy to read!
Over all, I don’t really have any critiques for this game, really, other than the “wizards” actually look more like weapon turrets, but that’s a minor issue.
Over all, very nice jam entry! Well done!
If you’re interested, I played your entry during a recent live stream. :)
I almost fell into the zone playing this game… once the actual mechanics clicked.
The visuals are excellent and everything works together really nicely! The audio in the game accompanies those visuals amazingly well too! Kinda wish there was some music during gameplay, though. The ambient wind sound works well for the setting, but a nice bit of music would have added just that little extra. Not a huge issue though.
While I understand the time constraints of a game jam, I think a little extra explanation of the game mechanics would have really helped… at least my old brain. I nearly gave up on this game as I couldn’t figure out how to play any cards other than the weapon cards. Took me an embarrassingly long time to realize there was a money cost. Once I figured that out, however, it was smooth sailing.
Ultimately, I think with an assortment of extra cards and a variety of enemy types, this could turn into a really fun indie game!! Excellent entry!
If you’re interested in seeing some internet rando’s struggles and eventual success, I played your entry on my recent live stream!
This could be a pretty decent (S)NES style metroidvania! The audio and visuals were nice and worked quite well with each other, in my opinion. I liked the idea of having a melee and spell attack. The inclusion of some dialog added that little extra to the game. I appreciated there were multiple locations across the various maps!
I really enjoyed bouncing while crouching while jumping! I wish there was more of an in-game reason for it, but just having it made me smile!
The combat felt a little weak. Hitting an enemy (especially with the sword) didn’t give much of an impact when it landed. More over, though, the attack area for the sword, coupled with the speed of the attack, meant there was a lot of distancing myself from the enemies and timing when I pressed the attack button so that the attack would land without taking any damage. The spell attack was even worse. The cast time was quite long and easily interrupted, making the spell attack near impossible to cast. These issues could easily be adjusted, of course, but, for me, as they currently are, the attacks were way too difficult to use effectively.
I also encountered a bug… I was killed by an enemy at one point and, upon respawning in the level, I was immune to taking any damage. I could attack and move like normal, but none of the enemies could hurt me at all! On the bright side, it meant I was able to travel through and see the final boss :)
Over all, I thought this was a really good entry, and could be a wonderful little throw-back metroidvania!
If you are interested in seeing my time with the game, I played your entry during a recent live stream.
Hate to say it, I really do, but I had no idea what this game was even attempting to do.
I had a lot of issues attempting to get the game running in the browser. While I was able to get the game to load, I was unable to progress passed the character select screen. In fact, on the character select screen my inputs seemed to just stop responding. Eventually I did get the game to run a little better on desktop.
However, even on desktop, I had no idea what I was supposed to be doing. I had my character and the game board, but it took me forever to realize that there were only specific tiles I could move to. They were blinking (sort of), but the effect was so subtle and so nearly off my screen that I didn’t notice them for the longest time. I moved 5 times (like described in the description) and then… that was it. There’s just no logic that I could figure out in how the game is supposed to work.
I definitely congratulate you on getting something out, unfortunately, even as a rough prototype, there’s not enough here.
If you’re interested in seeing what issues I came across, I played your game during a live stream.
I really liked this game entry! I kinda thought of it as an inverse space invaders, which is quite unique, honestly.
Graphically, I thought most everything worked well with each other. Perhaps the beams of light on either side of the screen were a little bright, but that’s really just my personal opinion.
The music fit quite nicely as well! Maybe a few more pew pew sounds. I know the enemy is constantly firing, but even a soft or distant sounding pew pew to both the enemy as well as my own ships would have added just that little extra. Regardless, the lack of those sounds didn’t ruin anything for me.
Over all, I thought this was an excellent entry!
If you’re interested, I played this game during a live stream.
I’m not sure if I just completely missed where I was supposed to go or do, but, sadly, I wasn’t able to progress very far in the game at all.
I do like the inclusion of the game over screen texts, but, the one and only enemy I was ever able to encounter was the shadow enemy and it was WAY over powering. Again, I’m not sure if I missed a path I was supposed to follow first, but I only ever had the fire ball spell and the shadow always spawned right on top of me, damaging me before I could even react to it.
Additionally, not sure if this is really the intent, but the fire ball projectiles travel at the same speed as the player. This felt very strange.
I feel this could have been a fun time, but I had no clue as to how to deal with the shadow enemy at all which just made it nearby impossible to progress.
If you’re interested is seeing the issues I was encountering, I played this game during a live stream.
I thought this was a really fun little game! I love the esthetic of 2D sprites in a 3D environment and this game pulled that off reasonably well! The game had a really nice assortment of enemies with various attacks and I liked the idea of collecting a new attack every room that would add to my own rotating attack options.
I think the game could have used a score display, or, perhaps, some form of progression indicator (“three rooms until the boss” or something like that, maybe). Additionally, I thought that it would have been nice if the room itself varied. As it is, there really is only one room. If there were room obstacles that would have added an extra challenge to the room as I’m fighting the monsters. Over all, however, for a jam game, these issues were pretty minor and didn’t take away from my over all enjoyment of the game!
if you’re interested, I played your game during one of my twitch streams. Here’s the link if you’re interested :)
Thank you very much for playing! I’m glad you enjoyed it! Yes, the slow firing rate was intentional. I knew there was a glitch about spamming the attack button, but never had time to go back and fix it. The ammo pickups give you a much faster firing rate while only needing to hold down the attack button instead of constantly pressing it.
Again, thank you very much for playing!
Thank you very much for playing! I greatly appreciate it and am glad you enjoyed it! As far as the fog… lol… just, more or less, trial and error with the Godot WorldEnvironment settings :D … If you use Godot, you can technically steal it. The source for the game is available and the environment resource is a file you can nab to your hearts content!
I really loved the presentation of this game! The game itself looks amazing, and all the setup around the game to make it look like you really are playing on an old chuckles Hackintosh is absolutely awesome! I think the idea of two characters representing the duality in the game is a really clever use!
Ultimately, I don’t really think there’s anything I could suggest for improvement. Everything felt solid to me! (Very nice stair transitions!!) If I was to really pull a suggestion for improvement out of my backside… maybe make that health bottle some form of inventory item that could be used later instead of a instant use when walked over. The core game itself is rather short, so I understand why it was done the way it was done, but still, I walked over the health potion while having full health and I felt sad (especially after I had already died once).
Amazing entry! Excellent work! Here is the link to me playing your game during my stream :)
Excellent work on this one! You managed to cram a full story in here that was rather cool, especially for a one week jam! Over all, I don’t have anything major to criticize with this entry, but there are a few thoughts…
- I love that there was usable inventory items and I was definitely in “horde all the items” mode, but the potions seemed… unneeded. Health and mana regenerated automatically, so the potions seemed to have little meaning.
- Equipped items and spells, I think, shouldn’t be changeable unless the inventory is open. There were a few times in the game where I was fighting a wraith and sometimes I left-clicked instead of right clicked and nearly lost a spell or weapon. If I’m only allowed to change these when the inventory is open, there’s be less of a risk of me loosing a spell/item… or, at the very least, loosing the fight while I try to wrestle the spell/item back in place to use it.
- Once the twist is revealed, I think it would have been better to automatically equip the characters abilities. I didn’t realize they weren’t equipped until the worst possible moment and that could have sucked!
- Near the end, the outdoor area was setup in a way that, while gorgeous looking, made it difficult for me to know where the grid was where I could walk. There was a path that I thought was a wall (foliage seemed to block the way) but it wasn’t and confused me for a moment.
Over all, very nice game! Excellent entry into the jam! Well done!
Here’s a link to me playing your game during my stream!
This game has some really nice style! I think the grid system for characters and weapons is a very fun idea!
Some thoughts…
- My biggest issue is that, while most of the game (aside from the inventory/grid) is playable with nothing but the keyboard, there are a few guardians that one must use the mouse for. This isn’t bad in and of itself, but I was so used to being able to use the keyboard in the main game that the times I needed to use the mouse didn’t click with me right away (in fact, I wandered around for a few minutes at one point trying to figure out how to get the last guardian thinking I needed to flip a switch or something). I think a little more on-screen notification or tutorial telling users that not everything can be obtained with just a keyboard would go a long way!
- The game, as it stands at the moment, is really quite easy. I did loose a guardian, but I think that was only because all I did to attack was spam 1,2,3,4. I rarely, if at all, bothered consciously choosing my attack. Well… maybe with the dragon, but that was only once. There’s not much reason to really pick and choose what guardians and equipment you put in the grid… which is quite a shame as it looked like a lot of time went into giving each of these guardians interesting stats and abilities!
- (This is minor) speaking of abilities, I don’t recall seeing anything on screen representing any specific attack type. I saw “Wind”, “Psychic”, etc, but unless I memorized which guardian did what, there was nothing visible to represent which one I was using in an attack… again, this is actually a minor observation as this is only a jam and this is more a juice sort of thing.
Over all, I thought this was fun game with some very nice creature and environmental designs, and a fun mechanic for character/equipment management! Excellent work!!
Here is the link to me playing your game during my stream :)
I do very much love the graphical esthetic of this game! It’s a very fun idea that it’s representative of something drawn in a notebook! The game plays wonderfully and, for the most part, everything is pretty clear to understand.
Few thoughts though…
- I did not understand that the barrels were checkpoints. The idea is cool, but there was no visual indication that’s what they were. I think even a small message on screen saying “checkpoint saved” or something similar would have made their purpose much clearer.
- Having secret walls is very awesome (and, again, great style in the minimap), but perhaps the secret walls should have been marked somehow so, once discovered, they stand out a little from the other walls. Maybe put a little “S” or something in that walls square.
- I think it would have been cool if the story of the game somehow tied into the esthetics of the game. Visually it looks like a notebook drawing… maybe the story should be presented like a brainstorm of some kind (something someone would use a notebook for). Just a thought, though.
Over all, a really excellent game! Great job! Almost forgot… Here is the link to me playing your game during my stream :)
Thank you very much for playing the game! I’m very happy you enjoyed it! Yeah, like a lot of things in a jam, I definitely intended more for music and sound effect, but ran out of time. Was definitely worried that the suffocation sounds would play too much. I quickly tried to reduce them, but they still play far too often.
I appreciate you playing the game!!
Thank you very much for playing the game! I greatly appreciate it!
I’ve heard from others the movement felt like it was sticking. I think it has to do with the fact that the player and the planets actually work off a scheduler of sorts. Once the player goes, then the plants go. Things just progress so fast, normally, that it feels like there’s no pause. When the sprout plants attack, though, the player cannot move until their attack is over… so, if you’ve been moving freely to that point, then feel like your stuck for a moment, it may be because the plants hadn’t finished yet. I should have relayed that information in some way in game. I’m sorry for that.
Technically, no, the big plants were not originally supposed to attack through walls, but I kept it in because (time and) their attack spikes can be dodged (the spikes are NOT on the scheduler like the sprout plants are).
Yeah, health regen was supposed to be in the game, but I couldn’t get it in in time… at least, not the way intended. Originally the little escape pods the survivors are in were supposed to heal, but I couldn’t get the right triggers working in time, so I had to abandon health regen. I do know the game is beatable with more than 50% health, if that makes any difference :)
Once again, I appreciate your playing the game and the issues you raised!! Thank you very much!
Thank you very much for playing the game! I really appreciate it! To be fair, I wasn’t the one who game up with the title of the game. That was my partner in the jam, so I couldn’t really tell you if it refers to AotBS, but I don’t think it does.
I’m happy you enjoyed the game, and I wish I had thought about that SFX bit, actually. Makes a lot of sense to hold off on the suffocation sounds until oxygen was lower.
Thank you once again for playing!! :D
I think the theme in the game works well… a nice light v. dark motif. I really do like the idea of collecting runes and mixing them for different effects. Makes for the potential of some really fun puzzle solving!
That said, I felt there was too much focus on the rune magic and less on the dungeon crawler aspect. That is not to say there was anything wrong with the mechanics in the game at all, but with the runes focusing on light v. dark and the idea that Sol and Lun are these different gods, both of their respective mazes felt identical. Additionally (and this may have just been something I missed), other than looking for the statue within the maze, there seemed to be little else to warrant exploration within either maze.
In regards to the rune magic itself… I did like the idea a great deal and it would be a very cool mechanic in a dungeon crawler over all, but I kept getting tripped up with needing son or moon runes to be activated before using any of their spells… especially when I need to use the sun or moon runes in the act of casting the spells in the first place. Additionally, while the harmony spell is a cool concept, it felt strange that I couldn’t use it directly outside of the central chamber. That said, it would have been strange if I could just constantly spam Harmony within the sun or moon mazes too. Over all, it’s existence (while I get why it’s there) somehow comes off as out of place. Perhaps the Harmony spell should be the only rune for bringing up the mini map (as that feels like a pretty neutral effect) and it can still exist to mix with the other runes. Also, when returning to the central chamber, I feel the player should be automatically brought back into harmony.
I think the ideas in this game have some really solid potential! Also… kinda disappointed I missed the boss battle due to the bug near the end of my play through. That boss really did look cool!
Here a link to me playing your game on my stream :D
I’m going to say, of the games I’ve played so far, if your game isn’t one of the top I would be shocked! The theme of duality is not only very well done here, but both sides (doggo and her papa) feel unique where it matters and similar in gameplay as not to loose anyone! The graphics are top notch as well! The dialog is funny and each character is written well! I also really liked how Daisy’s scent trail is little hearts! That’s adorable!
I felt a little guilty I had to cut my stream short while playing the game. It really is quite excellent! I usually like to point out little things that could use improvement, but, there is nothing I can think of, game wise, that I felt could have been improved, really. … I suppose not trapping players in the game without a quit button ;)
Amazing work! Here is the link to me playing your game on my stream!
This game gave me a very old-school feel. Graphics looked to easily be something I’d see on the back of a classic Goldbox game of the early to mid 90s! I felt the description of the mechanics were organically folded into the UI of the game… very nice! The story (for what little I probably got through) was solid and well done!
I think the Dark World needed something a little more to make it pop as a different place than the regular world. The monsters help, to be sure, but the environment textures should have been a little different, or maybe everything should have been in a slightly different hue! Don’t get me wrong, I wasn’t confused about being in the Dark World per say, but it didn’t totally pop as a unique place versus were I had been.
Additionally, I think the monsters in the Dark World seems way stronger then maybe they should be? Not entirely sure, though. It may simply have been I missed better armor or weapons I should have had before entering the Dark World… or perhaps I missing some healing items I should have picked up, but it did feel like I was under powered while in the Dark World, though.
Beyond that, there’s not much negative I could really say about this game! Very solid game and entry! Excellent work!!
Here’s a link to me playing your game on my stream if you’re interested :D
I thought this game was really solid! The graphics were well done and the like blue/purple/red effect for the shadow realm really gave the other world a nice look! I do really love the dice mechanic! Gives the game a great strategic element; making the player think of their actions!
Few things that irked me, however…
- The lock on the dice! It does it’s job, but it confused me in that the dice itself shifted on the screen causing me to think the lock didn’t work. This is a minor thing, really (as the mechanic worked), but I was expecting the lock to not just keep the number, but position as well.
- The introduction to the shadow realm was otherwise solid with the exception of talking about extending the time within. At the very first portal, I spent a lot of time exploring that area thinking I was missing something because the dialog kind-of suggested there was more. I think holding off on describing how to extend the time in the shadow world until the second portal (where it’s more important) would have been better.
- I’m not entirely sure snapping the player right back to the portal when exiting the shadow realm is the way to go. It’s very jarring and if I have turns left in the shadow realm, but not enough to accomplish anything, there’s little reason to explore because any progress you make is taken back when returned to the portal.
Ultimately, though, these are minor quibbles to an otherwise very well made game! Excellent entry! Here is the link to me playing the game on my stream if you’re interested :)
This was an excellently made entry, in my opinion. The graphics were simple and had a very cool retro esthetic and shader! I loved the idea that you don’t fight directly, but, rather, hire mercs! I thought that was a very original idea! While trading is not exactly my style of gameplay, I appreciated the thought that went into setting up the Covenant, trade, merc mechanics and felt they were executed very well!
I think my only real sticking point in this game was being a little confused in the beginning. It really is told to you in the beginning, but missing that one bit of dialog regarding already having a tradable item on my person, I completely missed how to get started for an embarrassingly longer time than I would have liked. Still, though, that’s me. Others most likely caught on just fine.
Over all, wonderful game and great entry into the jam! Here’s the link to me playing the game on my stream :D
Thank you very much for playing the game! Full disclosure… I had absolutely no way to test the Mac build. I’m a Linux user myself and my partner in the jam had a Windows machine to test. When I export for Mac I generally just cross my fingers and pray (usually Godot is good to me with Mac builds). I’m sorry the text was very tiny for you.
Still, thank you again for playing the game! I appreciate it! :D















