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Olanti

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A member registered Jan 01, 2024 · View creator page →

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Oh, that makes total sense now. The screw uses RayCast2D to check for walls, and raycasts only update their state during physics frames. What ends up happening is the screw gets spawned, immediately receives input on first frame, checks for a wall, finds none (because raycast has not been updated yet), and moves into the wall. Should be fixable by a force updating raycasts.
Big thanks for the testing, appreciate it!

Welp, this is definitely a frustrating game - not my type, but I managed to beat it xD

Really liked the amount of things that go wrong, the visuals and the work area/environment in general.

It took a bit to understand the memory game, and it felt like the hardest of them.

I actually have to ask: are the 5x5 lights puzzles even solvable? They don't seem to be... Well, not until you spot the alternative solution.


Thanks! I think the other one goes a long way to show how iterating on the same idea helps build up the skill, and how having two heads results in a much better game overall.

Thank you! It was a lot of fun for us too to see the game "click together" during the development.

Thanks! I think I know what you mean by inputs in maze game, there's a fixed minimum delay between movements as it was expected that the player would hold the buttons instead of rapidly pressing them... Will fix it for the next update.

Will definitely check out your submission as well!

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Thanks for the praise, we appreciate it!

I think I know what you meant by mouse issues with switches, the clickable area doesn't cover the "handle" of the switch, only the base. Will fix for the post-jam update.

Good luck to you too!

Thank you, glad you enjoyed it!

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Thanks for the feedback, we had a lot of fun to while making it too! Regarding the bug, I tried the maze minigame a few dozen times, and rechecked the code, and I couldn't reproduce it, so no idea what could be causing it.

Very good for just 3 days! It was pretty hard, wish charge pads acted as checkpoints, but the controls and animations were very smooth. Great character and background/level design, it all ties together very well!

Feedback regarding bugs and rough edges:

1. Transitions between levels were very jarring, and it sometimes wasn't clear that a transition would even occur, and you won't fall off a cliff instead

2. There was something off about music in the last level, and then I realized it gets quieter in the right ear when I get to the second charge pad, as if the music was playing from spawn point... If you used positional AudioStreamPlayer2D for it, that could be the reason, background music is usually done with position-less AudioStreamPlayer.

3. In the ending scene, you can click on the text and start editing it xD Static text in Godot is usually done via Label node, it allows multiple lines.

Looks interesting! Wish I had the hardware to try it out.

Cute little game! Certainly a unique take on "Electric". The pixelart is quite pretty, and idle animations are a nice touch too, giving off the feeling the art dances to the music. The soundtrack sounds pretty good.

I couldn't read the tutorial, it autoskips way too fast, wish it would've waited for player input - you already have the "there is more text" hint at the bottom.

The neuron graphics are also cute, but they feel out of place since they don't have the same pixelated style to them, and appear to be blurred/deformed from stretching. It was quite hard to understand what shapes some of the neurons were supposed to be (e.g. the big one in the 1st level, and the 3-tile neuron in the 2nd level).

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Interesting concept, even if it doesn't follow the jam theme. Great visuals! Character design and animations, card design, level design - all fit very well together.

I tried playing without reading instructions first, and it was unclear what's going on in the game with the damage numbers. I could tell they are affected by something, but not exactly what. But even after reading instructions, it was hard to remember what beats what without keeping the picture open on the second monitor, and even then the timer felt a bit too short to both consider the options and pick and drag the card to a free spot.

There was a bug where the cost on the card did not display at all, probably getting clipped behind the card graphics.

Cookies eaten -1

I hope that meant you were cooking fresh cookies, and not something else.

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Very cool idea! The art looks great, the procgenned map in particular, and I liked the overall concept. 

Sadly it feels unfinished - inventory is there but unused, the balance is all over the place, and the gameplay for Whip involves a lot of irl waiting if you want to minimize in-game travel time. There's also a small bug where restarting the game does not reset travel timer, but that can be solved with a page refresh.

Had no issues understanding what's going on in the game, it all was pretty intuitive.

Oh, that's a neat idea - like sokoban, but you also have to keep in mind the distance you can travel, and can't view the entirety of the level at once. Makes you notice the presence of timer at all times.

Cool visual style, though the blurry text stands out a bit.

There was a bug where I was able to drive through a box, and then get it stuck underneath me (Windows version), but that didn't ruin the level.

Great level design btw! The levels felt "just right" - hard enough to pose a challenge, but not hard enough so I would get stuck.

Sad there was no audio.

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Cute little game. The art, sound and soundtrack are simple, but fit together very well! I really liked the character design.

Regarding platforming mechanics, the core ideas seemed solid, but here's a few things I felt were a bit off:

1. Character felt very floaty

2. Missing variable length jumps. It was quite tricky to finish the level in the attached pic without them

3. For some reason when the character touches a wall during the jump (like in the pic), their movement is immediately arrested and they start to fall. This made some jumps trickier, and me wish there was a "restart immediately" button since a single mistake ruins the run anyway.


Great job, team! The controls are super-smooth and smashing enemies is very satisfying. Great audio design and visuals too!

Unfortunately for me the game has frozen and stopped responding on one of the waves (pic at the time of freeze included, I think it was about to spawn some enemies and an item)

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Sadly it seems very unfinished:

1. It seemed like the enemies are harmless and pose no threat, just push you around, get in the way and die when they touch you. I didn't know until the end that the game does keep track of you getting hit.

2. I only accidentally discovered that you can attack, there is no in-game hint about it, though I should've read the instructions I guess

3. White rectangles as exit area just scream "no texture" - you could've reused one of the existing sprites and edited it a bit if you were running out of time

4. You can hear mouse clicks in the voice recording :)

5. The sudden interruptions feel annoying when there are no enemies nearby and you're just exploring

Overall a very interesting concept, I don't think I've ever seen a game where you play as a ball lightning. The backgrounds are great, as well as character animations, and it was a good choice to have terrain change colors to match background.  Voiceover was a nice touch, though it kinda stands out because the game doesn't have sounds otherwise.

I'm probably being very harsh here, but hopefully my feedback would be useful for your future projects. Good luck!

Have you created this game for this jam, or just submitted it here to advertise your Google Play version that was uploaded a month ago?


This was a very cool concept, wish it got more polish. It was clear that the puzzles wanted you to get the ball to the line, but there were confusing moments as well:

1. It is unclear that you can rotate the "wind emitters" by standing nearby and right-clicking. I only discovered that it is possible when I accidentally moved next to one, and for a time thought that only some of them could be rotated before realizing that I have to stay nearby. And yes, I read the instructions, but I didn't understand what it meant by "objects" - balls?

2. The vampires running at you seem to be spawning from random direction, and have random lifetime in the light. So if I stay next to the edge of the light cone, I risk being jumped and instantly killed, but if I stay near the middle, there's always a vampire that would be able to cross 2/3 of the light cone and chase me into a corner, where the next vampire would be able to catch me.

3. The story text is small and hard to read.

4. On-site instructions have typos, and mention ZQSD controls - that confused me for a sec, as in English space the usual keyboard layout is QWERTY, and controls which you described as ZQSD are WASD on my end. But WASD actually works as well, so no issue there.

Hope this feedback helps in your future projects.

Pretty cool idea, and great execution on the graphics/sound side! Wish there was some variation to the gameplay, it kinda gets repetitive after 10 or so waves, and you eventually start getting time faster than losing it.

I think something's wrong with the web build (Firefox browser). I can't click anywhere in the game after I click on the "Play" button, and the button itself is misaligned and is placed over text. Win build works, but it too sometimes doesn't register mouse clicks on pylons.

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Could definitely use more polish:

1. Text is hard to read, probably because the background also has text on it, and it contrasts weirdly with background colors (red/green text on green/pink background)

2. I think something's wrong with the hitboxes, I kept dying despite not touching anything, and sometimes jumping on top of an obstacle caused damage instead of heal

3. Everything moves at completely different speeds. It's very jarring - there is no sense of cohesion between character, ground, background and obstacles, which makes it hard on the eyes and also hard to gauge at what speeds the obstacles are moving, or even understand at what speed the player is moving

4. The score counter was right in the middle of the screen, which was very distracting

Sorry if that's not what you'd like to hear, but I hope my feedback would be helpful for when you will be working on your future projects.

Nice little game, wish it was longer.

The graphics are simple, but the game manages to convey the atmosphere quite well, both through sound and the environment. I really liked how the guards were done. The captcha was a nice touch.

It seems to be impossible to beat the first location on the first try, the battery charge runs out way before you're able to explore every available door, but I managed to collect enough info so that on the 3rd try I could run between points of interest and collect extra batteries along the way.

I didn't quite understand what happened in the 2nd location: once I've started absorbing the battery, there were 2 bars and a point that was on a bar, but then detached and fell off somewhere beyond the screen. Was that a direction indicator? I tried following it, but then the game started lagging and I died.

Other confusing moments:

1. When sprinting, the robot leaves behind a trail - is that the leaking charge, or a smell trail?

2. It's unclear what doors can be opened

3. The wire connection minigame doesn't work if you try to connect wires from right to left

Yeah, wish this saw more polish, the core loop felt pretty fun and the robot was very responsive.

All text in the game uses small black font while being placed on dark and/or uneven background, which makes it completely unreadable, or barely readable.

Really cool idea! Nice blend of puzzle and action, great choice of music and sound effects to support it.

Eventually one of the levels seems to have bugged out on me and I got stuck, so couldn't see the whole game, but otherwise the levels seemed pretty straightforward and self-explanatory. There was a tricky level where you had to jump at the right moment and in the right spot between 2 flying particles, that took a while to get right, but overall I didn't have much trouble.

I wish I could rebind Q and E keys, they feel swapped, as well as rebind jump to spacebar - jumping with W is awkward.

Yeah, visuals here are just gorgeous, and work very well with the choice of sfx and music. Voice acting caught me off guard, but in the end I really liked how it was done. Only issues were RNG being awkward sometimes, and abrupt ending transition, but those have already been mentioned in other comments, and don't detract from the whole "toying with pretty shiny lights in a happy carefree land" feel.

For some reason when I start it, I'm greeted with a "game over" screen that doesn't go away.

Also, on "normal" difficulty the bird just slams into the open space between pipes as if it there was a pipe there.

Firefox browser.

Thanks!

Yes, the breakers minigame is much harder and doesn't fit well with the rest. When we were making the other game (this is my solo submission, the other one is a team effort and much better: https://itch.io/jam/mini-jam-157-electric/rate/2676111 ), we thought it didn't fit even when tuned down to have only 2 small numbers being added up, so we got rid of it entirely.

This is my 2nd submission to the jam - check out the main submission:

https://itch.io/jam/mini-jam-157-electric/rate/2676111

Feel free to downvote this one, it doesn't hold a candle to the other game anyway. I submitted this one because I felt it was it was so bad, that it might be bordering on good.

Thanks! I can't believe I forgot about the sprite flipping, it indeed would've helped with the otherwise placeholder-level graphics, lol.

Early version had the attack action bound to LMB, but that turned out a bit awkward: the game does not grab the mouse, so it is easy to click outside the game window and lose input focus.

I've sent a recording to you through Discord.

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Positively gorgerous! Great choice of music too.

At some point character regeneration mechanic stopped working, had to restart. And attack mechanic, but that one fixed itself after performing a dash.

Overall, outstanding job!

Nice little game! Wish there were more sounds, maybe some music.

Surprisingly addictive. The low-poly models look very good with the color choice, and the soundtrack is great too!

UI is a bit annoying: if you make multiple connections with one line, but then decide to erase one, all connections are erased at once, which in case of shields pretty much means instadeath on higher waves. There also was a second of camera flickering its position when entering the ring while in 3rd person mode (windows exe version).

Overall, this is a very cool game!

Smooth and fast-paced, great level design and art. Good job overall!

I played the browser version, for me the game ends at this screen https://imgur.com/a/vGLxaSQ . I'm a bit confused whether that's a bug and there supposed to be more, since the music changes but the visuals stay the same, and there's no endgame screen.

Fun game! The art style is cute, the story is cozy and works out great as intermissions between levels. Wish there was some finishing screen after last level (car arriving at the house?).

The only gripe I have is inconsistent controls. You interact with car by pressing C, but interact with poles by pressing Up+C. You jump up by pressing X, but jump down with Down+C? It may have been more intuitive if it were C for any interaction, and Down+X for ledge dropping.

That's a neat little concept, although the game seems unfinished, or bugged? At one point walking right just results in an endless darkness, or the camera freezing in one spot.

You should definitely find someone to proofread your text for spelling and grammar, or use an online service. It doesn't take long, and would improve the overall perception people have of your game. Same for how text is presented in game: the first character's line was extremely small and hard to read when playing in browser, and the line with "PLEASE GO TO THE TALL TOWER" just disappeared way too fast.

Overall not bad for a first project!

P.S. Some links in description for music sources are broken, although you should be able to fix the description through "Edit game" page.

Very atmospheric game. Great robot design! And art style in general.

There were a few bugs (e.g. firing at 4th lamppost in the chasm did not link it to the generator, had to restart), and it was somewhat annoying to wait for the robot to stumble around bouncy platforms with no control, but overall it was pretty clear what to do in the game and how.

Nice game, does a good job setting up the story and defining characters. Intro section was great!