Thanks for the encouragement, I really appreciated it!
pdil
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Dang, this was tough! I also audibly yelled the first time I died abruptly. I accidentally opened the first door because I was assuming I’d need to hit E to open it, wasn’t expecting a QTE and just got lucky. One thing I’d definitely change is having enemies stop firing when you’re dead instead of the really loud buzz you get since they’re so close. I still enjoyed it but I think a few balancing tweaks would go a long way but I’m not complaining, you actually got the whole game working unlike me.
This is so charming! I assume I have to hit the heart to crit but never managed to make it happen. It also felt like some QTEs were impossible because all these double letters would pop up at once and the cooldown wasn’t enough to hit them twice. It have a funny ending if his dying statement was “I guess I just added to the skeletons instead…”.
FWIW, if the star goes away, you got it (which you probably did, the timing isn’t too strict and the “rating” you get determines the effectiveness of the powerups, which doesn’t actually get applied). I’m kicking myself that I didn’t take 2 min to make a little dialog popup, lessons for next time I suppose. I really had tunnel vision trying to make the enemy navigation work and it shows. Thanks for giving it try!
I really like how to expanded this, battle feels great, the binding is cool and setting the traps was fun. My only mild issue is my very beefy pc struggles with the binding sometimes, the fps goes way down and the timer appears frozen but then it just stops.
Again, awesome work, really enjoying how this is shaping up!
So I don’t bury the lead, I really love this game and, despite the challenges unique to me, can totally see this in the same scope as Leap Year and would 100% buy this for $5. So all of this is me encouraging you to keep going!
FWIW, I think godot actually lets you do “physical keys” so you can check DisplayServer.keyboard_get_keycode_from_physical() for layout. But, yes, totally out of scope for this jam!
And here’s the Kinesis keyboard. Since keys are vertical, I only have one key directly above. Thankfully you don’t require them in order (and preserve hits), so technically I can hit the key directly above and then figure out if I need to go right or left BUT this slows me down quite a bit. I think this could actually solved by making the timeout adjustable.
Again, all stuff way out of scope for a jam, excellent work, obviously hoping for more.

I love this but I’m not sure I’m good enough or observant enough to make it through. I’m on a kinesis split keyboard so the encircling QTEs are really really really hard. I can’t pass colors, there’s always two, and I wonder if I’m not fast enough, or maybe I’m just missing something. Subtext feels impossible, there’s a jump to an encircling QTE, mabye the 4th or 5th and I just can’t do it in time. I might find other keyboard but then the downside is I’ll be sooooo slooooow on it. Still a 5 on fun and doesn’t affect the other ratings.
This was really great. It was really really hard to actually touch the gattling gun, and didn’t hear the narration the first time so went into the cannon again causing the screen to go black and the constant fire. I restarted, because I was having fun an really wanted to see more. It seamed like I was supposed to bring the button up the elevator but I couldn’t get it off because I was on the wrong side. I skateboarded to hit the switches, got back to the cannon but then nothing was happening so I think I made it to the end?
Loved how you tied in the new theme! I really enjoyed it. One thing that was rough was the green text, it was almost impossible for me to read (partially color blind + possibly not well calibrated monitor), so I could barely read the improvement stats. It’s easy to see this growing more. The screen shake when I really buffed up my gun on the drag felt great.
The first playthough some weird stuff happened with the resolution and a lot of the level was cut off (figure 8), but coming back to try again and get some screenshots of the issue, It all went really well and got to the end, the bonus was quite the surprise but it felt rad to get a massive score. Really nice work!
This is coming along nicely! I struggled to right the rclick weapon well, there was info that was really hard to read because it jittered all over the place so I’m not sure exactly what it said. Combat was still fun, but I think making a less noisy floor pattern would be nice. Not sure how to spare the enemy, I accidentally killed them all (but it was fun seeing the game live up to it’s name).
Oh man, I needed that free roam, it would have been impossible without! Due to low oxygen, it took a long time to realize that the password tutorial needed to be closed, I could barely read it. I also needed some mouse speed adjustment, mine was soooo slooow. It would have been satisfying to have some additional QTE to hang up on the caller faster.
Really well done, you had so many enriching details!
This had me laughing and thinking a lot. I’m not sure it would have made for a “fun” game, but each event having a possible hidden, different criteria. I was always sending the nearly useless intern to unskilled jobs and it would have been funny/annoying for those jobs to turn out to have some hidden requirements. Again, not a suggestion, just really thought-provoking, even though gangs of toddlers where dealt with.
The welcome text. Since the font is thin, it ends up looking blurred. Comically it’s not as bad when small but fullscreen gives me a headache. Thankfully the other text is much better.

Moving the pop is MUCH better, though I’d also put the secondary popup underneath that one (for the definitions of words). Love seeing progress!
Thanks for playing! Totally agree on the art, I did start some models but as the deadline approached, I realized I dramatically underestimated the time needed (plus I’m veeeeerrryyyy slooooowww at making mediocre (at best) art). FWIW, for the game I intended to also make, some of the options show up as story/ability paths later.
Nice work! It was a bit challenging to customize things since the popups covered the working area and stacked; having them to the side would have been helpful. Also the font with the shadow really strained my eyes. I really liked the effect when you change gear and the stats update. Also kudos for controller support!
This was such a fun take on customization! There were a few minor usability issues like using arrows on the slider would move the slider but not update the choice but, again, minor. I think it would also feel smoother if a line was skipped instead of cutting off the current line but again, very minor. It’s really easy to see some expansion to this, like a handful of comical deaths: meat grinder, lasers, etc.
I originally planned on actual character art but had to scrap all that due to time but really wanted something different than the default godot bg. I don’t know how the idea came to me, but it’s a heavily processed photo I took on Maui many years ago and I am pretty pleased with how it turned out, art definitely isn’t my strong suit.




















