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pdil

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A member registered Feb 11, 2017 · View creator page →

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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.

I hope to make this happen too, thanks for playing!

Thanks for trying it out. FWIW the idea was a twin-sticks shooter with (ideally) very interesting progression options based on your character.

Would love to see more of this! It was extra funny seeing the curtain, when I moved into my current house, the dingy basement/laundry room and a shelf with a curtain and it just felt like a place to hide bodies.

10/10 I try to turn nearly every jam into a metroidvania but didn’t have time for this one so thank you! Super impressed to have so much customization in the game.

I’m glad you liked it, hopefully I can make it a reality in round two…

Loved the choices, definitely want more! Returning from the playground would show the wrong stats (at least when I payed attention so maybe not always) but changing back would correct it (just noting it, not real issue). Kudos for adding the playground at all to see how things feel.

FWIW, I was thinking a doppelganger/mimic-thing in the old west. You rob banks, commit crimes, etc and magically steal people’s features to not get caught (probably the dead ones from the shootout) but you also need to avoid looking too much like the other bandits in the wanted posters in the towns you travel to.

My only complaint is no gamepad support, which obviously doesn’t dock any points. Love where this is going, keep it up!

This is totally my jam. Fart is definitely the best footstep.

Thanks for playing!

I 100% want to play this.

I’m glad you liked it, thanks for trying it out!

Nice work! It’d be super cool in the future to see some secondary motion on those parts in game.

Bummer the humor wasn’t for you but thanks for trying it out. As the deadline loomed, I realized all the art I wanted to do was way out of scope, which would have helped with some of the unknown choices, but my intent, where it to be a real game, would be a number of things most people aren’t familiar with so the game itself could unfold in some interesting ways.

Nice work! It took me a little while to get the hang of it; having the sizes larger by default would have made it easier to see what was happening. I’d also change the wording, something like “outline size -> Shape Size” and “pencel/outline thickness” -> “Brush Size”. Still, it was fun the fly the ship (though I couldn’t figure out how to fire, I think I hit every key). Definitely kudos for a whole drawing program!

Thanks for giving it a go!

Dang, this felt good! All of the options were stellar but the rifle anim in particular. It cracked me up watching those tiny feet on the unicycle.

Thanks, glad you liked it! Seeing your entry has given me some ideas on how I could maybe approach the art aspect for this in a less-insane way than I was originally planning.

Stellar job, I really like the mix of things that matter and cosmetics.

Legit. Ox is pretty close but I should have put a cow somewhere. Let’s if I make it to round 2…

Thanks for playing. I made the questions “unfog” because I thought seeing it all at once was too much but I’m now thinking of more ways to surprise the player with out it folds.

Success! Thanks for giving it a try.

Stellar work. My first try failed but second worked, it was fun guessing the consequences.

I had a similar idea so it was super satisfying to see this. Being able to trim the piece a little more would have been handy but definitely not necessary.

Nice work! I got a little tripped up because I immediately set a texture (on windows) but I checked and saw the note about about. I also got into a state where whenever I picked hair or clothes in the top menu to edit that aspect, it would change.

The color picker is really slick, it’s easy to imagine a lot of fun interactions!

In case it helps, I also got the freeze (the platform was rising fwiw). Restarted then got the freeze again, both on web. Played the download and made it to the end. Both times it froze right when I cast time.

Thanks for the kind words! I really tried to have a space that was very open so didn’t require a map but you still backtracked as necessary.

Thanks for the feedback. I originally was trying to use the character as an excuse to finally spend time learning Blender’s animation tools but that was foolish at best with the time constraints. I wish I would have thought about leaning, you’re totally right. I put springiness on the arms, and that helped a lot from a stiff A-pose so I didn’t think to try more things. Comically I did a lot of procedural environment art tools in Blender but wasn’t able to finish them enough to actually make a lot of the art, whoops! Maybe next time…

I love hearing other people going out of phase, thanks for playing!

Thanks for playing. The ship is the red-ish angled thing at the start. I wanted to have a little intro crash sequence but should have just made an image when I realized I wouldn’t have time. I’m really happy to hear you like the atmosphere, I do a lot of world building that never makes into the game as I intend but I think some of the vibes still manage to come across somehow.

Nice work! I don’t have much to add that hasn’t been said. Super thankful for controller input, (though it was super weird to not be able to jump standing still). Also thankful for the walkthrough, I assumed I knew how to use the wallkick to progress after getting back to the start but I failed several times, and then saw that I just needed to keep trying.

I was really surprised how well the character cycling-art worked. Great use of various procedural techniques!

Fantastic, gameplay-wise, this might be my favorite out of the jam! I liked the lighting effects, esp still like background slightly illuminating, I think you could have a done a lot more of those without detracting from minimal (obvs time is always an issue). Echoing others, would have loved a %complete/ending at the end. I think I got it all.

I would have liked a minimap and controls explained but my only real issue was not realizing I could aim the bombs. In the upgrade room that required it, I thought you had to roll them off the ledge above and get really lucky, it was awful, but another person commented on it. Other than that, I really liked all the puzzles and interconnected-ness.

scaled meshes all over the place

Glossing over a lot of details, under the UV1 section is the Triplanar checkbox, which automaps the uv. If you’re using CSG or scale the basic mesh objects themselves, aka not using the scale property, it’ll all match scale-wise. With some shader code it can be made to be worldspace.

always pushed forward Since the respawns were quick, and health regen’ed quickly, it set things up for me to try being super aggressive, so definitely a success.

Great entry! I enjoyed it about 85%, there were some really frustrating parts due to entering a room, all the enemies spawning in, then backing up a little to take cover but they’d despawn, then they all spawn in again. Initially I didn’t realize that what was happening, and when I did, I just had to charge through. Echoing other comments, I had to turn the audio way down since the gunfire was so loud.

It was cool picking up other weapons but it would be nice if, when out of ammo, they went away so I didn’t keep picking up a dud.

I think a little bit of texture would have been nice, with flat colored blocks and very little lighting, it was sometimes hard to parse the scene.

Definitely curious what this would look like with more time.

Really like the idea (not just because it’s really similar to what I had in mind). Super thankful for gamepad support and I like the pencil-line art, and it was a fun touch to go left. I dig the dissolve shader, the menu and the brief pause before “continue” is selected so you don’t accidentally mash it (esp if dying on the wall jump boss). I almost gave up on the wall jump boss, I think if the bottom was just full of low damage lasers so if you fell a lot, definitely dead, but give a little grace. I don’t have anything else to add that hasn’t already been said, I hope you keep at it!

You’ve got an interesting foundation here. I managed to get the jump/jet, which was fun. Although I don’t think you intended it, it was amusing to click to go the (empty afaik) boss room. I don’t know how you’re supposed to get the hearts after getting the jump, there is one enemy you can’t jump on at all. I tried to get higher up but always eventually died, this area was especially hard because the camera was so close and the jump is so high.

Yeah, I was really rushing at the end to make sure I rated it! One thing I forgot, and I’m not 100% what it was but I tried clicking to speed past the splash screen and I think it opened your website and then the game again (I might have double clicked) so initially the game ran really poorly and I thought the audio was screwed up but it was just because there was a second one running.

And, for clarity, I do think the controls work, I just had to get used to them (though maybe my thoughts would change if I played it for a few hours instead of a few minutes).

Nice work! I’m so thankful for gamepad, I was miserable on keyboard! Definitely challenging and I had to fight wanting to direct the ball and think to point were I want to go but once I got it, the flow was great!

Nice work! Having gamepad support and an option for toggle/hold to sprint would be nice. A few times I feel in the floor between levels, but that’s jam life! Also, tracking progress would be good. I love how quick the starts are!