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pdil

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

Creator of

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Nice work, I’m super jealous of how much stuff you did that I wanted to do but didn’t; I don’t know what it is, but I love the 2d character in a 3d world. Lots of panache and I really appreciate the gamepad support!

I think the core is ideas are good but a handful of changes would help. I don’t know if it was gamepad related or something else but the elevator especially was often really finicky, I’d keep pressing up or down but nothing happened, step off then back on for maybe 15s. But not always, sometimes it just worked. After reading a terminal, I couldn’t move left or right but was able to jump and maybe that made moving work again. Also gamepad not working in the menus was a bummer.

Having a little something for the surfaces when things are depowered would have been really nice, maybe just around the character. Since the level was so simple, it wasn’t too bad but if it would have been a bigger game by even a small amount, I can imagine it being frustrating to navigate.

The bird interactions where confusing, at first it felt like a buddy but then I had to attack it?

You definitely have something cool to build on here, keep at it!

Nice work! Lots of polish and it played well. The soda sign was delightful! The main thing (aside from more game) would be gamepad support.

I basically loved this! It would have been nice for the abilities to get more use but for a jam, I really can’t complain. Thematically, it was so strong: the upgrade names, saving, the premise, the name, this was a real delight!

Nice work, totally dig the characters. I’m really glad you had gamepad support but turning was sooooo slooow for me, plus I desperately wanted to invert the right stick. I’m not into the slipperly feeling but it wasn’t too bad. Having some feedback would have helpful, when the enemies died during the boss fight I initially though it was another wave of them falling down. It wasn’t clear I was doing any damage to the boss but reading the comments, I got the shop so I’ll take the win.

Stellar work, this was just so much fun! The writing was a lot of fun, my favorite being the spies and when you get the ranged upgrade. As someone who attacks every wall looking for secrets, I appreciated the trickiness. The end boss was a lot of fun, that was such a good … twist!

Thanks for playing, this is basically the best feedback I could hope for. I did have a slower skill build planned, plain dash no reflect -> single reflect but no recharge -> single recharge -> multi recharge, but as time was running out figured I’d at least put in what I thought was the coolest idea. Hopefully I actually get back to this post jam, I really appreciate the encouragement.

Thanks for playing! I’m glad you liked what was there, I had really high hopes that I’d make cool environment but apparently I’m incapable of choosing fast methods/am very slow at arting. I’m annoyed with myself because I’m 99% sure I know how getting stuck inside the wall happens but forgot to try and fix it in time. Maybe next time I’ll plan better…

Dang, this was intense! I feel a kinship with having a small character, I love having a lot of the world on screen. I think this was 3% too hard for me, as in lots of death but I kept getting a smidge better and with a little luck was able to make it to the end. I think my only real complaint was that I wanted to respawn faster since I died a loooot. I am so thankful for controller support, I can’t platform at all with a keyboard. Great work!

Nice work! I liked the atmosphere and the size of the world with things linking together in interesting ways. Would have been nice to not have pause only on esc so you could see the map on web and stay in fullscreen, also gamepad support. The platforming was good, I only missed a few jumps but the respawns where quick and being able to heal easily from combat was helpful.

Great work! Love the fans + ribbon mayhem. Reading some other comments, it looks like I totally missed getting the love bomb. It was fun seeing the gallery callback. The transformation sequence was so great. Obvs a little short but I’m in the same boat, lots of life things getting in the way.

Thanks for the encouragement, I really appreciated it!

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.

Loved it! Fingers cramped up midway through so I’m thankful for accessibility mode. My fav multi-functional level, what a literal twist, I’d give you 7 or 8 stars for that category if I could.

Nice work! Echoing some other comments, having a few presets would have been nice to dive right in, especially because it was really hard to judge things like jump height. Love all the customization, would be really fun with real multiplayer.

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…”.

Thanks for playing! I appreciate the comment, I really gotta do this idea justice in the future.

Thanks for kind words! Regardless of how things go, I’m hoping to get at least some of the features in now that I figured out my navigation issue.

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!

The larger 6 point around-the-edge lagged. I don’t think I had any issues with the smaller one.

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!

That was intense, I’m kind relieved it’s so short. Maybe I somehow clicked out or something but it felt like the like only ever let me charge it up once. Great atmosphere!

More like 30min miner, I just kept trying! Made to 15 (I think, bummer the leaderboard doesn’t show more than 10). So well done! I don’t have any suggests, it’s not your fault I smashed my mouse so hard it slipped and closed the game on the final QTE.

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.

Thanks for playing. Hopefully this is the jam game I finally circle back to, I figured out the pathing issues today so am feeling a lot of motivation from that and the encouragement.

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!

Re-opening it, I have to admit that I totally missed “Sensitivity” right at the top, my brain probably glossed over it! Maxing it out felt much better.

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).

Thanks for playing. When you pause it goes to the overview so you can see the stars, which was written down nowhere till now. I actually started to put in an indicator, realized the deadline was in 20 min and thought that camera switching was the safer option.

Thanks for playing, I’m glad it was a pleasant surprise.

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!

Cute game! I was lost at first but reading the comments helped make sense. Unfortunately I have a split keyboard and no numpad so typing numbers with one hand is very very challenging.

Thanks for playing, hopefully I get some time to actually get the intended gameplay in at some point.

Stellar work! I foolishly played this right before bed so my reactions were trash, the first skeleton bout had a lot of misses but right after that I was well into the groove. Kudos for supporting gamepad!

Thanks for the kind words, I put a lot of time into thinking of weird things so it’s gratifying to hear they resonate.

I’m glad you enjoyed what was there and liked the idea. Thanks for giving it a try.

Thanks for playing! No disagreements here. Looking back, I should have given up on pathing enemies and just done turrets so I could have had time to put in the story bits and some actual art/vfx/sfx.

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.