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pdil

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

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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.

Nice work, that face is so good! It would have been cool to have some NPC guiding ability, I redid one level 4 or 5 times, losing right after grabbing the bottle.

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.

Glad you liked it and were surprised. If I make it round two, hopefully I can deliver on them.

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 forgot to mention I played this through three times. The first time I missed some skills (since I didn’t know the boss would be where it was). Then immediately restarted with the code, then again for 100% legit.

Thanks, I really appreciate your comments, I spent a loooooot of time thinking of different things to customize, the accent is definitely one I’m really proud to have thought of.

Nice work! I think my main suggestion would be to start with a drawer open and color the handles differently. Clicking the fuse was a really nice touch. I spent enough time trying out combos to find that the music doesn’t loop (not that it affects the score, just noting it).

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.