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Phildjii

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A member registered May 09, 2018 · View creator page →

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I can confirm this works. Tested on 13.6 (Ventura). Thank you for the macOS export :)

Hi NikolayKozloff! I finally found time to export a Win32 version, but have no PC at hand to test it. Can you give it a try? Thanks!

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I like the setting, the style, the cuteness. However the one thing I'm not fond of is a pretty important one: the view is isometric, but movement is orthogonal. So when I want to go in a straight line, like following a path, I have to press two keys to move "straight", and it feels really not natural to me. It is okay at the beginning when levels are easy, but when I need to precisely jump or aim at a flower mid-air, it can be a bit frustrating. Yes I know I can change the view, but then terrain is less legible, and sometimes half the level is outside of the viewport. I still like the game, but didn't try to finish it (yet).

Yes the dark outline works very well. What I had i n mind was keeping very dark/black and saturated colors only for characters and actionnable items, and "muted" tones for environment. Here's a quick n'dirty mockup. Not sure it would work for the whole game though, it is a very different look, and I probably went too far to illustrate here, especially for the grass :D 

Great update! When we talked about pixel sizes, I wanted suggest making environmental sprites 16x16 but keep them at a lower contrast, so the important elements would still be clearly visible. But I didn't have time to create an example of what I meant by that :D You did it anyway, and kudos for tackling that huge makeover. The result is a huge improvement!

Really enjoyed this game! An interesting variation of a classic movement pattern. You managed to pack a lot of adventure in a tiny world, with varied landscapes, puzzles and encounters. Kudos to you! It also looks pretty good. I am usually not a fan of mixing pixel sizes, but it works well here and helps differentiate characters and landscapes.

I have found "45°" vehicules to be very efficient ^_^ This one broke after 236m.

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Ahhh I hate this game! I also love it. But it has one flaw for my taste: a random track on every run makes the game feel very random. We can't design and tweak the vehicle for the obstacles in front of us, so any vehicle has a high probability of breaking on the first obstacle. I would rather choose a level and try to "solve" it. So, frustrating fun, but still fun :)

Yes, it reminded me of Hoplite too! In both games you'd better watch those gunmen/archers :)

Salmon Typewriter is a typeface that aims to give the feel of text typed on those old, quirky typewriters. If your project includes old letters, vintage administrative paperwork, hard-boiled style narratives, it can help achieve the right atmosphere.

More screenshots on the page: Salmon Typewriter


What about using ""  (U+2420) which is "Symbol For Space"? I doubt anyone would actually use it for what it is in PixelFont :)

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I don't think there is anything you can do if you don't export on a Mac (and even on a Mac I'm not sure). Easier alternative for the player:  right-clicking the app in the "Finder" selecting "Open" and confirming (twice).

If you download this on a Mac, the app lacks "quarantine" info so the Finder will complain that the app is damaged and refuse to launch it.
Solution: in a terminal, go to the app directory and use this command:
xattr -dr com.apple.quarantine wild\ jam\ zombie.app

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It is tricky. In the kerning table we could escape it like "\  " (backslash space) but that would be hard to read.
Or perhaps "\s"? As in regex it "matches whitespace".

Another way would be to use a double character, something legible like "!!"

I'm not sure it would be practical in glyph images, that would probably require some color coding, like "red indicates width".

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Is there a way to specify kerning for a character before a space?

The reason I ask is I am making a duospaced font, so I can't use the monospace option. For characters that don't cover the whole tile, it is a problem because for example in Pixelfont the dot character is 3 pixel wide (single pixel centered in a 5px tile) instead of 5:

The trick it to add 2px between the dot and the next character. It works fine, expect I found no way to specify "increase kerning by 2px between a dot and a space". So with most ponctuation followed by a space, kerning is narrower than expected:

(top line is with monospace option, bottom one is my attempt at duospace)

Looks like the file isn't available anymore? I'm French so I could help proofreading the translation.

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Not sure how you export, but when I export a Mac app, Godot generates a .dmg file, which is a "disk image".  I believe disk images avoid all these issues, which arise only if you upload a naked or zipped app. Godot started signing Mac apps recently (with v3.3), so now exported apps should just works right away, even when downloaded from the web if exported as a .dmg.
But I'm on a Mac, not sure about other OS.

I downloaded it from the web.

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Ok I found a way to run it. I had to run 'xattr -dr com.apple.quarantine Cabochon.app' on the command line so the app was not quarantined. I think Godot didn't sign the app correctly during export. It seemed to me it was fixed long ago but there may have been a regression in 3.3. There is an issue filed here https://github.com/godotengine/godot/issues/48076 if you want more info.

Thanks for the new version, but alas the result is the same. Sorry, I have no idea how to help further.

Hey, I tried the Mac version but it won't launch, it says the app is "damaged". No clue about why it didn't export correctly. Which Godot version did you use?

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I just tried to launch the game on Catalina (10.15.7) and it worked fine. I haven't played yet, but could start a new game without any issue.

What's not to love in this game? Cracking art style, great voice, witty sense of humour… And flipping the theme on its head! I had a lot of fun playing it :D

I expected an unsurprising platformer, but it caught me off guard at each level :D And of course the second chance is never enough (I scored 20%…) Well done!

Haha I'm so bad at games like this, where you have to precisely time your jumps :) Not sure it matches the theme, but the overall experience is good. Clear, legible graphics, and a good amount of polish for a jam game.

The macOS version indeed works, thanks for adding it! For some reason the landscape is all black so it is not really playable, but I think I can blame this computer: it has no discrete GPU and only uses an integrated chip (Intel Iris Pro). For what I have seen, a solid and ambitious entry!

Perhaps I can export it for you, if you can upload the project somewhere?

I love puzzle games, trains, and board games like Carcassonne… Needless to say I wanted to play your game!
Graphics are great, the concept works well. I liked the optimization aspect of the game, you really have to plan ahead. Overall it feels nicely polished already.
The game feels very random though, especially near the end when only a few spots are still available. Perhaps having a hand of tiles (2 or 3) instead of one would help?

Could you add a macOS version? Thanks!

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Overscoping is the classic mistake for a first jam ;)
I like the visual style, can't wait to see what you create next time!

Can't try with another player for now, but the game looks great, and packs a lot of fast-paced action!
You should definitely make it playable in the browser on Itch!

First reaction as I first clicked on things: what the… ?? But it is actually pretty straightforward.
I like the idea, there is good potential, but of course as it is the experience is a bit monotonous: very few card types, no tension as we never feel threatened. But I can imagine a more fleshed out version with more cards and events being a lot of fun.
Also kudos for doing this alone. I've been there, it's hard :)

I tried the macOS version, it launches, but when I click "Plunge into debt" nothing happens…

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A really good use of inverse kinematics! Also the tutorial explains everything we need at the beginning, that's a nice touch that we often don't have the time to implement in jam games. When we 
I would have liked an end goal though, I feel that endlessly getting upgrades without a clear way to succeed is not the most motivating. I would have liked to actually save the cat :)
Oh, I forgot: the macOS version works fine.

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Nice game! I liked the minimal 1 bit art, it fits the underground move very well. The minimap is also pretty nice and gives useful information, well done. Characters felt balanced, and it was interesting to swap between them.
On the minus side, levels felt a bit empty. I think simply making levels smaller would make them feel more intense.

And for a macOS port? Pretty please ;)

Thank you for the praise!! 

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Oh I will have to look at these textures, that shouldn't happen. By any chance, was your browser zoomed in or out? Thank you for the feedback.
Truth be told, Asheraryam had implemented player vs player from the beginning (so we could test the gameplay before there was an AI) but it was buggy and was disabled before we submitted the game. You'll be happy to know that he plans to fix it and re-enable it after the jam ends.

Haha thank you! Very happy to see you enjoyed the game :)

Regarding the hex highlight, it is indeed something we should fix after the jam. Thank you for the feedback, and glad you enjoyed the game!