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PhindieGames

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A member registered Oct 05, 2020 · View creator page →

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Good job on creating your first game! 

I liked it! But I agree with the others that the spells controls were a bit awkward and the spells are not so clearly communicated. I mean visually when you use the protective spell for instance, it's not clear where exactly the boundary is.

The red gravestones reminded me of Dark Souls blood splatters -- are they actually or are they random? :)

I'll have to try this on phone later because it didn't work for me on computer (the drag input in the first scene wouldn't do anything). But I did already get to hear the piano and I think the original music is GREAT!

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Played all levels :) Great effort for a first Godot game. Implementation wise I didn't really encounter any issues. As far as game design goes, there are some interesting options presented: more money is more weight, the general ability to carry more than one item, crouching mechanic which you can't use with more than 1 item. But in the end the puzzles don't really use it much, which was a shame because I was looking forward to being challenged a bit more :)

Way too hard for me, I couldn't weave between the initial opening full-circle bursts, even if I immediately moved to the bottom left (as far away as possible so the gaps are bigger) . I'm sure it's a skill issue since I don't normally play bullet hells but I would've liked to play through the end (or have a better shot at trying). The music and theming is great!

Very original! But it would really benefit from a tutorial or gentle introduction of mechanics. It was a lot to remember, so for a long time I just kinda floated around and set things on fire :)

Loved it! I got a bit cocky after bringing in 9 people and didn't realize the bullets where coming more frequently until I was caught at the wrong end of the field lol.

The tutorial area is nice and clear, the donkey is cute, the gameplay has interesting risk/reward and feels fair. I really enjoyed it!

171 first try :)
The sound is great, both the SFX and the cheeky background music. It's unfortunate it doesn't loop, especially since the intended experience is to be able to achieve (or aim for) 150 points, which is far before the music ends.
I found that the curve was a bit rough, I felt like I nearly didn't move for 100 seconds, maybe only once or twice per 10 seconds. Then came a little bit more frequently, and after 150 I suddenly got multiple bulls rushing in a row so you really have to dodge and weave. I'd probably start at a higher count and/or increase at a higher rate until what is currently at the 150-160ish mark and then slow down the increase. At some point the game becomes genuinely challenging and a mistake becomes more inevitable even with slower increases. 
But that's just on my playtest experience. Definitely have more people try it if you would like to tune the curve haha :D

Thanks! It got me thinking, if I score based on the "distance" cut, it would both discourage excessive cuts, but also the "slicing" kinda cuts, if you understand what I mean haha :) I think I'll try some variation of that

I agree with the others, the premise is nice, there shops and stat systems are interesting, but the controls feel a bit too floaty and losing all speed after making contact with an enemy makes the game pretty punishing and, to me, less enjoyable to play. I found myself charging archers in level two, only to have no way to get back up to speed fast enough to evade subsequent "arrows". Some of the text is pretty small too (the menu, but also I missed the timer in the arena the first time :D).
But with all that said, I find it pretty impressive you pulled this off in a week, good job!

I love the art! I did encounter a bug where one of the hammer was stuck in the air. I was kinda hoping for a secret high up in the sky after repeatedly charge-jumping in the air haha.

Great work! Maybe I'm a bit of a simpleton but I really don't understand how to use the force fields, I always lose control of my ship almost immediately. But I found it generally pretty hard to control haha, in the first level that has the field I just ended up trying to go around the field but I overshot the cat like.. 3 times in a row :D so skill issues all around.

Thanks so much! Limiting the number of pieces is something I hadn't considered yet, that might be quite interesting. Placement and movement restrictions were left on the TODO list :D good to have some affirmation for the idea

Thanks for the encouragement and kind words! Prohibiting "cheesy" cuts was definitely something I tried, but it's also something it's easy to have a good feel for but  that is (as it turns out) much harder to express in code (open to suggestions). 

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Thanks! I do believe that the last level only has janky solutions that require "abusing" the system into making thin slices/tiny pieces. But I figured it might be fun to discover :)

Haha, thanks! I noticed that myself too. I spent some of my time trying to circumvent that but... It's easy to identify what was a cut that "should not" be legal, it's harder to express is mathematically (especially in a way that's relatively well supported by Godot out of the box because I did not have time to brush up on my geometric algorithms). Not sure what the best rule(s) would be to apply. 

Great submission, very impressed. I really like the art and animations in particular. The gentle introduction is a good tutorial. Felt very complete!

Loved it! I'm not the best aim but it was fun to try. And the menu being controlled with the gun (including the leaderboard) was a really nice touch!

Really liked it! Clean, simple, fun! But I do wonder, is there a way to see your deck? It was a bit confusing to me to suddenly get 13s or 12s (I believe in Blackjack the highest is the Ace 1/11, and otherwise it's 10JQK worth 10?).

Wonderful! I love the walking animation, the music is great, and the loo roll health bar is a nice touch. I do think there could be a bit more feedback when getting hit or hitting other enemies.

Wonderful! I love the walking animation, the music is great, and the loo roll health bar is a nice touch. I do think there could be a bit more feedback when getting hit or hitting other enemies.

I was pretty bad at the game but I loved the art style and idea! The music came in a little too loud for me. I liked the black holes pulling you in.

I like short games in a gamejam :) makes it possible to get many impressions and sample more of the submissions. I did run into a bug where I accidentally dropped one of my KO targets and couldn't pick it up anymore because it was behind an alive target.

Currently the targets get their faces only after you have to hunt them, which makes them stand out a lot. I think it might be interesting to consider giving all the targets faces from the get go, that way it's actually much harder to find the target!

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The visuals and the feel closely match what you'd expect from something like this, well done! But unfortunately, I had trouble harvesting. I just couldn't figure out what to do. The intstructions say to use E, but I cannot tell if my crop is fully grown. And then instead it just puts in seeds. Even after having nothing in my top right slot! I also really liked the book... but then found it a bit cumbersome to use ˆˆ; but maybe that was supposed to be part of the challenge.

Im on macOS :( I only see windows and Linux downloads

Thanks so much! When developing it i had no idea the wanted poster would be the hardest part, but I was quite happy with the result. (Of course I could tweak the numbers to change it, but I was happy with how that played out)

Great music and visuals. I particularly like the scene transitions, how was that accomplished?

Unfortunately I ran into a bit of a scaling issue, and it was also not possible for me to end my turn (it would highlight on hover but clicking didn't do anything).

Very impressed with the visuals! Unfortunately I didn't have the best setup for trying this out (just a trackpad). That said, it controlled quite smoothly! But I did find it very hard to dodge the airborne enemies, partially because it seems you can kind of "stick" to them, but also partially because I feel I need to get out of their way more: I didn't dare to "just try and kill them before they get to me" after they softlocked me out of the game the first time :'D
On the first screen, I liked the use of font because I just thought it was alien haha. When it turned out I was expected to be able to read it, I unfortunately couldn't.

But I don't want to make this too negative, I am seriously impressed with the game! Especially for a solo dev! I feel like the music and art worked together really well, and overall it felt very polished.

I have a 2560x1600 display (M1 mac) and wasn't running full screen. 

Strange, but good to know. Thanks again!

My overly ambitious draft had ten mini-games ^^;;, I knew it was overscoped but I had no idea just how much! But that's partially also due to being very rusty with Godot and this being perhaps my second time working with shaders (for the poster game). Thanks for the kind words!

It was a bug in the renderer indeed, but fortunately I was allowed to upload a fixed version of the game (that avoided using the bugged feature).

Thanks for sharing! I managed to track down the issue and uploaded a patched version! 

It took a while to figure out what was going on, but it is now fixed!

Thanks so much! I had already looked through the devlogs since I thought you'd mention it there. Excuse my ignorance, I'm not that familiar with Itch besides the storefront/jams, but even knowing that it's there I cannot find it if I would look for it a regular way (no button on the profile or creator's page). How would I be supposed to find it? I might be missing out on so much good content!

Great you liked it! Unfortunately if you fail with the poster at some point it becomes impossible with the web export :( tracking the bug down but it looks like it might actually be a bug in the renderer. I'm hoping to do a post-jam release where you can also revisit the games individually :)

Thanks so much! That mini-game was definitely in my mind when I made that. Let's just say that imitation is the highest form of flattery ;)

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I had come back to see last month's winner, and while I didn't play the other games, I understand why it would've won! Great effort :) For my own perspective, if you don't mind, how long did it take you to make this? And from the lack of credits, do I understand correctly that you did art, sound, and coding (or is there some CC-0 stuff involved)? I especially liked the characters! In any case, congratulations!

Unfortunately the game doesn't load for me. You can request to be allowed to fix game breaking bugs on Discord, I'd recommend it!