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phiryon

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A member registered Mar 15, 2020 · View creator page →

Creator of

Recent community posts

Much thanks for playing! Also loved your game!

Working on the audio was really fun! It's mostly just layering a bunch of sfx that more or less fit the vibe of what the sound is for. 
Still not quite custom-made assets but hoping to learn how to do that at some point. 

Much thanks for playing!

Yeah, I def agree, I had a few extra mechanics planned initially where the projectile was more drill-like in nature. In the sense that you pick it up, hold to charge, and shoot it with enough velocity / energy it would be able to pierce through enemies. And it would keep piercing until it hits an armored part of an enemy (the purple-colored parts, which would make it ricochet), or until it loses velocity.  

I was also trying to come up with a mechanic to incentivize the projectile making full revolutions but couldn't come up with something elegant enough in time. Probably overthought it hindsight hahaha

Banger game all around! Didn't even realize how much time passed as I was playing it.

The level of polish here is insane for a game jam. Kudos!

Great game ! Was hoping for much more levels (so much so that I replayed the game after it finished, thinking I accidentally refreshed the page)! 

Would be really sick to see a fully realized version of this where you end up playing some really cool tunes!

Controls took a second to click, but got really fun once it did! Was quite fun once you get a somewhat deep run where you now have a mental map of the general map + what routes you've previously taken. 

This one is sick as hell ! It's giving Clock Blockers from Corridor Digital but you kill your past lives instead. 

Managed to barely snag the top of the leaderboard! I def coulda gone further I think ! 

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Really loved this one! I think I played through like 5 loops or so ? Or whenever that frog boss on the thumbnail shows up (not sure if boss order is random hahaha) 

I really liked the presence of RNG manip through the angel / demon dice to help with battles or help stack some of the items that get + damage on coin gain/loss. The length of a loop does get a bit grindy if you manage to get an unlucky roll near the boss (especially if you had that coin flip modifier hahaha, I had to loop around 3 extra times in the last loop I did since I kept on landing right on top of it with a 2 or 1). So while I liked that dice roll for movement and battles are tied - there is a bit of a pain point there that they are so dependent of each other.

But definitely would be amazing to see a fully realized version of this game with more interactions between all of its systems!

AH I see ! Would be sick to play a more fully realized version of the game if this is the case !

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AH yes, the aim bug sucks 😔

Might be fixable by manually adjusting your browser's zoom but it's on me to have fixed the bug before the deadline hahaha

If ever, you can only shoot when you've caught the projectile revolving in the middle of the globe! And you have to catch it every time you shoot it :)  

BUT the criticism is fair! I don't have any tutorials teaching this after all. 

Much thanks! Good to know it feels fun to play when the controls end up working hahaha

Much thanks for the kind words! Also really liked your game !

But yes such a shame with the mouse setup - I literally coulda fixed it with a simple change in the function I used.

Thanks for the kind words ! 

I tried my best to make it look good with mostly built-in features in godot hahaha

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Had a ton of fun playing this ! 

It got a little frustrating since it felt like whether you get a train or tracks on the load is random (?) but it was really fun when I got a relatively deep run if I got a good start with a good balance of trains and tracks. Would love to play more of this!



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Had a lot of fun with this one ! Nice and simple - quite straight to the point and I think it's to the game's benefit. :) 

Not sure if I'm dumb but I think sometimes it moved me up to the next level when I didn't form a loop, and finished playing here on level 12! Not sure if there's  a different solution 👀👀👀

Kudos!

I hip thrust my way to victory 😏

I also full on fell off the map multiple time trying to squeeze in beside that one statue in the 9th circle. 😔

YUP it's exactly this. Still not fully familiar with godot so I wasn't using the right function to get the size of the viewport hahaha 

it is what it is I suppose !

Quick update! I have now found out why this occurs.

It seems to occur when the game's viewport is not at the correct resolution (most likely occuring if the webpage is zoomed in / out) - so the player will unfortunately have to manually adjust the zoom on their end. 😔😔


// as a side note, I now have a fix for it in engine, I just needed to call a different function to get the adjusted size of the viewport, but alas submissions are over

Fair criticism! I was unable to make a proper tutorial after all 😔

You have to first catch the object revolving around the globe at the beginning - that's your one and only projectile. You can then shoot it out with M1 / Left Mouse Button.  You'll have to catch it every time before being able to shoot again. 

Though if this is a bug, I might have to investigate why this occurs. So thanks for letting me know!

Thanks for playing!

Yeah, a friend of mine also mentioned this issue, though I'm unable to replicate it on my end on both the browser and in engine. Not sure what could be causing it 😔😔

The game looks amazing ! The characters, the ambiance, the textures go hard. Givesreal PS2 action platformer vibes - would love to learn what your workflow is for crafting the assets / materials for the level design. :) 

I like the gameplay overall, but I think I ended up meandering for too long before I got the game to open up with the wall hang - I think getting the wall hang a bit earlier (or having a more visible point of interest gated by enemies / difficult platforming sections) would help pace the game better for me in the sense that you'll have more urgency to go towards it despite the danger, then would feel the weight / friction relieved as soon  as you get  the wall hang.

But once you get the wall hang the game really opens up nicely! Then wall clamber is a nice flourish to receive since it just opens up the map even more. 

Thanks ! 

Yeah def agree, first solo game jam in quite a while so need to get into the groove of making games again.

Thanks for the kind words ! 

Yeah, I had a few ideas for more physics related tricks in there, something along the lines of alternate pick-up items that augment how your fire jump functions while holding them. Unfortunately wasn't able to make the time for it haha my brain getting scrambled latter part of the jam

Thank you! Hoping to make some time after the jam to push an update with SFX, VFX and more polish. 

I agree with the gameplay being lacking though ! Much of the level design needs quite a bit more inspiration. Thanks for the feedback ! :)

Great to know that it ended up working! Much thanks for the kind words :)

100% yes though on the SFX ! Sadly, wasn't able to make time for it during the jam, might do a quick pass after the jam with some extra polish on the vfx and UI as wel.. 

Oh no ! Not sure what could be causing this, just checked my exports and everything seems to be named appropriately 😔😔

I got the bad ending. 😔 I miss the assistant. 

This game is breathtaking.

Love the whimsy! It captures the game jam vibe immaculately 😔😔

Game looks great ! I admittedly gave up at around 25% after 15 minutes😔😔😔but loved it nonetheless hahaha
Might come back to it after playing more games in the jam!

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AH ! there should be a fallback that respawns it in its original poisition, must've missed some areas. Thanks for letting me know!

much thanks ! Ecks did a great job on the voxel art :) 

100% agree, game def lacks tactility during the actual racing part. gonna need more work to capture what make auto battlers feel good. 

we were also planning on showing what the next level would be so you could prepare for it in the shop but unfortunately ran out of time hahaha

much thanks ! 

yeah def needs that preliminary UI UX pass to give all that necessary information to the player, both in the shop and during the race. 

needed a bit more time to cook from the jam ! 

yeah def need to somehow capture that back and forth feedback you get in smth like TFT. 

Guess we'll see if we can figure out that design challenge hahaha

Yeah some audio and indicators during the race would have done wonders ! Game jams do be like that😔

Yeah game def needs a lot of rebalancing hahahaha
We were continuously uploading balance patches until the last minute but obviously needed a lot more time to cook

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Ecks did a really great job on the voxel art!

100% get the feeling of wanting to do something during the race, but it IS an auto-battler type thing, kinda like TFT. I do agree there needs to be some more engaging aspects during the actual racing though. Wasn't quite able to do some UX passes like add indicators when the bike parts are activating their abilities and stuff. 

Yeah def needs some UX polish passes on our end ! Adding some features where we indicate where Chris is at during the race (or even just Connor's race progress in general), whether it be ahead or behind LUL

We actually were posting balance patches as the timer was running out ! First version we uploaded had a giga overtuned Chris. Def needs a lot more time cooking the balancing. 

Yeah the bike parts do get replaced ! We were gonna have the bike placed in the space between Pete and Connor in the van scene, with the parts / stats popping up but ran out of time 😅

Def gonna be on prio list should we continue working on the game !