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RenasDev

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A member registered Oct 29, 2019 · View creator page →

Creator of

Recent community posts

Hey, thank you so much for the feedback!

I’ll be adding modern controls as an option, which should make movement feel better. I also plan to rethink the keyboard controls to make them more ergonomic.

Regarding the limited inventory, my plan is to add options for players to expand it. Four slots might indeed be a bit too restrictive at first, so I’ll revisit that balance.

And I’ll definitely check out the VOD for sure!

Thanks again!

Hey, thank you so much for the detailed feedback! I’ll definitely check out the VOD.

I agree with all the points you mentioned, and I’ll keep working to improve those areas. You’re right — English isn’t my first language, so I’ll take another look at the translations.

A second control option was already on my to-do list, and I plan to implement it. I’ll also focus on improving the ambience and sound effects, since I agree they’re lacking in several areas, and add more set dressing to make the rooms feel less empty.

As for the chess puzzle, I can’t fully take credit — it’s based on a physical puzzle. If I ever aim for a commercial release, I’ll design a new one of my own to replace it.

Thanks again for the great feedback!

I found the game very entertaining! I jumped in without reading the page description, so it took me a little while to understand that the goal was to make the path longer instead of shorter.

I played through all the levels, but I’ll be honest — there were still some things I didn’t quite understand. I think it would help a lot if hovering over elements gave a short description of what they do. For example, the up and down arrows aren’t obvious at first, and the portals took me a while to figure out. Even after finishing the levels, I wasn’t sure what was better to upgrade — the cows or the milk production.

It’s also a bit tricky to tell which path is longer. Maybe adding a tile count or estimate would make it clearer. A “Start” button on the UI would also be nice, so the game could be fully playable with just the mouse. And a “Reset” button would be great too, so players could easily restart if they had a rough beginning.

Overall, I really enjoyed it! A few small improvements to clarity and usability could make it even more fun.

I’ll start by saying I’ve never played a deck-building game before, but I was able to finish the demo using the first character.

The first match was a little confusing since I didn’t immediately understand how damage was being dealt, or how the power-ups I could buy afterward worked. As I kept playing, things clicked — I realized I needed to match cards for the countdown, and once I understood that, the game became really fun!

That said, I still didn’t quite understand most of the power-ups or notice when they were activating. Adding a bit more feedback or visual flair when a power-up is triggered could help a lot.

The “heating up” mechanic showed up once when I got into a big combo, but after I bought a few upgrades that reduced it, I never had to deal with it again.

I did enjoy thinking strategically about which cards to play in order to free up the best sequences — that part felt very satisfying.

One thing I struggled with was how fast the enemy played. It was hard to follow what was happening on their side; I mostly just noticed when I was taking damage.

In the later rounds, I liked the enemy effects that mixed up the gameplay, though they didn’t feel very challenging. I never felt like I was at risk of losing a match.

Overall, I think the game is a lot of fun! With clearer explanations, a bit more feedback for power-ups, and maybe some tweaks to challenge, it could be even more engaging.

I tried playing the web version of your game with an 8BitDo controller, but I noticed that the 'grab' action wasn’t mapped to the triggers—it was mapped to the 'select' and 'start' buttons instead. After enabling double-tap lock I was able to play for a bit, and it was really fun! Unfortunately, I couldn’t progress very far because of the control mapping. Just wanted to share this feedback in case it helps

As some other have said, increase the speed of the turns would make this much better. Also have some feedback of what the characters are doing. There is some dice that I think results into a buff, but I have no idea what the buff is. 
But its a fun game, and make you think how you wanna choose your dice rolls. Good job!

It was a little hard to understand how play at first. But after some tries I could get to the end. Very creative, and needs a little bit of strategy to get to the end.

Same as below, the game doesn't work :(

Thank you for the plugin!! 😀😀😀😀😀

As some people have commented, this addon doens't work with blender 3.1.
I was abble to fixe it and made a version available here.
https://github.com/rena-souza/godot-game-tools/releases/tag/v2.0.0

Hi! Thanks for the feedback

That's actually a great idea. I'll try to add your ideas.

Hi! Thanks for the feedback.
Good idea, I'll definitely think about add some mechanic like that.

Hi! Thanks for the feedback, I'll try to expand the idea after the jam. Add more guns and different types of enemies. And maybe others ideas, like you could choose were to place a gun and then the gun is choose randomly