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Rex240

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A member registered Nov 12, 2016

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Agreed! Sadly, we ran out of time implementing the mechanics and had to phone it in near the end. But we're glad to read that you enjoyed it nevertheless :)

The artwork is really nice and the music is not too grating. After a few attemps, I wish the right/wrong cutscene was a bit faster. Also, would have been nice to be able to pause during the intro/ending/credit sequence so I could read and appreciate all the work that went in there. 

For further improvements, some interactions with the monsters would be nice like throwing gold in front of the goblin or taking the spinners from the ghost to see how they would react and judge them based on that :)

Thank you for your comment. The asset was Vision_Cone_2D. It's an addon in Godot's asset library that we used for the guard's vision cones i.e. we didn't write that code ourselves :)

The illustrations and messages were very cute. The puzzles were fun as well. I like the Lemmings inspired mechanics :) Overall a fun time!

The illustrations and messages were very cute. The puzzles were fun as well. I like the Lemmings inspired mechanics :) Overall a fun time!

This was a cute game! Funny to see how different the vibe of a game becomes when vision is restricted and you have to rely on "worm" sense. It was fun figuring out the path for each level. The music loop got annoying very fast though but that'd be a common complaint for jam games :P

I am not really good at these types of games so I had trouble getting past the first few rooms, therefore take my comment with a pinch of salt. 

I feel the controls and movement in the game needs to be worked on some more. The jump feels very floaty. There is a trick to fix that my increasing the gravity for characters when they are falling. Wall jumps onto the same wall feel unreliable, at least when I attempted them. Oh, what threw me off the most was that I cannot jump when a tile is falling because the character falls slower than the tile. That lead me to miss a few jumps because the jump input got eaten. I think similar games fix this by having a small period after the character is no longer on the ground where jump inputs still work, less than a second usually. The GDC talk "Math for Game Programmers: Building a Better Jump" would help a lot with these mechanics :)