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RhapsodyGames

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A member registered May 14, 2021 · View creator page →

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Some fun visual effects here, very interesting how the entire terrain is done with Parallax Occlusion Mapping. Does get *really* wacky if you go under the terrain lol

Oooh, the grass in this is fun! Looks like a similar technique to some of the fur rendering in that jam!

Thanks for running it! I wish I had better motivation (or perhaps just discipline) to actually work on it throughout the month, but the generally low requirements and provision of starter code helped make it a lot more chill and enjoyable. Basically infinite potential for what could be added, but a very feasible base for what needs to be there. Looking forward to whatever comes next!

Very impressive work with this one! I do enjoy the usage of much of the post-processing that Acerola has talked about in his video. I'm always a sucker for Scratch projects like this.

Very cute! Always a fan of things that allow customization, but especially when the customization matters to some extent.

Hey! Your Ludum Dare page doesn't have the right link! You should use this one instead: https://kobato-games.itch.io/no-space-at-the-movies

Yeah, definitely going to test the difficulty curve more thoroughly in the future. It's just difficult to take the time to do that in the middle of doing bug testing and feature and content implementation. But thanks!

Agreed, I was actually thinking of, after the jam, making it some sort of different melody. Gotta experiment with some things, see what works. And yeah, come up with a way to better communicate what number you'll land on after moving. It's technically possible, just very difficult rn.

Okay, that's very good to know, thanks! That is one of the biggest problems with game jams. Making sure the difficulty curve is smooth enough while always knowing the solution.

Thank you so much! Yes, I'm definitely planning on working on it more. I agree, I probably made the beginning a bit *too* simplistic. I wanted to compensate for the unnecessarily steep learning curve that jam games tend to have. There was stuff I would have added like different pad colors and more levels, but I decided to sacrifice quantity for the sake of a bit of polish and personal sanity. Still, I'm really glad you enjoyed it!

Very much appreciated! Stylization might work pretty well. I know the die textures had some issues, mainly because I baked them from Blender at 1024p when I probably should have done 2048p. Level 3, though? The one that introduces the addition pads? Interesting. I'd be quite interested in hearing more about the difficulty of each level and what you thought.

And yes, it can be difficult to figure out what the next number the die will land on is. I've been working on finding a solution to that. Possibly rotating the camera, possibly something else. And yeah, in the future I might rework the die sounds. I did come to like how it made familiar little songs for the solutions during playtesting.

But thanks for your kind words! I'm glad you enjoyed it!

I realized it was because I misunderstood the time freeze mechanic and sometimes it just would roll a 6 and not do anything.  Pretty cool, though the final boss seems very difficult. I couldn't manage to keep enough ammo to beat it.

This is really cool! Very good character design. A bit frustrating in how much RNG there is, though.

This is a really cool idea, it just feels a bit incomplete. Seems like you spent too long on things like crowd noises and dynamic soundtrack (Which are cool in their own right) to actually implement things like score counters, credits, and UI. Still fun, just wish it was more complete!

Very cool concept, but it seemed a bit... glitchy? I'm not entirely sure. Still pretty fun though!

Simple but very fun to play! I had a good time, and it definitely manages to keep some level of difficulty. Could use some sounds though. Fun game, though! And cool to see another Godot dev!

Good graphics, but I couldn't really tell what I was doing. Pressing in random directions until I won worked, I think. But I'm not really sure. Still, not bad!

Thanks! Yeah, that's a change I should make if I want to update after the jam. Some way for the player to have more information so they can properly solve the puzzles.

Cool visual style! Though I think the motion blur is a bit much. I liked the cup indicator, that's a nice way to show resources. However, I couldn't really tell how to tell if the flowers were okay, and the overall communication of mechanics was confusing. Didn't know what to do or where to go.

Overall pretty good, though!

Got 10 points. Not bad! Gets quite chaotic.