Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Romique

15
Posts
A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

Hi, Rieux! Thank you for such a great feedback and encouragement! I'm only at the beginning of my game dev journey, and hopefully I'll make some quality games in the future. Despite all the shortcomings, I like what I managed to make, and am really happy that people appreciated the things I myself find good about the game. That means I'm on the right track, and should keep on growing.

I added better visuals for bullets, boss damage sfx and animation, and full screen support. I'm gonna upload this version in a moment, and add some tags, and probably leave it at that. Thank you again, and congrats on the top 3 placement at the jam!

Thanks a lot, lokira! I do use sound pitch randomization for most repeated sounds, but the range is about 0.9 - 1.2 IIRC, maybe it's not noticeable enough and I should tweak it some more. Will add boss flashing after the rating period for sure, feels off to me as well.

Thanks for the kind words antja :)

Thanks, Radint!

I was toying with axes trajectory, and decided I like this one. It's actually a spiral with a pretty big arc, but looks like gravity, I agree.
The death screen is supposed to be skipped on any key press (goes back to the main menu), and for me it does work, just checked. Although you have to wait until the "you died" screen fully shows up. Or did you mean skipping the death animation and screen altogether? I'll probably add a restart button to the menu.

Thanks, Torchic!

Yeaaahhh, the full screen is a must have. For some reason I thought Godot takes care of this on its own, and found out it doesn't a bit too late. Well, now I know x)
By audio settings you mean separate SFX/Music sliders or something else? There is a master volume slider, I thought it would suffice for a jam.
Totally agree on the rocks part, but it was too low on priority list, so I never got to fix this.

Plays really well! And I really liked the music, for me it didn't feel repetitive, although I understand why one could say that. The graphic is simple, but neat and clean and suits the gameplay nicely. I agree with Kelvin about some disjoint between block visuals and buffs, but I also think it's perfectly fine for a game jam.

The last level felt much harder than the rest, but I liked the idea of incorporating every power and making it an ultimate challenge crowning the progression.

Also, we are not on speaking terms with the teleporter.

Thanks, Lestavol!

Heck, that bug still crawled into the release, I thought I fixed it. There was another one, that made you invincible after death in a new run, I must've broken the first fix when working on this one. Oh well. Thanks for pointing it out!

Yeah, it was totally designed to not make much sense. My original idea was to introduce a wizard of sorts, that would ruin the vikings' evening and flee into space, and the vikings would start rowing on water gaining speed, and then they would just fly into space, and the first level would start. The idea was to show how silly everything is overall and how badass the vikings are. But I was struggling with the most basic things at first, so I had to drop the idea, since I couldn't pull it off. Making the level 2 scene served as a kind of mental redemption for myself.

P.S.: Your game is so polished. I suck at it though, but it almost felt like a steam release. Something for me to aspire to.

Thanks, Kelvin! I totally agree with all the suggestions, these are all either my to-do's I couldn't implement in time or things I wasn't aware of like the sizing issue. I only followed a tutorial from GDquest before the jam (link for occasional interested readers), toyed a bit with platforming on my own, and dived right into the jam to have a clear goal and work through all the steps in limited time. So as I was learning, things were getting clearer and easier. The level 2 idea came to me the night before deadline, and I pulled an all-nighter to realize it. Then I also noticed how much better it came out to be than level 1, but it was already an hour or so to the deadline. So basically it's a product of the learning process - a few days of struggling with basics, then one night of feeling almighty and giving my all. I was also learning to draw along the way. Here, have my prototype vikings and a wasp as a souvenir, haha 

P.S.: Loved your game! Spaceships, nightmarish organisms, and the touch that your loss is actually a win for humanity (or some other race) that fights the infection.

I mostly agree with Kelvin. And despite the balancing thing, it's still a pretty neat little game. I enjoyed playing a few levels.

For me controls were pretty difficult to understand. Also, after launch the projectile either disappeared off screen or remained on the blocks, and could be manipulated by dragging the tail again. I'm not sure if this was intended, maybe there should be a reset after a failed shot.

Liked the music and the little cutscene!

Great streaming potential 😁

It's gorgeous! Definitely my favorite this jam and an inspiration for future ones.

Loved it! A masterpiece.

Thanks, Quinten! The feedback was more than I'd hoped for. And I had great time on the stream overall, very nice and welcoming community!

Tbh I like it the most as well😁 In the beginning making anything work was really hard, but as my understanding grew, I found I could implement ideas more quickly and easily. And in the end what I planned to be an apologetic kind of ending became prettier than the actual game 😅Well, I learned a lot and had fun, so it was worth it already, but hearing somebody likes something I did as well means a lot to me, thank you! 

I liked your game a lot btw. Felt like mini Sekiro, one of my favorites so far 🔥