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sabacu

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A member registered Sep 04, 2020 · View creator page →

Creator of

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that's a bug! I've never seen anyone get this fast, but sometimes the speed grew out of the normal, I was never able to reproduce the bug. do you have any more info on what happened before it accelerated so much?

attacks can be made in combos of up to three hits. when you already have the necessary MP the third hit of the combo is replaced by the special one.

it makes more difference when you are born with a creature of some element (earth, water, fire or air).

I've tried to keep everything in one button, but I think a tutorial showing element by element is being sorely missed.

yeah, it means you already completed one and the cost for the next one is harder, but the improvement is permanent for the next lives

aslo, I don't know if it was clear. but this second column of stats, with the game paused, represents the items you've completed that become permanent additions to your character, even after dying and being reborn.

so the game is really punishing, but once you complete feathers, bones, horns or any upgrades with the items the bonus it gives you continues permanently.

if you have 10 of 20 necessary plumes and die you loose it, but if u got all the 20 ones you hav a permanent speed bonus for all your future chars.

I think that with levels advancing in difficulty more gradually and these elements being presented little by little, this dynamic would become clear (and satisfying)

dude it's so nice to get a comment like this, really, you did right in the points.

my plan was hav a lot of diferent types of enemies, like the subterrain ones. but I'm learning along these projects and as I advance (and learn more) I see how much the beginning was made on a bad foundation and I end up wanting to redo everything from scratch.

the subterrain monster was the first thing which went wrong and ended up discouraging me a lot. I intended to make flying, sea and especially boss monsters.

the idea was for the player to face a few worlds (with increasing difficulty, as you suggested, first one totem, then two and finally three) and then a boss before moving on to another world, with another totem style and other creatures.

actually in this prototype there are only TWO different levels, they change because several elements are generated procedurally depending on the world you are in. but there really wasn't a lot.

in the end I think I spent a lot of time on the visual (as usual) before the structure was well put together. the combat is better than my previous games, but it's still far from what I wanted. kinda clumsy.

but yeah, really happy that you liked and with the feedback. it really gives energy to think more about this project or the next ones. thank you!

yeah, I really liked it and I'm not talking about these points as flaws, but something like with a few more variations the game is quite complete and replayable

amazing art style, loved the mechanics holding the words and turning into the thing itself.

congratulations

beutiful art-style.

the insects concept and the animation are amazing, congratulations

dude, you're a genius, i'm serious.

I was here playing very relaxed saying "yes, what does this have to do with the theme?" and the screen locks, blue screen, I really loved my congratulations, maximum score.

loved the combat system. with more enemyes, scenarios, that's a strong game. congrats

wow, that's a beautiful game!
love the retro visual and sound, congratulations

amazing, really nice interpretation and the game is very polished,  congratulations.

loved, very relaxing music (but i failed on my first winter, ll try again latter)
congrats

thanks!
yeah, i'm learning code yet, and the animation and hand-draw is what i really know what i'm doing, so i do a little show off, hahaha.
but yeah, definitvly it could get more movements. acomplish one already burn my head, hahaha.

i wanted that do be hard, i think battle more than two people need to be almost impossible. usually i get 20 or 30 score, but my high score was 108 o.O

thanks again! try it a little more!

yeah! about the momentum i couldnt agree more, but that was my first attempt to make a melee combat, i really dont know yet how to make it, hahaha. i started to learn about game design in may 2020, still a beginner. but about the dash, no, i really wanted a crude battlefield, so realistc as possible. i think the dash go in another way.

thanks for ur feedback, your game is just amazing!

that's true, one time u hav more them 3 or 4 enemys their diferences make no sense anymore. that's sucks

thanks!
yeah, i really wanted a messy battlefield, with bodies slowing u down and getting more hard. but i really never know how much is too hard. thanks again!

3 of 6 attempts i spawned into a wall

I don't know if it's just me, but I tested it in two browsers and I can't play because I can't see the whole screen

wow, that's nice!
yeah, i found the site and loved to see others godot project!

it took me a few levels to realize that speed influenced range - and I found it incredible when I realized it.

the music is very good, all the feedback sounds. Well done.

(got stuck at level 7)

thanks a lot! yeah, i wanted that do be hard. i imagine that fight with 3 or more enemys already hav to be almost impossible. wanna to do it in a realist way

hey Jadegenius! its aways amazing to see your feedbacks.
yeah, I confess that I made this game to test a very specific mechanics, this melee combat. for a bigger game.

I added some elements to the scenario (there are about 15) and 3 types of enemies with 3 variations of armor, health and speed. scenario variations only appear when you try again.

but yes, i think that with some more effort the game could be much more replayable, right?

loved the rounded screen.

it took me a while to understand that what came out above came in from below and vice versa.

as feedback i think it already starts the game with a lot of elements on the screen, i could start with less and add it little by little, while you get used to the control. but in general I found it very well polished.

the game is very fun, the music it's nice and for your first game it's amazing

the jams are the best way to do it, im in my 4th game now, and i hav learned so much

loved, so far the most original of the jam

loved it.

it's nice and smoth, very polish and hard

it's a beautiful game, the clouds and the char are very uniques.

i think it could hav more variation of speed, but i had fun

thanks, you can send me a e-mail: ramon.cavalcante@gmail.com

Dude, wat a happy feedback!

I was increasing the project and it ended up getting very tight in the last few days. I have ready-made animations that I had no time to use (as in the bullet and the death of one of the enemies), as well as I was not able to test much.

this guide for launching your head is essential - like a golf game. while making the game I didn't even try because it was something I had never done before and I didn't know how - this is my third game, the first one I made in August of this year, so I'm really starting to learn - but I've found a way since the game was submitted, I will implement in an update.

I was a little lost as to how much to explain or not. I really don't like long tutorials and I would rather buy the risk of the player needing to test a few times than a bunch of boring tips.

I'm really not sure about this measure, but I think with some disposition you can get the hang of it and I think the game is more fun like that.

is github was also a big news. at first I managed to use an addon on godot that would upload the updates myself, but then he stopped logging in and I just uploaded everything that was in the folder, hahahaa. but i will review it.

thank you so much for the feedback, I'm really glad you liked it and encouraged to try new games!

you made my day remebering machinarium. thank you

eu cheguei nele depois de muita luta, mas nao conseguir dar nem um murro ahhahaha

Muito massa! Tá bonitão e é simples mas super bem polido. 
Só queria ter quebrado esse nazi, hahahaha.

Massa!
Pois é, essa dinâmica do lançamento da cabeça não ficou bem resolvido. Ainda queria mexer várias coisas nela. Mas fui acelerando o processo já nos últimos dias, daí acabou não dando tempo.

Os padrões foi mais ou menos isso tbm. Fiz uns tiles e apliquei em tudo, daí na medida que fui avançando fui substituindo por artes unicas. Mas nãod eu tempo pra tudo. Teve até animação que tava pronta e eu não implementei, tipo a morte do NPC que é um carrinho com uma serra. Ele apenas desaparece, mas a animação já tava pronta, hahaha

Ei, mas valeu demais.
Vi tua apresentação lá no Brazil Game Dev, tu tá num processo parecido com o meu, só que fui pra Godot. Mas bora botar esses games pra frente! Joguei o Espreita tbm!

wow, i see in your gameplay it just skiped all the tutorial fase. that's should not happen
that's complicate the game. is this happening to everyone?

the smoke effects are not disappearing either. this is weird

and you explored a glinch that I didn't foresee, this stop in the air with a new rocket of the head. that's really clever. but you never used the second click and drag in the air, it get more momentum.

thank you so much for the play, loved to see someone playing it.

Yes, the mechanics of the head are no longer very smooth, on the toutchpad it must be impossible

thanks for the feedback, when the voting is over I intend to upgrade this mechanic of the head

thanks a lot, 

I was anxious for someone to see all the lines, I had a lot of fun choosing them.

yes, without a doubt the mechanics of the head was my own moonshot, I had never worked with rigid bodies and was still adjusting that until the last moments. but i think still need a lot of work.

in fact, the menu flash was designed, but I hadn’t calculated how many times we would need to open the menu. on the last day i included the shortcuts to add energy on J, K and L because opening and closing the menu was being very boring. but I didn't remember to take that flash off.

I really liked the game and I think I will still make some adjustments to it after the vote

yeah, sorry about that. 

that's my fault, i really couldn't finish it how i wanted. but i ll try update it latter.

thank you for your feedback, i really spended a lot of time on that chars.

completly lovely, congrats, it's a beautful game.