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Saethodil

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A member registered Nov 26, 2024 · View creator page →

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Haha yes, glad you noticed! Thanks for playing :D

Cute idea, and love the sound effects for the monsters (the chomp audio is perfect). Were those homemade?

I assume the team had something in mind to award the player for collecting snowballs, but it was fun grabbing them regardless haha. Nice job :)

Haha, thanks for powering through, and for stopping by! Yeah, I agree it could use a bit more directness in terms of guidance, and maybe some more levels to gradually ramp up in difficulty so the player is more prepared for the last one. Thanks for the feedback :)

Ah that's great! I didn't have time to test with controller input, glad it worked sufficiently!

Nice, thanks for playing, and for the great feedback! I could definitely make that clearer in the level design, something to learn from for sure :) 

Skye! Thanks for dropping by, I'm glad you liked it :D

Super fun! I enjoyed how fast Splat Boi zoomed around, and the cute idle dance haha. Great idea with the quick respawn hotkey too, helps encourage that perfect attempt :)

Wouldn't mind a level select so I could go back and marvel at my accomplishments (I think I got one purple, but it was one of the earlier levels).

Overall, great job!

Aw, I really liked this. Loved the charming music, and the variety in the level design (especially liked the moving sponge with the drains). Building the bubble army is super satisfying.

Really great job with the accessibility options too, like allowing the user to customize input mapping and sensitivity. Haven't seen that in a game jam before, and it was really inspiring. Thank you for taking the time to support that :)

Thanks so much for playing, and I'm glad you enjoyed it! Agreed, some more scrollable levels is a great idea, I had fun making that one :)

Awesome job capturing the theme, and the character art + idea is great! The use of camera smoothing really helps build the sense of speed too.

Wouldn't mind some extra challenges to avoid as you advance, had a lot of fun though :)

The swing mechanic is super fun, and I found myself listening to the intro music in the background for the last little bit (awesome motif, Valnaen!)

Also thanks for adding checkpoints and slow-motion, made the game much more accessible for me :)

Nice, I like that the game rewards patience, reminded me of the old wooden labyrinth puzzle games.

Some checkpoints could make things a bit easier and encourage risky moves, but I kind of liked the extra tension of playing through the whole thing perfectly. Definitely felt tension on that last obstacle haha.

Congrats on your first game jam entry!

Awesome AI design! They definitely love chaos haha. Once I got ahead it was a bit easier to predict where obstacles were, but getting there was a fun challenge.

Clever use of theme with the wave shooter, too. I like how I could hit the boats, reminded me of the old Road Rash racing games, which were a lot of fun.

Great job :)

Using your own game engine is awesome, congrats! 

It was quite fun to jump around, as the platforming aspect felt very smooth. Especially liked the parts where I had to time when to turn off a color and prevent certain platforms from moving. Great level design, and loved the evolving music :D

Quite fun and intuitive! Great idea to add the various twists in mechanics as "glitches" over time for extra challenge. Music is extra chill, too :D

Ahh perfect, it did feel like a fitting place to end :) 

Great job, and congratulations on making something so heartfelt. Lots of stuff to love, really enjoyed it.

Stunning art + story, very impressive and an ambitious project for a jam! The voice acting and dialogue was super well done. Especially liked how the voices on the radio lead you to make certain decisions too.

I struggled with the cooking minigame but I'm glad the game was gentle and let me continue haha. I figure I missed something, as the pot would consistently overheat for me I think, while I prepared ingredients. Any hints would be appreciated :)

I also seem to have gotten stuck at the same spot as others mentioned, after reading the note in the lockbox. Would love to experience more, because the story is so sweet!

Loved it, super fun to beef up my weapon of choice.

Controls felt very smooth and I found myself entering a flow state pretty quick! While I did get stuck at wave 20 where the boss didn't enter the screen for some reason, I had a lot of fun :)

Very cool atmosphere, really enjoyed the art! Initially I'd spam attacks, which only got me so far haha. Patience was definitely key :p

Gave me Dead Cells vibes, which I love. Great job!

20, wow! Okay, that definitely beats my record haha.

Thanks for making this, had a lot of fun :)

Awesome, glad you made it that far! Thanks for playing :)

Thanks so much for playing, glad you liked it! Appreciate the feedback too, will definitely look at contrast for the next one :D

Cute! Really liked the tone and atmosphere set by the graphics / audio. 

I found myself not needing to move around, but rather just focus on the honking and the road ahead haha. Perhaps some kind of immovable obstacles could find their way in the driver's path, too?

All in all, had a great time! Also enjoyed the interesting facts in the description :)

Super addictive, and quite cohesive! I found myself experimenting to see how the various weapons evolved as I upgraded, but always went back to the trusty cannonball.

Love the chest animation too, very satisfying haha. Great work!

Just curious, what level did the team manage to reach? Would be fun to add tiers to compare against for some additional personal rewards, even if it's solely in the game description :)

So much built in such a short amount of time, impressive! Had a lot of fun, and enjoyed the little details like the satisfying overlay when reaching a new level. Loved exploring the world too (the part where you climb the treetops was my favorite). Agree checkpoints would definitely help keep momentum going, maybe in between the big battles and the subsequent platforming areas.

"May be continued" - Loved that haha. I hope you do continue, you have a knack for world building :)

Oooh, this was so much fun, loved the mechanics being introduced over time. The ability to stretch the mask surprised me, but was super intuitive and really opened up possibilities in overcoming puzzles (would be interesting if one of the puzzles required you to shrink after growing).

I enjoyed the SFX, and agree that adding some background audio would definitely help with world building. Even some soft non-intrusive soundscaping / nature effects could go a long way in complementing what is already such a cool and interesting art style.

The masked title font is awesome btw, really cool and fits the game so well.

Awesome job :)

Nice, cool to see you expand on your ideas from the last jam :)

I like that the game doesn't penalize the player explicitly, so they can either choose to hoard the seeds for themselves, or feed seeds to the "monsters".  Would be interesting to see the game evolve depending on the choices made, as you've mentioned.

Really enjoyed the mask decorating + customization via the mirror too, super unique and cohesive art!

Excellent depiction of the town with the map, and really enjoyed the writing as well. Reminded me of tabletop RPG's, had a great time :)

Loved the mystery element too, especially the bit in "The Pit". Very cool tone, awesome job!

Mmm, appreciate you giving it a solid try! If it makes you feel better, it usually takes me a while to beat it too. Probably a sign we should've made it slightly easier, haha.

Yeah, even when testing I tend to favor stamina / agility over perception, since I usually find it harder to remember the prompt input when it isn't playing fast. Maybe we could play into that a little bit, hmm...

Appreciate the feedback, and thanks again for playing :)

Haha, thanks spoon. Yeah, balancing early gameplay with dialogue to set the stage is a bit tricky. Great feedback, we'll see how we can incorporate it in the next one!

Oooh yes, I like the countdown idea! Could be used to add some nice flavor, too.

Thanks for playing, appreciate the feedback :D

Whewie, now that was challenging! Every level I breathed a sigh of relief, only to gasp at what came next. When I reached the end I was kind of shocked ("did I really just do that?"), which is a great feeling to have as a player :)

Also loved the story, and how it tied into the art. Great tone, atmosphere, and congrats on your first Godot Wild Jam!

Very creative use of theme, and loved the characterizations / visuals for the visitors. Audio feedback was also great (e.g. the clicks, pops, and fuzzes really help with immersion). Pleasant surprise to find callbacks to previous games with the background audio, too!

Overall, really great job and would definitely play more :)

Thanks for playing, glad you enjoyed it :)

Maybe we could introduce an endless mode, haha (i.e. just keeps getting faster / harder)

Thanks for playing and providing feedback, glad you had fun!

Yeah, what you noticed is something we saw during testing too (instinct is to prompt / provide input with the beat). Something to look into, for sure :D

Quite fun! Perfect length, was glad to see levels designed to make use of all three masks. The visuals set a nice tone for the story, really enjoyed the player sprite too.

Overall, great job :) Btw, impressive score in your screenshot, I was nowhere close to that haha.

Awesome mechanic, and executed very well in a short time frame. The feedback and visuals for the ghost as you apply the mask is perfect.

While I definitely took my time planning my route and enjoyed the laid back pace, it also feels like a game that could lend itself well to speed running. Had a lot of fun, really nice work!

The shifting is super fun! Character art really pulled me in, and I like how new mechanics / concepts are gradually introduced. Though I still wasn't ready for the challenge in that end boss, and I died more times than I care to admit haha. Enjoyed the challenge, great job :)

Thanks so much for playing, and for showing your whole playthrough! It was a joy to watch someone else play other than my partner haha, hearing someone articulate their thoughts as they play provides valuable insights into how I can make things more intuitive. Super glad you're doing this for so many developers, as it really helps the community grow and learn :)

Your feedback about providing more in-game guidance for the initial leaf totally makes sense, I'll see if I can make some improvements there!

Thanks so much for stopping by, and for the high praise!

Godot Wild Jam has been great, love the wildcard aspect. Hopefully I can keep the momentum going and make more games like you, it's truly inspiring stuff :)