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Sea Apes

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A member registered Feb 19, 2025 · View creator page →

Creator of

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WOW, thank you so much for the very insightful feedback. We really appreciate it.

We’ll add the font change as a separate option, and we’re also planning to include a selection of different icons for better recognition and a color change for improved accessibility. 

We appreciate the suggestion regarding the tutorial. When playing through again, it’s likely that the tutorial isn’t yet complete for the player :)

Provide more detailed information about the Valkyries’ abilities and give players a stronger sense of power when they enter the new chapter.... Noted. 

Thank you very much; this really helps us move forward. 

Thank you so much for the feedback. 

We're trying to strike a balance between letting players explore the game on their own and providing some guidance. We'll need to fine-tune that a bit more. 

We plan to expand the game's mechanics in future chapters. we already have a few good ideas in mind. 

Thanks for playing—now I have to go play Evidentia!

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So, finally I was able to resist to click "New Game" again. The short playtime and the leaderboard always tempt you to give it another try. My final score (for now): 530

1. Does the game feel fun to play?

Yes! The controls, graphics, sound, and animation feel great and create a nice retro arcade feel.

2. What did you like about the game?

After the first few games, I briefly felt like I wasn't making any progress. But then I quickly learned the enemy behavior and was able to slightly increase my score each round. Predicting enemy positions with "!" and the spawn logic (always the same types and amount of enemies, but random positions) were definitely helpful in this regard.

3. What did you dislike about the game?

I think I would prefer to not die on the first hit. 

While playing the wave count is displayed on the top. However I didn't had the time to look at it, while shooting. I guess it was around 13-15/30...would be cool to see the wave count at the end next to the score.

I think the game doesn't save the high score, right? At least for me it was down to zero again, after restart.

4. Is the game too hard or too easy

I think it depends which kind of players this game is made for. For me it felt like a steep difficulty curve, but I'm not a good arcade player at all. Maybe having a different difficulties implemented could help.

All in all this is a very solid and fun to play submission. Keep it up!

Additional:

  • a screenshot of the bug
  • UI could use some optimization
  • the menu options (Retry/Replay) should also be assigned to keys, also the keyboard shortcuts should be displayed maybe?

 Thank you so much for those few minutes of deep connection with Suzy. 

A lovely platformer that keeps introducing new elements around every corner. 

I found a small bug.

Level 4, where you have to navigate through the wild mushroom parkour at the end. The last platform is covered in red stones, but I can walk on it (I can provide a screenshot if desired). And Level 5 is missing sound, which is a shame because it’s really good :)

Good luck with the game.

And the sound is good...great job!

Cool game. 

Unfortunately, the first time I played the tutorial, I teleported right into a wall and got completely stuck there. But it worked the second time. 

It’s a bit annoying that you don’t actually teleport in the direction or to the position of the mouse cursor. I’m sure that could easily be fixed with an animation and a little tweaking. 

The controls are a bit unusual, but I didn’t find them bad or cumbersome at all. 

The boss level is okay for the first real fight. 

A bit more challenging would be fine, too. But you never know what might happen in the universe, so I think it’s okay for now. 

Just a little fine-tuning on the controls and performance (it was pretty choppy for me at times), and then I’m looking forward to actually delivering my first letter and experiencing wild adventures along the way. 

It has potential. Thanks!

Thanks for the trip down memory lane. 

I both loved and hated the game "Lemmings" :)

And this one gave me a similar feeling.

I breezed through all the tutorials and created a few games on the server. I don’t quite understand the server logic yet. For me as a player, it’s easier to play straightforward levels with increasing difficulty. 

Still, hats off to the effort it took to set something like this up. 

With more work on the UI, level design, and polishing the environment and little "characters," it could become a worthy successor to my beloved "Lemmings." 

Thanks for that!

A fun little game, I really enjoyed it on my second try. 

Add a cool soundtrack and maybe a boss or an overarching goal (collecting X circles from the bushes) to trigger a harder wave or reach a new level and generate player progress. Then it’ll be a well-rounded game.

And maybe an explanation of the reward abilities. But that’s not a must for the fun of the game.

Thanks, it was great!

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Very nice game idea. Like already mentioned the game is quite difficult if you are not familiar with Morse. I think reducing the alphabet to a few letters at the beginning and increase it over time could help to give players a better onboarding. The same goes for the speed of the tanks. For the first level/wave they are reaching the castle fast IMO.

I really like the new tank and castle model! :)

Cool game! The first time I didn't make it, but on the second try I reached the airport :)

I really like the camera perspective and the sunset visuals. The new ending is also very nice.

I think you could try and improve some smaller things, like:

  • visible lanes
  • more feedback (animations and sounds)
  • adding environment models

And then you could extend the gameplay:

  • more levels, increasing difficulty
  • different obstacles
  • different goals to achieve

However the game already offers a short, but fun experience and you might want to keep it like that.

Thank you for giving the game a try even it's not your thing.

The first issue sounds like a bug. I quickly checked it, but couldn't reproduce it for now. So you should always be able to activate the power when you have at least one hand card (you can also activate it with full hand). And then you should be able to drag one of your hand cards in the above "dropzone" (border) to upgrade it. However we already have plans to redesign the entire screen and the input, because currently it's kind of overcomplicated and the player can't see the enemy pile while upgrading.

Thanks for pointing out the naming issue. We will discuss it and might reconsider our naming. I guess we should decide whether to go for correct/meaningful Norwegian names or go for full fantasy names. For now we took something in-between, because the names sound cool to us (we don't speak Norwegian) :D

Thanks for the input. We really appreciate it!

Thanks you for playing Revila and your input! You are right. We should add some short text/guidance to the first appearance of the reward card, shrine, ... It's now written down in our notes and we will address this in future updates.

Thank you for the playtest! :)

Thank you very much for playing the game and the feedback! :)

Good to hear you could figure out the rules yourself. That's actually kind of the approach we try to achieve: giving minimal guidance and then the players are hopefully interested enough to discover the rest by themselves.

It's interesting to hear that the play felt kind of meaningless to you, until you took some damage. We also had the opposite feedback in previous versions: damage too early; player should be able to clear all card more frequently. Of course there are different tastes about difficulty. I guess we have to try and find the sweet spot by making continuously small adjustments.

Thanks for the input, we will consider it and try to improve the onboarding for the players.

Thank you for the feedback. We really appreciate it!

We will continuously try to minimize those frustrating draws and card situations by giving the player more options to tackle bad luck (like with the valkyrie powers). However luck and rng will always be part of this card game.

You are right about the first appearance of the reward cards. Thanks for pointing that out. We will address this in future updates.

We are currently using Godot 3.6 and are evaluating whether migrating to Godot 4 is worth the effort (for this particular game). But thanks for reporting, we will run some tests in FF to see if we can fix something on our end.

Thank you!

Yes, we definitely tried to implement some of your suggestions. E.g. some aspects of the new enemy card design were inspired by your feedback. We would love to hear if you think we made it better or worse.

The "null card pack" bug you reported should be fixed as well :)

Thanks a lot for your feedback on the card design. We really appreciate it!

Your feedback about the decorations / glyphs being potentially distracting are very helpful. We will keep this in mind as we continue refining the visuals.

If you have more thoughts while playing the game, we would love to hear them :)

A work of art that deserves nothing less than a sequel!

Thank you for developing a game and staging a story in this way.

Something good was cooked up here.

A small and fine guy, comfortably firing from a transparent sphere with turn-based weapon upgrades. Defend yourself against the horde of enemies with the goal of blasting the beasts with even bigger projectiles in the next round.

Highly recommended!

Yes, we replied to your comment! Thank you for your feedback during the Game Jam. We really appreciate it!

Unfortunately, we accidentally deleted our submission for the Game Jam. Therefore, the submission page is no longer available. Fortunately, we were able to backup all the feedback we received up to that point.

Anyway:

We have taken note of the idea of increasing the number of cards and thus increasing the complexity – a very good approach. We have also made a note of conveying the background story with visual graphics and, of course, the font adjustments that were mentioned by many.

Thanks for your input!

The controls and the gameplay are super fun and the level variety is great. Definitely recommended!

Ideal game for a quick daily brain workout! Thank you for adding an easy mode in latest update :D 

The updated tile preview is great and makes the game far more readable. I could imagine a „contest mode“, where you play multiple consecutive rounds against an increasing bot difficulty. Also a stats or achievement section could fit in the game, where you can see some global stats like played games, win rate, average number of turns and so on. 

That said the game is already quite fun to play! Thanks for sharing and good luck for the future development.

This game has a unique and addictive gameplay. Easy to understand and fun to play, it’s perfect for everyone who likes to isolate themselves from time to time. The recent updates made the game feel very polished. I’m excited for the future development of the game! Keep up the good work! :)

A nice little game for gambling on the next dice roll and chasing high scores.

I enjoyed my pursuit of it.

The UI and color scheme could use a little more love, and if you could show the player (perhaps via animations) which combinations of dice (a 5, a 1, a pair, three of a kind, a straight, etc.) they rolled and how many points that earned them, then they would certainly save themselves a lot of time looking at the scoring rules and it would become self-explanatory.
Combine that with a leaderboard and the game is perfect.
And a soundtrack :)

Later power-ups, jokers, etc. can be implemented, but may not be necessary if the hunt for a better ranking is well implemented.

Please let me know if that's the direction the game is going in. Because then I'll get myself a top 10 ranking!

My stats: 5 losses, 1 draw 😅

At first I thought the rotation is too much for my brain to handle, but after some tries I felt I was getting better and closer to actually get a win. Once I had completed a row, jumped up from my chair and was about to cheer when I saw the board rotate again and break the row (I think it's a valid rule, but it caught me by surprise). I really enjoyed the game once I got the hang of it.

Here are my notes:

  • Would be cool if there would be some audio (sfx and maybe some music)
  • You could implement different "bot difficulties" so that noobs like me can get a quick win :)
  • The rotation preview refreshes with a "fade out / fade in" animation. It's just a small thing, but somehow it distracted me a little bit. I think I would prefer the tiles to move from left to the right (while the first/last one disappear/appear) -> like an assembly line
  • The special chips information (in the top right corner) could be more highlighted, I noticed it after playing several rounds

You have a very cool project here. Good luck for the development! I will likely challenge the bot for a revenge in the future.

PS: My team member got a win during the first few games...so it's definitely me being a noob :)

It was quite fun to play through this game :)

I think with some further improvements it can get a nice small speed run challenge (like stated in the description on the itch page). Would be cool if you integrate a timer and maybe a high score/leaderboard. The game ended in an empty level (at least for me). If that is not a bug, it would be nice to have a game over screen or something like that.

I liked the mechanic of replaying the same level with increasing difficulty and the introduction new challenges over time like double jump, the limited field of view.

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But if I buy a caddy for club XY in the shop, will it be automatically upgraded?

And as a player, I don't actually want the aim bar to be faster. I want it to be slower so that I can hit with more precision... that's what you mean, right?

Only 2,147,483,624 holes left to play... I'll keep at it :)

The absolutely right way to go about it is not to hide this art style in a memory game, but to use these excellent game mechanics to create a very good card game!

Terrific.

More animations when playing a card communicate better to the player what is happening. For example, the discount on a card could fly off to the side as a symbol and land on the next card (discount). This way, the player knows where everything comes from and understands it more quickly (not that it's not easy to understand as it is!).

Perhaps this would also help explain the “energy” concept behind the cards to be played to the player. This is essential for understanding the game and allows for real tactical maneuvers with shields (and all the other ideas you surely have).

I would also like to see how many cards my opponent has left in their hand so that I can gamble on how much energy I give them for their next move. Especially with the shields and stuff... well, you know better than I do :)

I can well imagine that unlocking characters in stages could be a good long-term motivation if they can be sorted by difficulty.

I really enjoyed the sound, the design, the whole thing.

Definitely keep developing it... it's really, really good!

This was a great experience. I like the art style and it feels very unique! The radio tuning mechanic as primary gameplay was very intuitive and fun. Took me a moment to find and pickup the first radio button to proceed in the story, but the hint system (the notes) is well in place. The transition between scenes/perspectives felt also very natural. My only complaint is that the version is too short :D So I'm looking forward to play a longer version in the future. Good luck with the development! :)

These barbarians... every seven days they want to challenge my rule... Stress... pure stress, even for a king as outstanding as me :)

I had four rounds of pure fun and I'm still not sure which tactic is best. At some point, I always seem to be missing something... be it gold or workers :)

The soundtrack and visual design are very harmonious.
When you have more than two rows of upgrades or similar available, the UI suffers a bit... But I take that as a nice hint that you shouldn't play it that way :)

The items get a little lost, and maybe the large-scale display of the city could be made more interactive. Perhaps the items could be placed there with animations so that you know what they do and their importance becomes clear.

But these are minor details.

The game is bookmarked, and I hope it will be developed further!

Here is the unabridged comment from my team member:

"Awesome game :D I played through it. It puts you in a good mood. Yes, I also experienced some lag from time to time (especially with the boss), but it was definitely playable. I experienced the most lag when a model (e.g., a projectile or explosion) was loaded for the first time."

Hope that helps

Cool! Glad to hear that you will continue to work on it. Those ideas sound great! I'm looking forward to the updates :)

Pretty cool game! Once you get the rules it's quite fun and challenging (in the hard mode). The music tracks are fantastic! I wish the level track would change a little over time during a play session. I have limited knowledge in music/sound design, but maybe you could add some additional layers to the loop-track, once the player reach certain scores. That could increase the tension. The button sound is a little bit too loud IMO.

I think the rules are simple enough, but if you would display them somehow next to the playfield for the first few rounds, it could help, I guess. Or at least they could be accessible from the pause menu.

The background doesn't feel distracting for me. It looks fancy...I like it :)

Like others already mentioned, you could try to bring more varied "siphons" in the game. Maybe that allows for even more strategic thinking.

That game caught me instantly, because it reminded me on Ufo Joe a flash game which was way more casual, but a game I really liked (https://www.youtube.com/watch?v=DsN4cDH7U-E).

The controls and the gameplay are super fun and you have created a lot of levels too. So I might come back to complete them all! The music suits well. I cannot think of any real improvement in terms of gameplay. For me it's quite fun as it is. IMO you can polish some visual aspects like replacing the platform models with something more fitting or improve the UI here and there.

But all in all this is just a great experience! Thanks :)

I was equipped with the mine launcher. When one of those mines exploded, the performance got a little worse. And with the boss, it got even worse because of all the projectiles (I think).

I've already asked my teammates to try the game so they can check it out with their setup. I'll let you know when I have an answer.