Thank you! I greatly appreciate the kind words :D
seefern
Creator of
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Thanks for bringing that up!
I mention that in the description. It somewhat works if I reload the page or click the game window a few times and press 'z' but downloading the game for your platform is the best way to test it out.
Either way, I'm sorry it is broken. I was struggling to figure out love.js within the jam's time frame. I'm working on fixing it now as well as getting it downloadable on PortMaster and working on any platform that has RetroArch installed (by porting my game to Lutro).
Hi there! I am a Godot dev making a rhythm game and am running into issues trying to sync up the player animations to the song beats.
I tried your game and noticed how the platforms and spikes etc. are synced so well and was wondering if I could pick your brain about rhythm game things sometime. If so, let me know. It would be a huge help!
Hi there! I am a Godot dev making a rhythm game and am running into issues trying to sync up the player animations to the song beats.
I tried your game and noticed how the platforms and spikes etc. are synced so well and was wondering if I could pick your brain about rhythm game things sometime. If so, let me know. It would be a huge help!
Dude, this made me laugh like an idiot. The voice over is hilarious, the lose song is hilarious, the game idea is simple and effective. All around, this is great. I was looking for a game that used the theme differently besides a blacksmith forge and this did not disappoint!
no notes man, this is just pure fun!
This was more fun than I expected, I played for a decent amount of time haha!
I love just making a ridiculous abomination of swords. I think if you could cut down the load time and add in some more options for upgrades, maybe something like an AOE attack too, it would really fill out the game.
Is the game endless? I got up to wave 17 before calling it quits.
Such a cool game, really what a good job!
We also have a rhythm game in our submission that I'm pretty proud of for my first attempt ever at anything like it. Your game definitely gave me some inspiration to continue working on it.
Art, music, gameplay, all nailed! My only feedback is that the 2nd level is difficult to figure out how it works. Maybe some clearer instructions in the tutorial section would be helpful. Otherwise, A+ job guys!
Hey Regal, I'm glad you had a good time despite some of our undercooked mechanics lol! Game jams are certainly tough, especially when trying to coordinate with multiple people.
Regarding the rhythm game, I hope you were still able to have fun with it despite it being a bit hit or miss (pun intended). We tried to increase the area that each note was registered in as a hit to make things feel right but maybe it still needs some tweaking. We can take a look soon.
It has been encouraging to receive lots of good feedback on the idea of the rhythm game and general direction of the game, so thank you for your kind words!
Hi there, I'm glad you liked the limb targeting system. We really wanted to try and get a sort of VATS system from Fallout working in a turn based setting.
There isn't any health bar for the player currently, just a percentage to show specific limb health. Do you feel as though a general health bar would be something we should include if we decide to continue developing this game? Let us know what you think!
Thanks!
Hi there, thanks for this feedback and for playing. I hope you got at least some enjoyment from playing but I'm also happy to hear that you like the idea!
I can't argue with pretty much anything said here, you're absolutely right. I did manage to fix pretty much all the bugs mentioned and more since the jam was finished. I think I plan on going a bit further with this game after the jam voting closes tomorrow and just seeing where it takes me. It has been a great learning experience considering it is only the second game I've ever made.
Again, I really appreciate your feedback and kind words. Thank you :)
Hi there! Thanks for the feedback :D and I'm glad you got some enjoyment out of it.
The combat was definitely an after thought added in just to meet the rules of the game jam. I should've put more work into it but didn't, lesson learned!
Thanks for the feedback on the FOV, I'll look into tweaking it asap. It is something I honestly didn't notice all that much until you and one other person mentioned it.
Again, I appreciate the feedback, thanks!
Hi there, I appreciate you playing my game and the feedback here.
I think a lot of your concerns have to deal with balancing. It is something I wish I would have done more of before submitting instead of rushing in more mechanics! I lot of work since submitting has been done on balancing and I have removed combat all together, at least for the time being. I think the way you played was in fact, the most efficient way. I hope it was fun regardless. Oh, and like a bunch of the other comments have mentioned, I removed the pressing enter in combat lol!
Thanks again for the feedback, it is greatly appreciated!
hey there, I appreciate your comments and feedback!
This game didn’t actually start out as a survival game, it just sort of went there on its own during the jam! I agree that I definitely over scoped. I spent the last couple days rushing in mechanics rather than refining what I had which was a bad idea. This was my first game jam though so now I know better!
Anyway, thanks again for playing and your feedback. I truly appreciate it!
Hey there, thank you for playing my game and for the feedback. Especially the video! I haven’t been able to watch anyone play it yet, so it was very insightful.
I agree, everything here needs polish and major balancing work. I regret not working on that last minute. Instead I tried to make a camping system in the rock cave and things that weren’t yet necessary.
the combo recipes, while poorly balanced, are working as they were intended by having fruit give 5, fruit combos and fish giving 10, and the triple combos giving 15 percent hunger back. But yeah, really poorly balanced due to rushing.
the RNG rate for combat encounters is also awful. In your video you were getting way too many encounters, I apologize for that poor design and have already tweaked it quite a bit.
All this to say, your feedback was extremely welcomed and I am so grateful for the video to see how people besides myself approached it.
This game was cool, I like the idea of being taken over by these personas at each level. I didn't see much difference when switching between these roles though, so if they were more fleshed out I think the idea could be really fun.
Like others have said, the vending machine and ice machine idea was pretty clever too. I also didn't mind the reading like another commenter here had mentioned. I felt like it was fine tbh but that might just be a personal opinion.
Fun game, I'd love to see what more comes from it!
Hey, thanks so much for your feedback!
The spamming fishing bug is already taken care of haha! I can't believe that bug slipped by me XD
Can you go further into detail regarding the building? Did all 3 ship part icons appear on the right side of the screen before you went over to the anvil? I just tested it out now and it is working ok, but maybe something got messed up in the build.
Thanks for pointing out the issue around dying, I did just fix this issue as well! I plan on reuploading the game with all the bug fixes after the voting period closes. And I totally plan on expanding the cooking and building mechanic to be the core focus of the game. I also fixed camping and issues around respawning at the start of the world if you go into a menu. Lots of things to come on the next update!
Thanks again for the kind words and the feedback. I greatly appreciate it!
You escaped! Yay!
Yes, the balancing around the RNG for drops and battles when cutting trees and fishing needs a major rebalancing. As do lots of things in the game. I focused mostly on adding in mechanics rather than balancing, for better or worse lol.
I do plan on having some drops from battles if I decide to keep battles in at all. I'm working on implementing an inventory and storage system so, drops from battle can include things like ingredients for more recipes, possibly even materials for clothing and weapons to improve damage absorption and damage dealt. What do you think?
Thanks a ton for your time and feedback!
Thank you so much for playing and for the kind words!
The combat was already removed completely actually lol. I am either considering a new direction for combat all together or having the game have no combat and be more navigation focused by building up the world. The stardew valley type dungeon is actually a really interesting idea I hadn't thought of yet! Thanks for sharing!
Anyway, I appreciate your feedback and time!









