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SensibleGnome

28
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6
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A member registered Mar 10, 2022 · View creator page →

Creator of

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Working on figuring out the Baseball Captain crashing. It was his other attack that crashed a friend of mine, but his baseballs are stored in him when unused and I am now thinking that they might be the cause.

Game is running fast due to no limit on the FPS, which I thought I set to limit at 60. This is causing anything not based on physics to happen way faster. So pretty much anything but movement. It will be fixed in version 1.1!

the plunger in pinball is what typically first launch the ball. You can press and hold down, s, or x to "pull" it and the  release for initial launch. The magic is more of an extra movement on the board :)

Very fun game! could very easily be developed into a full game and do very well. I only had a minor issue where for no visual reason I could see a non-locking marble would act locked and I could not knock it  someplace and essentially waste a shot trying to move it and other issues like it being in the way. Not sure if it was just a marble I had not seen effected it or it was a bug. Still very good and had me go back in for the had mode.

Wait didn't you already comment on my game? XD

not a lot is explained and not the easiest game to play. Once I found out you can hit it really hard by just moving the camera away a lot I found it is very very easy to break the game in terms of balls going out of bounds. So maybe a limit to the power would have been a good idea. Simple game though with a single goal. With controls more refined and bit more guidance to the player definitely a fun short game.

I was able to get a hang of the game by the end, but I definitely feel the system could have been taught better and/or made more intuitive to the player. There is also a bit too much downtime with being able to attack a lot then you have to kind of sit and wait and do nothing while reloading. maybe just have the reload not be limited, and instead have the time to grab orbs while charging to be limited making where you place them more important and have the time scale up a bit with each orb. I do like the mechanic of having to grab the orbs to get more power, but maybe have them not get destroyed on walls but bounce a bit further or something to make it still possible to get them possibly. I respect the choice of going for a rouglike, but it is very tough to get something that requires a lot of balance and variety just right in such a short time.  Good effort and I hope you either continue to improve this game if you want, or make even better games!

Character is cute, but overall the levels all started to feel the same because there was not to much variety, and it was all just follow one path to get to the end. It would be nice if a couple of levels had multiple paths potentially. Like a path with fast hammers that's quick to complete the level and one that is a bit longer with slower hammers to give players a little choice. My other recommendation would be to add some sort of collectable in each level and then have made the last level unlock if you collect them all to let players feel like they completed the game and the last gauntlet is a bonus. I personally did not complete the last level because the floaty controls made the game a bit too slow and losing a long level feels worse because of it. Sorry if it seems like a lot of criticism just want to see you and your games improve! I did enjoy it overall and I hope you continue to make awesome games!

Here is my game if you get there https://itch.io/jam/go-godot-jam-3/rate/1555411#post-6010930

I wont be awake while you are doing the stream (6am here), but I would love to see a reaction to my game in video! Rate Monster Connection by SensibleGnome for Go Godot Jam 3 - itch.io

yeah my wife also feels that way, she initially thought it was a bug or something. I just really wanted to try a different style of camera then just follow the player.

Always a fan of an evolution tree, that's why I went with something similar for mine :)  Very cute creature designs and a cute little simulator.

As someone who did not feel like thinking too much and made many mistakes, as much as I like the voice maybe let it be skipped after the first viewing XD  Very interesting choice of game and good work!

I am personally not too into movement this floaty, but I can see what you are going for. I would only suggest either making the map have indicators where the middle is, or adding an indicator so that way players can go out and explore without losing track of where it is.

Fairly slow, but interesting start to something more potentially. maybe more enemy variety and some enemies can give special abilities when eaten? maybe eating cost a set amount for enemy type and small ones give small stats but low mana, large ones you can kill but cost more mana to consume? lots of ideas that can be explored here that are very interesting!

Was able to beat it, the drone is gets way to much influence from the first round then will never really take any input from what you are doing after that. But other then that this was a nice entry and attempt at something very different!

A good start to something, Very difficult and not to many indicators for damage. Could use some invincibility frames to prevent just instantly dying to a large group of attacks. Cool visual style though!

Great work on this remaking of Snake! I like how there is a bit of carryover in the runs. Random levels mean each run is different, but maybe for something with needing precise movements like this stick to some slightly bigger shapes it can generate. small corridors spawning stuff means it is pretty much impossible to get. Keep up the good work.

Simple little game, If you had more time Definitely could use a bit more environment in the game like maybe some seaweed, coral, other schools of fish. Keep up the good work!

Was a bit hard to get used to, movement did not feel that good and kinda made my head feel strange. Could use a little more direction in the beginning and maybe some more indicators for planet health or being damaged, or when things are near it.

I have always wanted to make a tower defense game, interesting to combine it with a card system! I was not a huge fan of towers being destroyed with how the game currently is, price is so expensive for them that I felt as soon as it did die if I placed another I found it often died immediately and it was a waste. Having upgrades with such a short round length is also a bit tough because before you can really buy or have any sense of them the round is pretty much over. Cool what you are aiming for and I am sure you can continue to make interesting combinations of games!

Here is a short post with future ideas, if people are interested in this being a full game. Wanted to post here for visibility during the Jam.

Potential Future of Game - Monster Connection by SensibleGnome (itch.io)

it is inspired from mario bros 2 charged super jump. It came to me when my wife said the down key should do something like crouch.  It was nice to have a play tester on hand like her.

Your team did a great job! Had a fun unique style to it and some fun concepts thrown in as well.

I liked the idea! Could have been executed a bit better, but still fun. The beginning could have used the small weak creature avoiding danger for a bit rather then just fall and if you hold left or right you are stuck and lose. maybe a different creature who pops out of walls on a timer or something? Only other thing is the weird ghost thing back near the beginning? no explanation just kind of kills you if you happened to remember there is a evolution point up there shown to you right at the beginning.

Nice rougelite game! Game could have used a bit of invincibility frames after being hit and or a way to heal. Cool you were able to get some different upgrades into the game!

Excellent art, very ambitious to go for a whole JRPG system for a game jam. Nice attempt and hopefully you keep at it!

I liked what you were going for with this game! It is interesting having a longer character like a caterpillar for platforming, and the shifting mechanic is fun kind of like a geometry dash sort of thing. It did feel as though it could have been more lenient towards the player though. Some jumps were blind into spikes/mine, and having a longer character and having a short jump made even normal spikes have to have too much precision needed to get over without dying. Overall it was a good submission!