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ShadowCommander

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A member registered Mar 08, 2022 · View creator page →

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I did see the free play button and did click it, but it just puts me in the same map with the timer in the top right corner. Tried it twice just in case.

So it seems to not be working.

We could probably increase the amount of liquid the pot holds so that you can fill multiple tea dispensers. Though the tea dispensers should hold enough to fill a little less than 8 tea cups.

Fun game. Got all the way to the end with all the upgrades. I like that the drink gets brewed while you’re collecting fruit, but it’d be nice to have the fruit also spawn while you’re in the brewing area. Maybe at a reduced rate.

The last fruit deposit speed increases it so much that the fruit seems to get stuck and then overflow off the top into the walking area, which is kinda funny.

The drink collect speed seems to be the limiter on how fast the last few upgrades can be bought.

The CRT shader looks good, but it’s a bit too strong and makes it hard to read the upgrade text.

Overall cool spin on an incremental game!

I like the opening cutscene. Very unsettling. The audio could use a little fade in/out since it’s a little abrupt when clicking to continue.

The berry grab distance could be a little more forgiving. It’s hard to grab them when on the move. I’d either make the interaction a shape cast so that you don’t need to look directly at it and/or make interaction buffer so that you can just hold E and it’ll pick up the next object.

The music is really good and sound feels good. The art feels great with the vertex snapping and the dithering. Gives it a dream like quality.

Found a bug where when I teleported too close to the centipede, it put me under the map and I got soft locked.

The boss fights feel good. Took me about 5 tries to kill the centipede. Figured out that dodging the lasers is easiest if I just rush center and stand within center where no lasers spawn. The floor beams were a little hard to time because the jump feels sluggish. Could probably use a Curve instead of being linear. I couldn’t really figure out how to dodge the tail whip other than dodging backwards as soon as the animation starts.

I killed the swamp creature on the first try. The pattern I got into was for the beam walk then dodge sideways, spikes walk sideways and jump, and the spit also just move backward far enough to be able to dodge.

Weapons feel good, though I ended up just using the default one to defeat them in the end since the shotgun was too short range and the rapid fire made reading the enemy movement harder.

Are there different endings? Seems like it could have some with the bit at the beginning about powering yourself up or not.

Overall awesome game. Doesn’t quite feel like it uses the theme well though. Could see it work if you make the put have brewing visual effects like bubbling and the character drinking it. But the game itself feels good and plays well.

Thanks for playing! Which tools did you think were missing? Not enough containers? Or did you expect more customers throughout the day?

Thanks for playing! The interaction does need a few tweaks to feel better, so that things don’t tip over as much, but I’m glad the snapping worked well. At first we weren’t sure whether to keep things to the next day, but went with resetting since the boba places I looked at for reference made stuff fresh every day. Glad to know that the settings menu is appreciated. Spent quite a long time working on that for my game template.

Thanks for the feedback! We have a few ideas on how to make a better tutorial like making a checklist like UI to make things clearer. Sadly we didn’t have time during the jam, but we’ll probably try some things afterward.

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Thanks for reporting the bug with drinks. We were able to upload a fixed version on Tuesday, so it should be much easier to complete all the orders now!

Thanks for playing! I had a lot of fun making and working with the physics.

When you played, we had a few game breaking bugs where mangos had the wrong ID, strawberries didn’t spawn, and vanilla syrup was caramel syrup. We asked the GWJ staff and were able to upload a fixed version, so it’s easier to complete the days now with all the ingredients.

Our artist did a really good job making all the models, textures, and the info posters. Glad you liked the game!

Thanks for playing! Sadly we didn’t have time to make a better tutorial, but that is something we wanted to add. The mouse moving down to the right might be because you had a gamepad connected, since gamepad controls do work in game. Need to figure out a way to indicate that to players, since it seems to come up a lot in games.

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Interesting take on the 3D physics game. The controls are pretty familiar, but because of that have the same downsides of being a bit unwieldy.

The punchcard is interesting it’s cool to experiment with, but it needs a lot of QOL to make it feel good when going fast. Right now it just feels clunky.

The lid magnetism is pretty good. Makes it easy to put the lids on.

The bribe timer does encourage going faster, but I think it really takes away from the experience and makes it more frustrating than fun.

Couldn’t really experiment with the punchcards, nailgun, crafting, and cable thing much because of the timer.

Overall, interseting mechanics, but needs a lot of work or a sandbox mode that works.

Interesting cleanup game. I like colors used and the models used. They fit really well with the idea.

I had a lot of trouble figuring out how to do anything in the game. A simple way to make a tutorial is to just put Label3Ds on a wall. But if you aren’t able to make a tutorial in game, then it’d help to have the controls listed on the game page at least.

The controls are a little hard with having to hold E to pick things up. Making it a toggle or putting it on right click would make it easier.

Is there a way to clear the cauldron? It seems to break if you put in the wrong fruit. That tripped me up the first 2-3 times so I just restarted the game.

I liked the bubble gun. The sounds and look of it feel pretty good.

Overall seems like a good start!

Cool potion brewing game. Game is pretty simple once you figure out the mechanics. Having to fill two potions to empty the cauldron tripped me up a bit, but figured it out.

Was only able to get the secret ending and the bad ending.

Because there’s only one action, I feel like it could have also been on left click in addition to E. Though I can see why it was on E, since most games set E or F to interact.

Overall very good for a solo game!

Pretty good game. Got S+, A, and S+ first time then S+, S, S+ second time.

Art looks nice. And the music fit well with the space story.

The laser mechanic is new to me. I don’t think I’ve played a game with positioning the two end points before. It works pretty well. Though the spawns affect the score a lot. I wonder if a circular track would work better to make it work. Or some way for the computer to calculate minimum lasers. Or maybe just make the fruit float around a bit to make timing even more of a factor.

The only thing I think tripped me up was that the stirring minigame didn’t add spins for left over inertia after running out of fuel, but with the current score threshold it doesn’t matter too much.

Overall interesting minigames and a good start for more!

Thanks for playing! I’m glad to have confirmation that the block placement works well.

The saving was a happy addition from Maaack’s GWJ Template, so I can’t take much of the credit for that. Though disabling the continue button sounds like a good idea. I’ll add that to the post jam update.

Yeah, the pitfall with shaders I had for my previous games is that the object needs to be exactly the same environment too. So what I did was put all our WorldEnvironment and lights into a scene that could load a map. Then loaded a tiny map for the shader compilation.

This page has a few things to keep in mind. https://www.reddit.com/r/godot/comments/osx0f6/my_very_comprehensive_shader_cache_solution/

Thanks for the feedback. I was working on input settings, but wasn’t able to finish it in time for the jam, since we had to rush the last few levels in. I’ve finished most of the settings menu now, so after the jam I’ll upload the fixes and then get started on additional levels.

Thanks for playing! We had a few more parts built like a lever and moving platforms, so we’ll probably update with a few more levels after the jam is over. I had a lot of trouble thinking up level designs, but iwearavoid got a few designs down that we were able to put in before the end.

The art was mostly done by iwearavoid with textures and textures and the chest done by Artosa. The puzzle mechanic too forever to settle on, but I’m happy with how it turned out even if we had to rush to finish. Thanks for playing!

Nice and simple heist game.

The movement was alright. Though it felt a little slow. The music fit well. Got a little repetitive though. The art fits well and the paintings are great.

Had some pretty good variety of challenges. Though it could use more challenging puzzles like spreading out the numbers more. The laser obstacle was fun.

All in all a good game especially as one person!

Love the variety of minigames. The modifiers were interesting though I think it’s annoying that the first one is reversed controls. It would probably be better if it was randomized.

It would also be nice to be able to use WASD and the number keys to do the minigames and input numbers directly using the keyboard for the debit zombies.

Pretty cool decision making game.

The art looks just right. The UI layout is decent.

The music was a little repetitive.

The modifiers made things interesting. Though I think being able to direct modifiers somehow would help. Whether through storing some modifiers to play later or some forecast to see future modifiers in the next few days.

The coin costs for everything is really high. I think I only bought three things in 5 weeks.

Thinking about similar games I’ve played like Lapse, the options here seem to swing the stat bars a lot more. Infamy comes up so much that it seems like the best strat is to keep infamy down and not pay attention to the other stats as much.

All in all, the idea is sound, but needs more mechanics to make into a fun game.

Very cool 3D game.

I like the premise of AI relationships and the potential for crazy that presents when they’re shut down.

In the server room, the enemies rushed me into a corner and pushed me out of the level. The camera couldn’t keep up when running to the data center. I suggest clamping the camera to a rectangle around the player so that doesn’t happen while still having the smooth camera movement.

For the web lag, it’s possible to front load the lag by preloading the shaders. I’ve done it before by creating all the objects at the beginning of the game behind a loading screen Control and let them run for a fraction of a second. You’ll need to make sure every instance in game is using the same material though.

Pretty fun incremental game. That last upgrade for the mouse laser plays the sound so fast it sounds like a laser.

I had fun playing the two levels, but the scaling between levels did feel a little strong.

The pinball bumps felt good. The black holes completely stopping damage was interesting, but didn’t really feel that good when the player ball got trapped in it. It stopped the bounciness.

Upgrades felt decently impactful, but were a bit basic.

The balls were a little small for clicking when in motion, so it took some time to get used to it. Felt kinda like an aim trainer on the harder difficulties. I wonder if it’s because it’s embedded and not fullscreen.

Overall it’s a pretty fun incremental game. A bit simple right now, but it’s a good start.

Impressive, making all the combinations of scenarios and items in such a short time!

After the cutscene at the beginning of the game, the music cuts out a little abruptly. It could use a bit of fade out.

At first I had a little bit of trouble throwing the coins up because I would slide my mouse down to prep for tossing a coin up, which would move the cursor off of the sprite and stop dragging, but after I got used the game, it seemed fine.

The tooltip popup could use some boundaries to switch to the left of the cursor. It was hard to read for items on the right side of the bag. Though just moving the item to the left worked fine.

I liked the story scenarios and how many items there were. It must have been tough to think up things for so many of them and write them out, but it came out well.

Overall, it’s pretty fun trying things out and the limit of three moves things along nicely.

Pretty cute game. Good variety of enemies that the player needs to adjust their tactics to fight. Basic enemy, tanky enemy, fast but weak enemy, and the chaser.

The upgrades need more feedback on what they do in game. Some animation and a bit of popup text or icons somewhere on the UI would help.

The sounds are a bit repetitive, but as sound cues for what direction the enemy was in and whether they were attacking the lighthouse, they did well.

The chaser enemy was interesting. Making it an obstacle that the player had to avoid made it interesting and it did its job later on in the game since it distracted me enough for the others to kill the lighthouse.

The dead enemy effects are interesting and do add a uniqueness to the gameplay, but they don’t quite feel good.

The flashlight power bar didn’t feel good. I’m not sure if it just doesn’t allow turning back on when charging or what, but having to wait until it refilled completely didn’t feel good to use.

The ranged attack was fine. Though it was a little hard to judge distance to the enemies when aiming from farther away.

Overall, it has the beginnings of a fun cute game.

Interesting direction you took it. I’d forgotten about these kinds of simple puzzles, so it was nice to play some again.

The map integration is interesting. It could probably use more instruction windows for how to use the map view and for each puzzle.

The game lags quite a bit on the difficult puzzles that have a lot of tiles.

The drag panning could probably use a deadzone square in the middle of the screen so that it’s not always moving the camera.

It would be nice to be able to move the camera with WASD and arrow keys.

It’s tough to figure out where to put the upgrade menu so that it doesn’t disrupt movement. I’ll mess around with it to see what feels good.

Thanks for playing!

Thanks for the feedback!

A stats screen sounds good. Though it’d probably have to be paired with some way to tell the health of enemies.

I hadn’t heard of Killbug before. It looks pretty cool so thanks for mentioning it. If you have time, could you elaborate on the combat movement options you liked from that game?

Thanks for playing!

Thanks for playing!

Thanks for the detailed feedback.

I was thinking that there should be an easier way to keep track of when an enemy is killed. Adding a sound makes sense and I’m thinking more animation to the exp bar so that it’s visually noticeable when you kill an enemy.

The force field needs work yeah. The shader looks good on the outside, but didn’t think about how it would be viewed on the inside and then didn’t have time to fix it. Making it a rune circle on the floor is a good idea to mark the distance.

Our 2D artist did a good job with the hands. Made it feel a lot more alive when running.

I have a few ideas for more ways to gain momentum, but I need to get better at level design to make that not feel unmanageable for the player.

Thanks for the feedback and praise!

Thanks for playing! It was my first time doing level design. It took a while to figure out what would feel good, so it wasn’t as complete as I would have liked at the end, but at least we got something. Let me know if you have any ideas!

Thanks for playing!

Very fun game. Played till the end and got all the upgrades. The rope physics was fun to swing around and the knife was responsive. I was able to massively increase cutting speed when I got the Beyblade upgrade by just holding down the button and shaking my mouse at the bottom of the ring, which may be a bit too strong since it also kinda removes the main game mechanic of rope physics.

For sound, I like the music. The slicing sounds are nice. The machine sounds were a bit too repetitive and sharp, so it got a bit grating until the slicing sounds overwhelmed it.

Graphics are pretty good. Though there’s a lot of aliasing on the fruit pieces when they’re rotating. It’s especially noticeable on the watermelon. It’s not really bad, but it does make them look sparkly.

The upgrades and progression were done well. Fast enough to keep interest. It might be possible to slow it down a bit, but the current pace is good for speeding through when rating for the game jam.

I’d be cool to have more full screen upgrades like the OSHA Violation upgrade. Like full screen lasers and sprayers. Maybe with buttons to trigger them that you hit with the knife.

Overall fun game with lots of room to expand!

Hm, I’ll take a look at the music. Was a bit rushed at the end, but it didn’t seem to be a problem when I tested it.

Thanks for playing.

Thanks for playing! For sounds we were working on them, but it turns out the FMOD plugin we were using doesn’t work on web, so took it out for now so we could get a web build running.

The premise is so funny unmasking the monster with a million+ masks.

The controls for pulling the mask is pretty cool, but I had a little trouble at the beginning with how much force to pull the mask off with. It’d probably help to have some visual to show that the hand is pulling on the hood. A simple one would be a line. A more visually appealing one could be a stretchy hand.

Sounds are alright. Could use some variation. Music is good.

I liked the skill tree, but it felt a little too easy to stack multipliers at the beginning. And the tome is crazy early on.

Very cool very fun clicker game.

Awesome idea for the theme.

I liked that I was able to float around the area to get a better sense of direction by using the ghost. Movement speed felt just right where it felt fast, but not uncontrollable when drawing the mask.

Music and sounds fit pretty well.

The pacing of the levels was done pretty well. It wasn’t too difficult, but it wasn’t easy either.

Nice puzzle game with good execution!

My process in finding the solution

Guessed twice. First one accused green since I assumed she was part of the affair. Seeing both bathrooms and that she left from the bedroom made it suspicious that she went to the master bathroom rather than the closer one to the couch or dining table.

I might have also unconsciously picked up on the colors since the secretary had a chance of implying something. I thought it was more that green and red were partners, but discarded that when they didn’t seem to have interacted.

Second guess was a bit flimsy, but it was the correct one. Knowing what White AI said about not telling his wife (red) and her reaction being “I don’t know anything about that”. Was a little too standoffish, and combined with the choices showing Jealousy and Blackmail made it pretty likely that that was the answer.

The accusation menu might be a little too narrow with the Blackmail answer. Maybe if there wasn’t a accomplice motive selector?