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silentscarlet

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A member registered Sep 26, 2016 · View creator page →

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This was a lot of fun for me, reminds me a lot of Rogue, and I liked the mutagen giving the random effects. I did find I had an issue with the movement speed not being consistent -kinda would prefer to just press the directional button once and move one grid cell to another.

I really like the art style and it feels very polished, and the art direction is very clear.
I think at the moment it may be too easy as I found it was impossible to die unintentionally.

There was a bug I had where consumable objects would not be removed from the inventory after use, and the list would only when discarding another object.

I'm not sure what you added so I can't quite comment on improvements. I had fun with this though.

I think one thing which would make a huge difference is changing the font from the default. You can grab some fonts free from google, and there's a fair few made with games in mind that you can get for free or cheap on itch (just check licences ofc)

Giving a timer for some of the power-ups would be good. I wasn't quite clear on what the one which makes you semi-transparent does.

I also think giving some love to the art would make this project really shine more. Stuff the stars being 2x1 pixels, maybe a new background would make the biggest difference.

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Hey, I liked this, I like the idea of a long-form idler game for productivity. I think you succeed on making this.

I think this game really needs a timer beyond the animation on the coin icon, and it needs to pull through your goal from the other tab to the screen with the wizard/witch. I found also that I can cheat and set a goal which will take 555555 hours and then immediately set it completed to get a lot of coins and be able to buy everything in the store. I think maybe if the number of pomodoros it would take is longer than 7, it should prevent you from putting the goal in. I also don't think the break portion of the pomodoro is implemented?

I found some issues with moving the player character around, they would sit in the ground and also block the pickups.


There is a very good variety of things available in the store

I liked the art, and the ability to decorate, I went with the night theme and cherry blossom petals. With the random size and random rotation of placeable decoration pieces it took me a minute to realise that I needed to change the min and max size - maybe these controls should be closer to the random size toggle?

I wasn't sure if the fish were supposed to give me coins for keeping them in the pond, so I waited, maybe the fish should give you some every minute instead or if they are giving you it this way then it should be more?


I thought that the fish are cute and my favourites were black koi and the red and black koi. I noticed there is a typo in the spelling of "business" as it's currently the "bussiness" koi. I think it would be cool if some fish were labelled as "rare" or had special visual effects to give them some special feeling, even if they are from the cheapest gacha machine.

Thanks!

Thanks! I'm very happy that this was creepy for you, sounds like it's had the intended effect! But seeing things that weren't there might be more than I had hoped for :o


I think the audio stopping may be an issue Godot only has with my released project as that did not happen in my testing - are you on Linux by any chance?

Thanks!

Thanks!

Thanks for the feedback!

I didn't use raytraced audio, I think a lot of the sounds I go for are kinda echoey, so that might shoot me in the foot later if I keep that up. I have considered using raytraced audio though, just not sure how well it will fit in the project. I think I did set the footsteps sound too quiet as it can't be heard over the warbling :(

I will definitely update the minimum mouse sensitivity!

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This was fun, I think small tweaks could do a lot - maybe adding more story to the end once you reach the hospital like "thanks dinosaur for saving the world" kinda stuff, otherwise just using pitch_scale on some of the sounds to make them less repetitive. This is really simple to do in Godot like:

"pitch_scale = randf_range(0.95,1.05)"

This was a really good infinite runner game, well done and congrats!

I think that for the question of whether it is worth continuing is something that only you can decide based on your opinions of what makes something worth continuing because with enough playtesting you can iterate most things to a fully fleshed out product, but you not only have to deal with that but also whether you enjoy working on the game (separate from the issue of motivation and disipline). However, I think that what you have got is good and with more art and bug fixes you have something really good :)


This does have better graphics than when I last played, the only point of frustration for me was not being able to find where the hitbox to interact with the wood was.

I was not sure if it was a bug or not but when doing frogs, then dust, on the second day the player started rubbing two carrots together periodically? I was confused.


I think that maybe if there was better onboarding and tutorialisation it would do a lot for the game. Perhaps you could add a bit where you can't move but all you have to do is pick an idol and place it, that could help with onboarding as well as setting the themes and direction of the game, as well as establish the mother character.

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Hey, I tried this out.

Main thing I found was that my head kept getting tilted forward (camera rotation x), as if the character was falling asleep -not sure if this was due to me being on firefox?

I think really what would be good is adding more shooting stuff and maybe more driving since at the moment it doesn't look like you can fire the gun, but as far as I am aware most FPS controllers do not add vehicular stuff so that could be a unique direction to take the controller.

I wasn't sure what to do, I went to the desk, saw that it said in 10 days to sign up for uni, so I slept 10 days and then tried to find the uni. I also found that if you go to the desk, go back, and then go back to the desk some red underlined text appears about taking the to-do list with you?

So I could not find the university, I did find a place to pray, and some tracks to jump on though.

That was fun, I have the menu music stuck in my head and I really like the art style^^

I found mainly that it is RNG as to whether it is actually beatable, maybe the beer keg needs to have a bit more in it? or maybe it could still fill up even when you're ducking? I also found when axes fly quickly from the right it can leave you with very little time to react.

For variety, you could maybe a few more one-liners like the one where they say "this guy could even drink Thor under the table" because I found at least for me that "SKAL SKAL SKAL" got repetitive quickly.


I also couldn't find any easter eggs :(

Hi,

I thought this was very challenging, I think the balance is way off at the moment, and it's not clear quite what you are meant to do at first. The enemies take too many hits to go down and they are also too fast, at least at first.

I could not see the feedback for hitting the enemies in the browser version - I didn't realise that they went a different shade of red until I played the windows executable version. I think that maybe you need to have some sounds and effects to sell the sword swing and the hits, and maybe add some knockback to the enemies.

I also found that in the shop you can click the items that are available for purchase but it will not buy them and I had to press space, so I was quite confused why I had the five souls but could not buy the ally.

I thought that the timer for the in-between waves time was quite good at creating a bit of tension of kinda "oh I have to be quick in the store"

Excited to see how this develops in the future!

Thanks for the feedback!

When you say that the text went funny do you mean that the two tutorial prompts overlapped? or was there another bug?

With the pigeon having kinda evil aura about the puzzle itself, I am leaning more on that in the future as I rework the level into a new form. The idea is to make a perhaps humorous contrast between the evil looking puzzle and the cute pigeon, which is kinda how I feel about what people say about pigeons: "oh they're gross and they're basically like rats with wings" but actually they're cute and innocent.

I will also work on the bird sounds for the next sprint, and get them to make sounds when discovered, periodically, and such. Also a good point about the ending needing to take away control and present something special. I will definitely bear that in mind for the future as I move into making new stuff on the content side of the development.

Thanks for the feedback! 

Thanks for the feedback on the feel of the game! Dreamlike and peaceful is what I'm going for :)

I will see if I can normalise the music. Kinda sad that the birds are still getting stuck, I'd really hoped that I had fixed that, but it sounds like it is at least improved over the last version since they used to get stuck infront of the pigeon puzzle, by the pillar, and in the entryway of the duck room.

Thanks also for describing that bug, I will have a look into it and try to fix for the next sprint.

Thanks for your feedback ^^. Mouse sensitivity is top of my list with a resolution picker as a few other people have said that to me too

Feedback:
I thought that some of the dialogue was weird, especially the one neighbour's bit about "immigrants". It really felt out of place, and I thought it doesn't fit the context, nor does the discourse fit the time period. I think possibly what would make more sense is for him to take issue with the Israelites worshipping other god(s) than the Egyptians, or the monolatry of the Israelites (maybe he just doesn't like them worshipping one god instead of many) depending on what year this takes place in.

I felt that maybe the dialogue with the fire was possibly unneccesary, or it needed to be more enlightening - It wasn't clear what I was really doing there with the fire and it didn't clarify what the chore with the fire was.

I think that the game maybe needs sound and a tutorial and the conversation with the mother would be a good place to provide that possibly.

The font for the dialogue did seem big and it does stretch to fit the screen width - possibly if there was some gap and the colorrect background had slightly rounded corners?

I did get confused with the quest pointer because it vanishes when you get close to the objective? But I did like the way that it moved around, kinda bouncing from side to side.

I felt that the number of chores you need to do feels high considering they need to be done the next day also - maybe on the first day if you only needed to do one and then this ramps up a bit so you can meet characters near the chores? and then by the time you get into the full plague stuff you can kinda know where the people are to talk to for the narrrative elements.

I also found a bug where if you repeatedly interact with the cow, then the game crashes.

Hi, what is the lisence on the assets in this pack?

I thought this was really cute. I really enjoyed my time with this game.

Using Unity, if you go to Window>Package Manager and import 2D Pixel Perfect. I used this article to set up https://blogs.unity3d.com/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-p...

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This game uses the limitation really well! It really combines the theme and limitation to create a fun arcade experience.

While it gets easier, I would second what other people are saying, it's very hard to aim shots.

I liked this, but wish the music were longer.

Really enjoyed this!


Sadly it crashed for me while I was trying to raise my army up by repeatedly investing in it.

I really liked this!


Having to switch between the two worlds was really fun and gratifying when I did it right.

It's something like a 290x290 window with no upscaling and so it doesn't really follow the limitation at all.

However, the core gameplay basically works, and I think with some tweaks, such as some text explaining what is happening in the game, adding more sound effects, and some more graphics to improve gamefeel, the project could really shine.