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SimplyCuriosity

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A member registered Aug 21, 2023 · View creator page →

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thx for trying it out! Atm only graves that contain artifact can be dug, they glow unlike the rest and are pointed by the uv footstep(through the rooms if not in current room or directly to said gravestone if its located in current room).

If say silentwolf addon are used to create an online game leaderboard, would that be allowed? given technically the addon code aren't made by us or during the jam period.

Ay good job! And thx for playing it again!

Hi, any idea yet on what sort of game it'll be? I'm still a beginner programmer but have submitted some game for game jams before. I might be interested.

Oh no, what was the time? I'll see to inputing it. Hmm, I'll make it more clear later if it failed submitting. Atm it'll say "Submitted" if it succeeded & stay pressable otherwise. Sorry for that and congrats on winning :D

Hi, would like it if you would try be in the leaderboard. I made it during the rating period, so once updated no ones there to manage to beat the boss & list their name in the leaderboard yet but me XD

https://simplycuriosity.itch.io/just-one-fight



Not gonna like at some point I was starting to wonder if the cookie is a myth XD. I'm impressed with how big the dungeon is, I question if it was endless and thinking would you do that? make it procedurally add more room after the first view rooms. Tried a couple of runs without breaking the portal but alas I destroyed the portal and just risk it for the biscuit, seems like the play in the end as it gives so much boost to your stats. 

Things to improve wise it seems the other comments have mention what I want to mention, like the UI could indeed be better. 

Hey thanks for trying it out! Ooh you are playing silksong so I would like to hear your opinion even more if you decided to play this again after the post rating period as I have an update ready to go. The gravity is definitely greater than hollow knight for sure, I haven't change that yet(will play around with it but not in the next update). But I-frames are now visible and a tad bit longer, multiple jump attacks are now possible & also added the knockback when player got hit so hopefully its closer to that kind of feel. Thanks for the feedback! :D 

Congrats on winning! Glad you enjoy it! If you wanna try again after post rating period update the boss will have an extra move added, All projectiles are parryable, & a leaderboard to record time if you are interested XD

I've played with both keyboard and controller, Its cool to see those options. From my subjective experience not being able to move while being stuck in the attack animation do feel stiff as other have mentioned, But even so the boss fight experience are still fun! The art style reminds me of the game Hades, I like it. The thematic title & UI for buttons, health bar is also a nice touch!

On a side note it is indeed cool to see another boss rush as you put it Choclified XD 
Are you all planning to update the game after? 

Thx for playing! Yeah till the end the mentality is that these are placeholder arts so I focused more on the gameplay instead whilst hoping to find a 2d artist. Hmm so far as I can tell the inputs shouldn't be eaten up except for perhaps coyote time being broken, so no grace period of jumping being allowed a short period of time after falling of a platform. Working on an update tho so hope you try again post jam, perhaps even on mobile(itch still but on mobile) and see if the control is taken up there too XD.

Thanks for trying it out! Yeah, planning to implement a parry for a post rating update but dash sounds fun too, perhaps the dash is actually a dash attack. So I've found that I made an oopsie on the incorporation of delta time to the minions in a ridiculous way, that may have made it seem even more impossible as their speed is determined by speed times delta time on instantiation. Everyone who played the game have different minion speed as a result and you might've gotten a minion thats way quicker than intended XD

Its up to your creative vision and which you like more :D, I'm just presenting that option in case you didn't know about that node's existance yet. So subjective it is.

I enjoyed playing this game, the risk it for the biscuit part being whether to go on depending on if you think there is still enough offensive card on the deck is a unique take for the jam. I see that retreating gives you money based on your score to gacha new cards and thats cool as well. I'd say if possible implement a save file mechanic so that refreshing the page doesn't reset your deck/money from the start since the game relies on progression and the gameplay time would be high if you want to have repeated run & buy new card cycle.

I played on my phone on the itch app and can't seem to find a way to close the score menu (exit button don't work?). For my improvement suggestion I'll mention bone2d node on godot, for the type of shooting that you are going for you could use that to have the arm of the player rotate 360 degree as oppose to the 8 direction if you would like. Good job on the submission & goodluck on your godot journey!

I like the choice of colour palette & how much movement there is on screen! Would love to perhaps see a boss battle at the end. Only managed about 6k biscuit but that's due to simply spamming the attacks. So its possible to get 24k eh? 

Considering this is solo, its decent! Plenty of levels as well & while the path the squire took does get a bit random with many different block mechanic later on(disappearing, slime, rotating), its fun to see the squire bounce around a little differently each time.

What a curious game! Confused early on as I did not see that losing happens by not reaching a certain score each turn. There is def potential to go analytical with this game considering the power ups and placements. While not my cup of tea, I can see this game to be addicting to others. Nice visuals, good stuff.

2 hours? Woah that's dedication! Congrats on beating it! I feel a bit trolly now naming it Just one fight XD

This is well done! I like the assets, the music fits the game, core loop is enjoyable, & the inventory management for the tools is neat! Having the health goes lower as oppose to instant death due to the lack of oxygen is also much appreciated, it has saved me. Would love to see this game be expanded for sure.

Thanks for playing! Did you managed to win with the strategy then? I hadn't seen anyone brought it up yet so I'm wondering if someone else beat it yet lol. Aye valid points/suggestion you brought up, there is already a 1 second invisibility frame but it has no visual indicator yet, will add and  tweak the time too if its too short. Gotcha with knockback, & you are spot on with it still being possible to win easily by going down. I have a more accurate "risk it for the biscuit" & the boss starting once you reach the top idea for after the rating period :D (Something to do with giving the player a choice on whether to be a glass canon).

I enjoyed playing this game! I did not realise that you could upgrade the towers at first, Still it didn't make much of a different yet the way I did it when being faced by the level 20 single enemy.  Also I did not know it was possible to have a leader board on itch browser executable, how have you done that? That's really cool!

I like it! At the moment the qte seems to only matter most in the end when the timer gets low to maximize output as most of the time you can have just slightly more than enough time to cycle the 2 ovens and have the 2 preparation stations (dough flat & dough cut) be done full. Not quite beating the High score of dev's friend yet, One run I almost got 4200 if I don't mess up 2 throws lol. 

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Never been more glad than when getting the first green zone biscuit! I hadn't gotten to the second one yet but I'm satisfied with the first one. The difficulty seems to spike so much in the green zone. I like the simple but clean colour palette and music used! This game fits the theme so much!

This is the first golf game that I've played so I might be a bit off for the following assessment. I have a suggestion for user experience, which is for a quick way to reset the level, a settings menu to adjust the mouse sensitivity for camera movement, & for the scroll wheel angle to stay between shots as oppose to resetting to the lowest angle. I like the visuals and the choice of music for the vibe as well! The Ocean & Island in the distance is pretty! Overall I like the game!

Ah, That was intentional but a mistake on my part now that I've checked with the one attack per jump. I was inspired to do something similar to hollow knight but as I just played it for the first time and still around the beginning I missed the fact that multiple attack while airborne was possible. Yep right now right click didn't do anything yet, was running out of time so I didn't get to implementing parry yet. Yep, there is this weakest first smallest flying enemy in hollow knight that does that goes on a straight path and only changes direction when colliding & I wanted to see if I can code that. That's a good idea to do a state machine! I'll try to add other type of enemies/behaviour that are more detailed complicated like that. Thanks for playing & the input!

Noted! Rn only the lost of health, flash of white in both player sprite/health icon mostly indicates a hit occurring. I'll see if I can implement these after the rating period(Screen shake, very brief game pause, blink of transparency in the player sprite as long as the invincibility window is active that occurs after every hit that's also not communicated visually yet, & some type of pushback to the player velocity perhaps). Thanks for the feedback!

Thx for playing! I'm curious, can you specify which part or the lack of something makes it a bit clunky? My immediate thought was the lack of coyote time for jumping, but I don't know if that is what you may be referring to.

Hi there, atm its just me the programmer using Godot engine & a composer. The plan is to make a 2D side view platformer (not pixel art) focusing on a single boss fight (cuz I just start playing Hollow Knight & I've only ever make enemies that path find to the player thus far so I would like to start making more interesting enemies). Do tell if anyone is interested.

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Thx for trying it out! There is actually enough time there to get back to the top robot after the wire game(disables turret) before the one who chases caught up. Key is to keep going right.

Just in case, note you didn't get caught doing the wires, the top robot is the one being chased and got caught.

Heya, I was interested to try this out to see how you guys implemented the idea of limited wax candle. What a coincidence that our team also finalized on similar ideas, great minds do think alike XD 

I seem to get stuck at the third level, are you meant to be able to jump to that candle to go to the next one? It is out of range for me.


What an entertaining chill lil fishing game!

Ay that going over water part cheeky, Took me a bit before realising I could shoot diagonally  lol. Did manage to get to past "master of jumping" and get to  "Almost there" though! Neat puzzle game!

Awesome concept for a game! Personally managed to get to round 7 twice before getting overwhelmed. If you are planning to add more UI things that can be dragged and used perhaps try the Core hp remaining and round/wave number text that moves up and fades away, they could be like a quick time grab thing. Good job!

What an experience! Enjoyed the storytelling and how both the art and the atmospheric audios complement each other. It was wild with the timer, for some reason I thought that I needed to hack/overwrite to stop the shooting process, not realising that doing nothing was the play. Poor humans, I thought might as well shoot and see what this ending is like XD. I proceed to speed ran the other ending and listen to the music player the remaining 5 minutes lol

Thanks for trying and being the first to beat it! what you called ghost dashing was indeed intended(feature that comes from bug but I decided it should stay hehe). I was honestly debating removing the cooldown completely, instead having the dash be available only once if you don't hit an enemy and do the combo. Yes the way the level currently work isn't perfect per se. The original plan was to have level/stages where the game teaches you the mechanic once at a time(dashing & combo at first level, how to operate and transfer item between stations on second level, how to deal with armored commanders in third, boss who spawns armored commander in the last) but we ran out of time. The level at present is a way to showcase all available mechanic at bare minimum. Now the dash is interesting, I couldn't quite get the mouse motion for dash to not "teleport" at times in the web version(not sure if this is what you mean but I agree dash can be improved).

Thanks for the feedback! The turret will be more satisfying to use(more blasting less crafting) in the future levels :D

Others have mentioned it but the swinging mechanic has been handled masterfully! It feels smooth and is pretty fun to do. I did not realize there was a timer at first but the second time I did it in the nick of time. Level design was great, its a quick fun experience, would love to see more level in the future!

A simple and enjoyable game! Its straightforward and have good replayability value. I'm not sure why my browser doesn't work to load the game but the window's executable works!

Hey, I like where this is going. How far did you get in implementing them(in case I missed some secret)? I played in the browser and managed to get into the town area(There was no path there but one of the collision is missing on the right side by the sea so I get to see the village arts and the blue slime enemies). I really like them! They are well drawn! I also love all the chill atmospheric music!

The combination of color palette and audio compliments each other, I like the fight against the boss most, It requires a bit of strategizing instead of spam attacking(I actually entered with zero blocks, found that the extra blocks lying around weren't enough for spamming, so I have to pause and decided to drain the boss's blocks, throw them to the confined spaces left and right whenever I'm full of blocks, and land the finishing blow after).

If I have to add about what I personally think would make the game more enjoyable, its that the travel distance between enemies where you just have to move left and right for a while can be reduced but areas where active user actions like the wall jumping(really like that) can be increased!

Overall, nice job!