Thanks, Glad you enjoyed it!
Skript-Kitty
Creator of
Recent community posts
Were you using the web version?
Json files don't export to html, so the buttons just default to the error text. I unfortunately didn't catch that before exporting.
If you want the menu options in readable text, you can download the game instead (The .json files export with that, so the text is all fine)
A gameplay video will be uploaded within the next day or so. You can also use that as a guide to the text.
Sorry for the inconvenience!
TLDR; Web version didn't export the correct files, so everything is messed up on that build.
(I saw in other community posts that you are mostly kept up do to the war in your country. Don't feel a need at all to check this out, focus on your personal health and other more important things instead.)
Hello!
I decided to add kerning pair support to my primary game font, yet every time I export the font, it doesn't export with any kerning pairs at all!
This also applies to other fonts I make for game jams and other stuff.
(I'm pretty sure my stuff is alright, because It shows up in the font editor, yet not in any other software.)
In the Font Editor
In My Game Engine of Choice (Godot)
In Other Software (Paint.net)
Here's the json if you want to see it.
https://skript-kitty.itch.io/kerning-error-json
password: kerning-pairs
Thank you so much for all of the feedback!
Because of how I divided my development time, I spent the first two and a half days working on the engine, menus, graphics, and SFX. With only about 3 hours of development on the levels themselves. This is (unfortunately) painfully obvious, the levels are not very well designed, the difficulty spikes are insane, and there are so many issues (heck, I didn't even have enough time at the end to fully playtest the game due to it's ludicrous difficulty.) But we learn from our mistakes, and I think I see improvement in each of my jam games!
Now to go into your actual points of criticism,
I intended to have more varied enemies, with unique bullet patterns amongst them, but I ran out of time to make that. It would have definitely made the game better though.
The cursor having a thicker outline makes so much sense in hindsight, but I never thought about it during the development time. A definite improvement for the fixed release!
Enemy health bars is a feature I considered, but I intentionally didn't implement (as a game-design choice, instead of a time thing.) However, I can't remember for the life of me why I didn't, it would have been better there. Again, a definite improvement for the fixed release.
Thank you very much for all of your criticism regarding my game and the choices made, I really appreciate people being able to point out the things you as the developer don't notice in the game! Again, thank you for your criticism and I'm glad you enjoyed it!
Thank you very much for your feedback, and I'm glad you enjoyed it!
The sticky jump feedback is something I get on pretty much every platformer I make, so adding coyote time to jumps is a must for future jam projects.
And I tried to add a warning not to mistake the stalagmites / stalactites for spikes, but I do agree that I should have designed them differently. If I were to redesign them, I would add a dithering effect to make them less visible.
Again, thank you for your feedback and I'm glad you enjoyed the game!
Yeah, In order to get a half pixelated, half smooth effect, I had to render the game in two separate viewports, and this screwed with the mouse tracking, so I couldn't make the mouse work for twins stick controls. And to keep them consistent, I did the same for the controller controls. Thanks for the feedback!
And again I totally agree that the shooting is a bit rough, but that's just how it goes!
I'm not sure about the drift, I had dropped my controller before playing by accident (butterfingers I know XD) so that's part of it, I played hollow knight afterwards though and nothing seemed amiss, so I'm not sure. The sfx were great btw, and I guessed that the music was from an asset pack, but I would have liked to have seen some original music (I'm no composer, so I totally understand!) And about the portraits, I also totally get it, game jams do be like that! Again thanks for the feedback, and sorry I couldn't get back to you sooner!
This is probably my favorite game on this jam as of yet. The ghost switching mechanic was super creative and fun, the bosses never felt too hard, and I managed to beat the whole game! The visuals were simple, and effective, especially in the backgrounds! The audio was fitting and great, the only reason it wasn't a five is because the sounds were from preexisting packs.
I experienced some major controller drift while playing, so I switched to keyboard and it went away, so I'm going to chock that up to my controller. The character portraits were really similar, and it's obvious that they were all based on one portrait, so some more variety would be welcome. The ending felt a little more sudden, maybe some graphical cutscene would be nice to complement the dialogue?
Overall this is a fantastic entry, very approachable, very fun, good looking, and sounds great, you all did a fantastic job!
This game surprised me, it managed to combine a visual novel and a bullet hell!
It isn't really clear what the bullets do, I guessed the red ones are good and the blue ones are bad, and one of the main attacks is undodgeable (due to being really rng based) and there are only around two attacks in the whole game? A little more variety would have been nice, but what we have is good. Also there isn't really a consequence for getting hit, as you can regain your lost health by just hitting red. And again, the theme incorporation could have been more creative.
Over it's a solid entry, could use some more polish but it isn't bad at all, and combining two near-incompatible genres is impressive, overall great job!
The game was good! It felt very TouHou like, it was really hard, I got to the first (or final) boss and couldn't beat it (I'm not good at video games.)
I can't seem to find where the theme was implemented? If I totally missed something you can reply and let me know, but as of now I can't see where the theme is.
Overall this game was good, simple graphics and gameplay. Shame that there wasn't any sound, and I mentioned my thoughts on the theme above. Good job!
The game was good! It felt very TouHou like, it was really hard, I got to the first (or final) boss and couldn't beat it (I'm not good at video games.)
I can't seem to find where the theme was implemented? If I totally missed something you can reply and let me know, but as of now I can't see where the theme is.
Overall this game was good, simple graphics and gameplay. Shame that there wasn't any sound, and I mentioned my thoughts on the theme above. Good job!
This game blew me away with it's graphics. Its music is very well done too.
The theme could have been more creative (but who am I kidding I did pretty bad on that too) as it's just a smaller arena. In terms of approachability the game is quite hard (or I'm just that bad at bullet hells) and the phases are great the first few attempts, but after awhile they kind of drag on due to low player damage or high boss health, I never made it beyond the second phase.
But the gameplay is very fun, it's simple and well done!
Even though I seemed harsh, I truly loved the game, and it impressed me a lot!
This is a very charming, short 'n' sweet little beat-em-up. I thought the dodge mechanic was well done, and the graphics were very nice with the 3d effect (the screen resolution was probably a little too small for the 3d effect, but what can you do with a Nokia phone?) My only real criticism (if any), is that the played health bar appears to use subpixels? If so it was probably unintentional, so it doesn't really matter. Still, a very solid entry!