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Speaker_s

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A member registered Jun 09, 2020 · View creator page →

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Simple but interesting idea. Would like to see what it would look like completed!

Very cool idea/story! I think perhaps it's a little too easy to just stay on the other side of the map from all the seekers, but if you were to expand this game perhaps you could add different types of enemies, etc. in order to keep the player on their toes. Anyway, fun entry :)

Thank you so much! Just to be clear - this is my first GWJ, I have done a few other jams using godot before :)

Holy shit the SHMOVEMENT! I loved the music and the character controller, it felt very smooth and building speed was really fun! I think the level design is proabably where the most improvement could be made. In my opinion, the levels were a little too long and not conducive a momentum-building playstyle. I think if you spaced out the obstacles a bit more, and left much more air and free space in between, as well as considering the left/right flow the player is forced to navigate as they slide/ jump over things, navigating through the levels could be a lot smoother. That being said, I'm only making these critiques as I think this game is really good and I had a lot of fun playing it anyway! Very good entry!

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Fun! Smashing the artifacts is very satisfying. Platformers in first person are notoriously tricky to make, and I think the hold-to-jump here is not the easiest to control as it's quite difficult to estimate exactly how far it's going to take you. I played again with the simplified jump and I prefer it, mostly because I could tell roughly where I was going to go due to the instant feedback of the jump distance/height each time. I think perhaps if you had more time (as this is a little complicated) you could add a line/arrow/circle for where you're going to land after a jump, to help the player line things up. Anyway, I had fun playing this game, nice entry :)

Really cool! I love the variety of creatures and effects, and the visuals and story are brilliant! I found it a little hard to understand how I was supposed to manage drama, I realised how I could combo creatures to generate food but there were none that nullified drama or helped it in any way. I'm sure the mechanic makes sense I just missed how I'm supposed to navigate it. Anyway, this was a great entry :)

I managed to get 16 on hard! It's a clever idea, but I wish you were able to type words that are off screen. When the camera's moving, you don't really want to type anything as it would be a waste if it goes off screen. Also, there are some visability issues with the long latin names overlapping each other, as well as the typing box and raccoon image covering words. Anyway, those are just some small critiques, I did enjoy this game quite a bit!

Very nice polish and menus! The gameplay is pretty fun, but I have a couple of critiques: 1) it's a little difficult to tell what's an obstacle and what's in the background. And 2) quite often the obstacles are placed so that if you jump over one, you land directly into another, and since the left/right influence is quite weak, it's very difficult to dodge multiple in a row. Anyway, it was still pretty fun, nice entry :)

Pretty simple, but lovely polish! I think you could easily expand this into a great Pokemon-esque bug battling game. Great entry!

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I think it's really cool how you made this work in multiple languages (even though I'm a cringe English monoglot 😭). It's quite fun, and I'm a pretty fast typer so I managed to make it to 3000 without taking any damage! Perhaps if you update this, you could make the difficulty ramp up, or add creatures with longer names, or maybe you could even add a mode where you need to type their proper latin name (e.g. Papilionoidea for butterfly), which would be interesting. Anyway, fun entry :)

I loved the music and the sound effects, you really captured that Smash Bros/Rivals of Aether feel! I'm not great at playing the actual game, but the idea is solid and I like the variety in all the characters. Really awesome entry :)

Wow, really polished, I loved all the animations and everything, feels like a real game! 

The character controller feels very fun and satisfying to use! Nice entry :)

Wow, love the polish on all the 3d models, animations and UI, a really beautiful game! I seemed to get stuck on some geometry around the area with the blue boxes and the money, I'm not sure if that was intentional or just a softlock. However, I did enjoy the game, it was fun to beat up the maggot enemies!

Thanks for playing :)

Thank you :D

Thank you :)

You're right about the tongue, it's actually implemented as an instantaneous raycast and doesn't match the animation. Not the best but works in most cases! If I do an update I plan to replace it with some hitboxes for proper collision. Thanks for playing!

Thank you :)

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Such a cute vibe with the flat coloured 3d and music! I think this game serves as a great example of the power of the Godot engine, and I loved customising my little creatures. Would have loved a randomiser for the sliders, to get something to build off of. Great entry :)

Really cool concept, it's a shame it's a little incomplete. I think you could do some very interesting stuff with this, like a reverse tower defence game where you have to create the minions, or a physics based autobattler, etc.

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Very cool concept! I think the controls are a little finnicky but once you get used to them it's not too bad. I think perhaps if you could e.g. hold down to do large flaps that make you go higher, and spam small flaps to go foward, (or something to that effect), seperating horizontal from vertical movement, it would be a little easier to get around. Anyway, nice entry :)

Wow, really beautiful visuals! Reminded me of Thumper (I'm assuming that's an inspiration?). Maybe it's just me playing safe and boring, but I found that if I didn't drift, I could make the timer every time pretty consistently, which makes the game a little easy. Perhaps decrease the amount you get from the checkpoints over time to increase the difficulty? Or something like that. I mean, it's pretty fun as it is just to scramble around as the little hampter chap. Nice entry :)

I appreciate you recommending my game on the GWJ discord, thanks for that :D

Thanks :)

Thank you for playing!

Thank you!

Thank you for playing :)

Yeah, good point, sorry about that! Thanks for playing anyway though :)

Thanks :)

Thank you for playing!

Really cool concept! Unfortunately I couldn't see the tutorial buttons on my screen size, I think setting stretch mode might fix that for you, keeping the aspect ratio static.

Thank you! I'm glad you enjoyed it :)

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Really cool concept and well balanced! Reminded me of optimising a build in an autobattler like Super Auto Pets. Very nice entry!

p.s. We used the same font! Great font.

Thank you for playing! Not too sure what you mean when you say the bugs slow down. If you mean the bug that you capture, it should just stick to your tongue immediately. If you mean the other insects, that's definitely a bug (not in-game kind), and if you could provide a video/specs that would be useful :)

Love the animations and polish! The concept is great too, combining tower defence with a rhythm game. I think the towers definitely need a bit of tuning, since at one point I was able to just not interact with the rhythm mechanics, and the bugs would just die anyway. But other than that, it was pretty fun, nice entry!

Thank you so much! I'm glad you enjoyed the game & the tutorial. The game does escalate a little, but I found increasing the spawn rate too much too quick makes it way too difficult. So, I decided I'd rather it be a little too easy than a little too hard. Anyway, thanks for playing!

Thank you for playing!

I'm glad you liked it! Thanks for playing.

I've not played uma musume but I think I get it now, after playing this! Zippy Bastard, son of Speedy Bastard and Fast Bastard, took home 5th place 😎