Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Steven

173
Posts
20
Followers
4
Following
A member registered Oct 29, 2016 · View creator page →

Creator of

Recent community posts

Ah  I see, that makes sense. Thanks for letting me know :)

Thanks for playing, you did not miss much haha, the final connection guided investigation + case file which would have the detective talk about this being predestined etc, and then game over. 

If I continue working on this game there will be for sure a batter easy to sift through relevant clues haha

Thanks for playing. Those are some great suggestions, thanks!

Congrats on submitting your first game jam game!

 I was certainly under pressure because of the sawblabes. But like others have pointed out before me, the controls are kind of holding me back from beating the game. I got to the 4th level on my second try but having to reset to level 1 kinda killed it for me... I would have loved some kind of checkpoint system. I think for your jumps you can try to implement something like coyote timer for jumping off edges or a jump buffer system to make the jumping feel more responsive.

I really like the game feel and audio/ graphics. After day 4 it got kinda boring because there is only so much interesting you can do with comparing 2 numbers with eachother. I feel like I didn't need the audio for the boxes at all and the distinction between refuse and isolate is kind of arbitrary from a logical point of view, since they both just have different weights compared to the actual weight. Lastly I feel like the font used made some numbers unclear, which feels like artificial difficulty. You could probably lean into that to make it more of an interesting idea, like actually looking on the label of the box for the weight, and then like smudging the label or something. But in your game it felt kinda accidental.

I loved the art and sound and the satisfying eating action! I especially liked the mimic's animations. I wasn't really able to hide though as the popup menu was kinda slow for when the heroes were moving around. Maybe a similar time stop/ qte when transforming as compared to eating would make sense, like some kind of near miss system for transforms. And godot is based. I would recommend making a web build even if it means switching from c# to gdscript, you will get way more plays that way.

I really like the portraits and the music, but I feel like the game itself was kinda broken. After the timer ran out on day 1 I could not get it to restart whatever I did and clicking to go to the next day also didnt do much. I didnt have any money so I couldn't buy upgrades, maybe that had something to do with it? after clicking a couple more times on end day button I lost the game, the days jumped from 1/5 to 5/5...

Thanks for playing :)

Its not just you, I am new to writing this kind of game so no doubt there are some logic leaps that threw you off.

Thanks for playing! 

Yeah I learned that this is a very hard genre because of the writing required to make it make sense haha. With more time I would have added ways for it to be easier for sure.

Thanks for playing and for your review!
Yes, the art and music were really made in 2 weeks. My teammate did all the sounds and music and I did the art and programming.
In the end I ran out of time to add more convenience features to the clue board.

If I can find a way to expand/revise the story, I definitely want to develop it further! 

I see ,that makes more sense, thanks for explaining!

Great vibes, the music reminded me of professor layton haha.
Maybe you could have added a indication of how many points you need for the next upgrade to have something to look forward to

very cool idea, but I kinda feel like my choices didn't really matter. I ended upgrading my flight so hard that they were teleporting. 

Wave 10 was impossible to beat, I feel like that was a real difficulty spike.

I am not quite sure what I was supposed to be doing aside from climbing up and finding some kind of book there. It's the start of a platformer, but it didn't have a lot of gameplay elements for me. Maybe adding some basic enemies or a speedrun timer with highscores would have been a great addition.

I have to be honest but this barely qualifies as a game. If the answers are random, how am I supposed to win?

Also I could not really see how its related to the theme

Great art, I think with some tweaking you can easily turn this into a nice idle game. Right now the digging is bugged as I can only dig out the plants? and its pretty easy to just wait a few seconds and upgrade to a golden flower after a few cycles.

Nice game, a little bit difficult at first, but upgrading damage twice allowed me to 1-shot the plants. At some point though it seemed like the game was just respawning enemies (when I got the triple attack) so not sure if that was because the game was over or because of a bug.

I like the variation in enemy designs.
The game is pretty hard, I think it would really help if there was some indication of when the enemy would attack so you can dodge it. it also feels pretty hard to even hit them with the player's attack too.

good idea, but lacking in actual gameplay imo. With only 3 turrets and 8 spots to put them in , the game was over pretty quickly.

From what I have played, the grahics are amazing and the gradual increasing music is also nice.

I could not get past wave 5, I assume there is more to the game because of the description and other comments, but its way too hard for me.
The difficulty feels artificially high, which might be fine if that is what you intended, but it makes it really hard to judge the whole thing as a jam game specifically.
A lot of things feel like they are overtuned against the player. e.g. the delay on wand turning as you move the mouse or the lack of I-frames where you could just get juggled by a few ghosts and arrows  if you get hit once. Also I thought the bow enemy was especially hard to deal with as it seems to be shooting faster or at a random pattern each time it got hit.
Maybe the bomb enemy could also damage enemies or something to make up for some of the difficulty in fighting a big horde of enemies.

The music was fitting and the idea seems cool to me with this event system.
However at day 3 the events were in russian, which I cannot really read so I couldnt play the game effectively. Also I found that I could build all the houses and stay in the negatives on my resources, so im not sure what the end condition of the game is.

Nice idea, good take on the theme. I crashed a few times but I think it was the same issue as AKKing was experiencing. It took me a minute to understand what I had to do.
Also it looks like there was no benefit to bringing a bunch of leaves to the lilypad vs just one but maybe I missed something

The art looked nice, the game I felt was really hard to get very far. My highscore is about 12 I think.

I didnt play it for very long because the projectiles they shoot seem to come out of nowhere and I feel like the player's hitbox is very big.
The art is nice, I think if you added a background it would be way easier to see where you are moving, especially because the camera is centered you don't even really notice the movement of the player.

I agree with the others in the comments. Furthermore I briefly went through the code as its provided with the download and it seems like the forest scene is just empty.. 

The dialog was fine, but yeah, not much to play through sadly

I have edited the page to clarify how to open the inventory

Thanks for playing! 

We probably should have put a tutorial screen on as it started up, its an oversight that not all the controls were listed, sorry about that :)

Thanks for playing! The last part of the spaceship is somewehere in the world. There should be a sound cue but its quite difficult to find still, some tuning was definitely needed haha

Thanks for playing :) It was a tough balance between challenging and fair difficulty in a jam game for sure

Thanks for playing :)

With another day we could have probably focused on honing in the combat, but there was so much to do haha

(1 edit)

Hey, 

Thanks for the extended review! All push boxes should have the softlock protection, but i'm glad it was noticed haha. And yes, the only way to regain lost health is by delivering an ingredient.

Thanks for your feedback

Thanks for playing. I did not test to the point where the sound breaks so that's interesting to hear haha

Thanks for playing. You are right, I didnt have a ton of time to actually limit test the game haha, I was struggling with balancing as it was moving between super hard and way to easy. In the end I opted for an easier game to make it more accessible.

Thanks for your review. 

Originally they had only 3 hp, but I gave them 4 because I also reduced the time required to bind them, but maybe I should have kept the hp of the enemies at 3 max..

Thanks for your review :D. I agree with you on the polish. It turned out that the constricting mechanic was really hard to implement so I did not have as much time polishing as I would have liked :P

I didnt get anything, are you sure its the right one? should be the same profile pic as on here. try DMing me and see if you are able

(1 edit)

if you still need an artist you can find me on discord with under the name "steaf."

I can make pixel art, I sent a friend request, I cant message you directly because we share no discord servers

Thanks for playing :D. Yeah I agree we could have had more player feedback for sure, thanks for the suggestions. Even though there were I-Frames they arent visible to the player and didn't last very long so they only really prevented attacks from multiple enemies at once..

Thanks for playing! Initially we did have mouse aim but we felt that ultimately to make it more rewarding to use keyboard as it lined up with the animations better, but I see what you mean haha.

Thanks for playing, seems like the player hit animation didnt get in, I see what you mean haha