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tamatotodile

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A member registered Aug 02, 2025 · View creator page →

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Loved the twist at the end there :D got a big Vampire Survivors/Undertale vibes from the game. The controls were unclear at first, got confused because I didn't realize you could melee with RMB, so I just stuck with Enter and wondered why the attacks weren't going the way I was facing :')

The second boss got annoying because they were constantly up your face, until I realized you could sprint with Shift. I liked the first boss because you could melee and swipe the projectiles, the other bosses felt overwhelming because this wasn't the case, but I guess that's bullet hell. 

Good game!

Noo.. the end screen faded to black too quickly, I didn't get the chance to read it. 

Anyways, loved the gradual increase in difficulty! The puzzles got hard by the end, but solving them made me feel smart. 

I've been playing CrossCode recently so the bouncing ball is really fun. Good job guys :D

Thanks! A lot of effort was put into the music, so I'm glad you enjoyed it. 

Yeah, there were some mechanics that I wanted to implement during the jam. I had some ideas of maybe regen HP on 10x Perfects in a row or something like that, or even just copying what Mega Man Star Force did with their shield and add parry.

I'm happy to hear that you got to the final boss! I had a lot of fun with it. A lot of that was inspired by One Step From Eden and Elden Ring. But yeah, everybody's going to take away their own fun from the game, like I said, I would've loved to add parry. For me, I had a lot of fun with dodging left/right, but only once you get into the zone but it takes a bit to get there. 

Thanks for playing! And good job getting to the final boss :D

love the post, I'm happy to see someone else also doing a devlog!

I also felt like it was a CTA from the universe. But really, writing stuff and doing art, they were the biggest challenges for me too. Not just battling the skill issues of being bad at them, but also the identity of "I'm bad at art/writing." I really wanted to add a better tutorial section too for my game, but like you, I was running up against the clock. I'm really glad to read through your experience and seeing how much of it was similar. Love the game, the art and vibe was just right.

Thanks for a good read!

P.S. it's uncanny how you also had a line about "being watched," that's how I feel sometimes when I watch Dr. K

Definitely, make it work then make it pretty. Thanks for the kind words <3 Just really, really wanted to make a game like Mega Man Star Force XD

This game looks beautiful, loved the water visuals and the music, very on theme. The Space to flip mechanics is brilliant and the hook also felt very satisfying <3

ooh... I'm a filthy casual too >< yeah, I definitely played it hard mode!

Thanks for playing! 💚

Honestly, that was kind of the intent, I gave the player more HP because of that very reason. To illustrate that you can't really get by without getting hit and that getting hit is normal, I didn't take into account the short duration of the game probably didn't let player get used to it at all XD I did consider adding a shield/parry mechanics, but didn't have time what with one week left and everything else not being done. 

That's a brilliant idea actually, can't believe I didn't think of that, syncing the movements/attack to the beat. Oh man, I wish I thought of that earlier, would've been such a cool addition and made it  more of a rhythm game. 

You're right on the 3rd level one, it was actually a last minute addition and I wanted to try something different and make arranged music that leads into the fun beats instead of jumping straight into it like levels 1 & 2. I also felt the incongruence when I first played level 3, I just didn't hit perfect like I was at the other levels, but I left it in for some reason (I blame week 3/4 game jam delirium).

Thanks again for playing! I'm glad you had a great time with it!

Thanks, glad you enjoyed it!

you're not the only one, that's the biggest problem with this one. Good job getting to level 3 :D

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Thanks! Glad you enjoyed it, appreciate the feedback! :)

Had to take a breather after the jam, I put my all into it and it was exhausting. I think I'm gonna leave this game here and maybe say it's done for now, really wanted nothing to do with Godot for a little after the month was over, lol. Maybe I'll record the gameplay, we'll see, but I really appreciate the kind words 💚

It's interesting you pointed out the difficulty spike, I increased it because I thought it was too easy (initially, the 2nd level only had 1 enemy with faster dps). I guess I kinda lost sight of the gentle progression because I was working on it constantly, no wonder I found it easy to play, lol, definitely something I'll be paying attention to next time.

For the enemies moving instantly, it was an intentional decision, I wanted to mimic MMSF's feel of enemy movement. I think it relates to the progression thing, I was actually trying to move the enemy slower, with larger cooldown initially. But it got boring for my brain. Now I kinda realize, it might be the same problem, I was too close to the project. I appreciate the feedback!

Love the voice acting! The mechanics was interesting yet simple and intuitive. I don't think I've ever played a game with a mechanics like this where the enemies change color/ded. Super cool concept.

eyyy, I'm on the scoreboard!!

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the cat jumping up the table and taking attention is so frustratingly relatable. I've got a cat, and she does the exact same thing throughout the jam... so annoying.

For feedback though, what I'd love is a way to change the font size and also the font itself. There are a lot of times where I couldn't tell a lowercase 'o' from a lowercase 'a'. Also, there were times where I thought a newline was required, but in reality it was space. Other than that, love the vibes!

Love this game because I used to do a lot of monkeytype, keyhero, and keybr, I'm learning Colemak right now so it's perfect! The mechanics to add time to the timer with those mini-games is brilliant, even if they do feel annoying (mildly is putting it... mildly), they feel like popup ads.

I got really confused with the match the shape minigame at first because I'd thought that you had to drag the lighter/grey colored shapes to the black (what I thought at first) holes. Also, the build tower game I couldn't get right, which was frustrating.

Other than that, I love the keyboard typing SFX, it's so crisp. And the music is kind of a love-hate for me. I love it for the game, but I hate how I feel rushed, especially when the cymbal? open hat? hi hats? play as the time runs out. I don't know if that was intentional or not, but it sure as hell lit a fire under me and got me to type faster. 

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this hits too close to home, having nam flashbacks right now...

but really, the vibe is immaculate, the artstyle is unique and personal, the music and SFX's are just right. I got overwhelmed by the wall of texts at first but once I got used to it, it's super fun to get into!

There's this weird unicode bug, when you confront Adam in the meeting room for the QuietEmpathy event with Jane and you increase affection (?). I don't get why it doesn't render, but I also had this problem when I was trying to add arrows and infinity sign. For some reason, it just wouldn't render on build. (tried to post a screenshot but it wouldn't let me)

Anyways, I really loved the "Collection", it's almost like an IRL skill tree (nvm, i misunderstood, didn't know it was one time use until i used it :'). Also, the fact that the initial decision to freak out or stay calm affecting your confusion level is kind of interesting. Makes me wonder if emotional regulation can be as easy as that, really wish I could have a dialog option in my mind's eye and just pick "Eh, easy peasy" every time

love the artstyle and typography for the page

Thank you for the kind words, I put a lot of effort into the sound design and music! 

You're on point with conveyance of the mechanics, should've had other people playtest it before submission but it was done near last hours of the jam. I'll definitely brush up the tutorial a bit and try to make it easier to understand and less of an infodump after the voting.

On the meter emptying, it's because you pressed Q too far off beat. There's a Metronome up top, and if you pressed it too far out of the middle bit, it resets the bar. Maybe it was too punishing and I didn't catch it, I was trying to mimic the feeling of losing your combo streak in a rhythm game. Also, I could've made the feedback more poignant with texts saying PERFECT or MISS to compliment the SFX, that's another great point you brought up about visual cues.

Anyways, thanks again for the encouragement and feedback, I really appreciate it :)

love the vibes, the music, the brown tone and grainy texture of the cards 

p.s. Ignore Time is OP

got pretty frustrated at first because I didn't understand what was going on, but once I figured it out, the concept was actually kinda fun

haven't played it yet, but the main screen is gorgeous, I love the colors 

super cool concept! it gave me horror/Soma vibes 

this is crazy cool, I didn't even know you could do this with Godot

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You reminded me of why I don't like platformers...

but seriously, I loved the art, music, and sound effects! I was already making a game based on Mega Man Star Force, so it really hit home when I heard the 8-bit sounds <3 I love the typography and the splash screen.

There's a bug btw, on the first level with the ocean I think? When I died, I kept respawning 2x. 

I got all the way to the boss fight, would love to see a more challenging one because I spammed E and won XD

Other than that, I love the double-jump mechanic, very creative! I love the way it just pauses in the air and once I got used to it, it was actually very helpful for the later levels. In fact, the normal jump was just causing problems when in tight spaces.

Awesome work!

edit: Also, you got the effects I wanted for the dialogs! I couldn't figure it out for my own game in time for the jam. I'm talking about the rainbow effect and the shaky font.

love the art! The story is very relatable XD

Thanks! Glad you liked it, happy to find a fellow rhythm game enjoyer. 

You're right on the tutorial thing, you're not the only one and I really appreciate the feedback, definitely going to pay more attention to it going forward. After all, how can people play your game if they don't understand it. I had some ideas on how to make it easier to understand (for example, a blinking Q hotkey on top of the player while they're holding <SPACE>), but I was overwhelmed enough by that point that I just settled with the dialog "tutorial" (read: infodump) because I had to focus on getting everything else done. Honestly, the boss fight was only added on the last week, I hadn't planned on it, but the game felt lacking without it.

I'm really happy that the combat landed :D I really, really wanted to give people a taste of the intensity I felt when I played Mega Man Star Force on the DS and festival-y feeling I get when I played Patapon on the PSP. Two of the most underrated games ever in my opinion. I'd recommend giving them a try if you can. 

Glad you enjoyed the music, Strudel was really a gift from heaven, I didn't really know what to do about the music since it was a core part of the game, but I'm happy with how it turned out.

On doing this by myself, I did enter as a solo dev, but I wouldn't have been able to do it without the awesome devs on YouTube, they're the real heroes, I gotta add a list of references of the videos I used into the devlog, thanks for the reminder!

P.S. definitely gonna try out your game once I've finished my queue!