What happened to me was simply that I died while the boss was in that "bayonet" phase. When I returned, the bayonet was still there.
(I had something similar happen in earlier phases, in which it seemed that the boss hadn't reset its state, but it was quite intermittent, as I recall. You may have to try a few times to get it to happen.)
Ian Eborn
Creator of
Recent community posts
Okay, I gave it another play, and I think that the game is definitely improved by the changes that you made! ^_^
Oh, one thing that I forgot, related to collision: When the player collides with a small step, it might feel better to just have the player automatically move up it, rather than having to jump up every single time.
In other news, I got to the boss! It's a rather cool idea for a boss, I will say!
I didn't beat it: It took a while for me to find a way to reliably hit it without getting so close that I was immediately destroyed, and even then, the seeking shots that it fires don't time out, sometimes leaving me dodging them for a while before they hit the environment! I also ended up with a problem in which it didn't reset its second phase (which I gather gives it a bayonet for melee damage), meaning that I immediately died on attempting to restart the fight!
Still, it's a creative concept--I do like that it initially presents as a weapon-pickup, only to turn into a fight! ^_^
I haven't finished the prototype, but a few thoughts on what I have played:
- My main issue is that collision right now feels a little overly hard-edged, which makes movement feel a little unforgiving.
- Enemies early on don't really feel all that active or threatening. Sure, they're early enemies, and it makes sense for them to be easy, but right now they don't even really feel like antagonists. (Or, you know, ant-agonists. :P) I'm just going around killing them because... they're there? Even a simple patrol route, or a threatening animation, or a weapon in hand, or spikes on back might help here, I feel.
- The "recoil" mechanic seems cool. I think that my main issue here is simply that it only seems to exist when shooting downwards, making it feel a little arbitrary. Perhaps a bit of backwards recoil when shooting horizontally? (But reduced when on the ground, I'd suggest.)
-- Horizontal recoil could also perhaps make for some interesting traversal, for that matter! ;)
Still, let me say that this feels like a cool start, and could potentially become a fun game! ^_^
I've just released a new asset pack!
In short, it's a collection of UI elements--buttons, icons, even some cursors, and so on--designed in a largely-decorative style, and painted to look metallic.
Now, metallic is perhaps a bit non-specific. There are, after all, many metals. And the reason for this non-specificity is that the pack in fact includes five metallic variations of each element: steel, brass, bronze, gold, and copper!
Link to the pack:


Aha! I'm glad to have been the first! :D
As to "completion", how would I tell...? Is it to do with the poem at the end...?
(I think that I completed it, in that I'm pretty confident that I performed it in every room--but it's hard to be sure, especially as I get turned around fairly easily!)
On which note: I could really have used a map! Even just a simple one. ^^; But I muddled through as it was!
Well, I believe that I've just finished the game--albeit with a little bit of cheating ;P--and it was a pretty fun experience!
Discovering the rules of the system was interesting--and at times tough! (The screenshot 3 room had me stumped for quite a while; it was actually another comment that prompted the experiment that allowed me to solve it, as I recall!)
As to... the other interaction in the game--the one found in each room, but not part of unlocking gates--that was intriguing. I'll confess that the changes between puzzles caught me out on a few occasions, although I adapted for the most part. (It was with this interaction that I cheated a bit.)
But yes, in the end, a nice, engaging, and mysterious game, I feel! ^_^
This was a really fun little mini-metroidvania!
The combat was basic but engaging--but the real meat was in the traversal mechanics.
Movement was responsive and intuitive, and the movement upgrades felt really nice to play with. Plus--this being a metroidvania--each opened up new areas.
The art was retro in a way that I found pleasing--especially in the 3D-rendered (or maybe stop-motion) enemies.
In terms of duration, the game was short--but in that, didn't outstay its welcome.
My only real complaint is that I found the audio effects to be a bit harsh at times.
But even that was nowhere near enough to spoil what was otherwise a really good time. ^_^
In attempting to play the game, I'm met with the following error:
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
For reference, I'm using Firefox 113.0.2 (64-bit) on Ubuntu Linux (18.04.6).
That was a cool little action-experience, with some neat theming to it! ^_^
Mechanically, I think that my favourite thing was that one could change the music on the fly--and that it had an effect on the player's capabilities! That felt neat, and nicely-fitted to the musical theme.
The "dash" mechanic was also appreciated, especially once I came to learn to rely more-heavily on it.
And indeed, the "dash" was particularly well-realised, I thought: it was responsive and quick; its trajectory could be altered mid-dash; and it reacted rather well and smoothly to obstacles, slipping the player around them! Well done on that! ^_^
Visually, the art was simple, but effective and cute.
Narratively, the story was surprisingly engaging, given that this was an action-centric jam-game, and I did rather enjoy the humour--and especially the (cat-)puns--therein! ^_^
I did find a few things, if I may, that I feel might have improved the experience for me:
* I could have used more feedback on being hit, I feel; as it was, I found it very easy to miss that I was taking damage.
* I really would have liked a map. (I have a poor sense of direction, and like to explore thoroughly ^^; )
* On my current volume-settings, the music was a bit loud for me. An in-game setting would have been appreciated.
However, I do also realise that this was a jam-game, and that implementing these things may not have been feasible in the allotted time!
And overall, I had fun with this!
Well done to you who made the game! ^_^
UPDATE!
This posting is closed while I attend to the various applications that I've received!
Thank you for your interest! ^_^
~~~~~
Specifically, I'm seeking two people:
- One visual artist
- One audio engineer
The intended duration of the project is about two years.
Please note, however, that right now I'm only asking a "soft yes": actual contracting (and thus start of work) is intended to then occur once publisher support has (hopefully) been gained.
The details (including how to apply) should be found here:
http://thaumaturge-art.com/index.php?/pages/contractPositions.html
As for the game itself:
Moons in Crystal is a top-down fantasy "space" metroidvania!
Fly a brass-and-crystal vessel through crystal-sphere solar systems; explore strange moons; avert a devouring doom.
You should find the TIGSource dev-log here:
https://forums.tigsource.com/index.php?topic=72259
Some screenshots should be visible below:



And an early (and now a little out-of-date) trailer-video here:
(Disclaimer: I am a friend of the dev.)
This game is...
It's bittersweet, and chill, and comfy, and affecting.
And the concept is such an excellent match for the story!
Combined with some really good writing and a lovely, comfy art-style, this is such a good, and intelligent, and empathetic experience, I find. ^_^
... Or, I should say, for me it was: as the description says, each player only gets to play it only once, and for me that once is completed.
And I'm sitting on the title screen, unwilling to close the game, just listening to the (beautiful) music as I type this.
But in due course it'll be time for my ship and that of this game to complete their transit, and pass by each other in the night...
So let me say more only this: if the game sounds good to you, I suggest that you take the time to cross your path with its, and see where the journey might take you...
This is a really lovely game! Short, impactful, affecting--and wonderfully poetic.
Perhaps most saliently, it's a game possessed of an interestingly eerie and melancholic atmosphere; a feeling of being adrift and uncertain in a world that seems empty.
Indeed, narratively the story is of an unspecified weight; an unnamed, burdensome sadness.
This narrative is conveyed primarily through poetic descriptions of the things present in the scene--but also through short snippets of interstitial poetry.
One thing that I found neat is that those descriptions change with each stage of the journey through the story, keeping things interesting and adding to the atmosphere.
On the visual side, I love the minimalist art-style, in the vein of hand-drawn illustration. It's a significant contributor to that above-mentioned atmosphere, I feel.
Audio is sparse, in a way that I feel supports that melancholic mood and those minimalistic visuals; that impression of a world that seems empty. The sounds and music that are present are, I feel, well-chosen.
And at the end--a resolution unexpected, but not unwelcome. ^_^
So overall, a short and well-wrought experience, I find! ^_^
In short, I have a page set up for a work-in-progress game of mine, and I want to allow limited access to that page.
To that end, I have the page set to be "restricted", and per the instructions I've generated a download-key link.
However, it appears that this link only grants access to the actual files available for download (i.e. to the download page)--attempting to view the actual project page (e.g. by clicking on the "Game page" button on the download page) is met with with an error.
Is there a way to grant restricted access to the project page itself (including its downloads)?
(I do gather that it might be possible via setting a password, but I really don't want to put additional hurdles in the way of those to whom I give the link gaining access to the page.)
Aaah, then the deadline has passed! (And since my power went out at about midnight, I was over-time already! Thus I feel that I can't claim the buffer in honesty.) :(
(I thought that I had April 1st, too, based on the wording on the jam-page.)
*sighs*
Ah well, I suppose that I'll finish and upload the game, but not submit it, then. I'm a little sad about it, but so it goes.
Well, thank you for the answer nevertheless! I appreciate it. ^_^
*ahem* So, what time is the official deadline...? (And in what time-zone?)
I'm close to done, I do believe--but it's getting late where I am, and I'm wondering whether I should push for a late night (tomorrow is Saturday, at least) or whether I have time to come back to things tomorrow... ^^;
[edit]
Actually, I've just been reminded that there are some limits to what I can do late tonight, as I have a scheduled power-outage coming up at midnight (around forty minutes from these edits). And while I can still use my computer for a while thereafter--it has a battery--I won't have internet access, and thus won't be in a position to find new ambient music, make builds, or upload builds.
Those last three may have to wait for tomorrow, depending on how things go...
The question is still relevant, however: at the least it may tell me how much time I have tomorrow, if called for... ^^;
This is a fun little game--well done on it! ^_^
I do think that I may have managed to somewhat break the simulation, however: I've found that placing the propeller on the front, and then one door just to either side, the doors rotated to tilt up at the front and swept slightly back, produces a vehicle that seems to sort of helicopter right to the edge of the play area. ^^;
Is it acceptable to work on framework and editor elements (i.e. the components/structural elements for building a visual novel, and editor-tools to aid such building), given that those elements are not specific to any visual novel?
To explain, I have a "visual novel framework" that I developed for a third-party non-visual-novel engine (that engine being Panda3D), which I used to make a VN for a previous jam into which I entered. At the moment I'm working on a visual editor for that framework, and have it in mind to rework some elements of the framework itself. Is such work okay, or does it disqualify me from entering this jam?
This was a fascinating--and strangely meditative--experience. ^_^
The errors in the archaeology feel plausible, and reflect uncertainty in our own understanding of the past (which is indeed yet developing, I believe)--and further, provide a curious window on our own time.
And all this aided by a lovely and appropriately-calming voice-over by the voice-actor.
Very well done, all involved in this! ^_^
This seems like a fun game as far as I've gotten, and with a pleasant theme. ^_^
That said, I fear that I may be stuck: I'm on level three, and I'm finding that sometimes a single movement takes two points to enact, instead of just one. As a result I'm consistently running out of points before I manage to get my bee back to their hive. :/







