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theEarthWasBlue

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A member registered Dec 12, 2019 · View creator page →

Creator of

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Loved the freedom of approach and the creativity in the gadgets! It was genuinely cool to constantly be switching between tools to help sneak into the building. I ended up making my way in by making a staircase of crates up to the high balcony on the left side of the building; not sure if this was an intended route, but it was fun to discover it haha

awesome concept and I loved the visuals! Question, though: is the player meant to lose control for a few seconds after grinding on a rail? 

Took me a while to work out the rules, but this was pretty good! There was a really enjoyable level of strategy, and the AI seemed really competent. The only thing I can critique was that (as I mentioned earlier) the tutorial could use some work; the main thing that tripped me up was that the "how to play" section didn't mention anything about dice rolling, so I didn't immediately understand the logic behind how my pieces were moving. I would also recommend maybe adding a tween of some kind to the pieces as they moved instead of just teleporting them to their desired spot on the board, which would make it a little easier to visualize how pieces are moving.

CRAZY idea. Took me a while to figure out what was actually happening, but it's very cool. I do wonder, though, if there is a more streamlined way to look at the photos that wouldn't totally invalidate the concept; it was difficult to keep having to open the downloads folder but I realize that is probably part of the point.

I felt like i was actually going insane 10/10

Man I genuinely love your pixel art; it totally fits the vibe for a project like this. While playing, I kept thinking about where a project like this could go. I could very easily see it broadening with more exploration, items, puzzles, and maybe some more characters to talk to. Nice Work!

Side note but it still blows my mind this runs on actual hardware. So cool that people can just do that these days

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very cool concept, and I loved the portal effect! I wasn't able to finish, though - I played a few times but kept getting softlocked/stuck on physics. I think if you were to keep working on this, a jump button would be really useful to help navigate the geometry. I'm actually curious, did you use the new stencil buffer in Godot 4.5 for this? I just upgraded and had to find a use for it in my project because it was such a cool addition haha I'm curious if you were in the same boat, or if you found another solution to render the portals

Honestly the art and the presentation were fantastic; I would gladly play more of this if only to see the rest of the world. Also for what it's worth, obviously this was just a side effect of being a jam game but I really enjoyed the concept of not being able to explore certain areas because they weren't scary enough (yet) haha

hah this was a cool experience. Super novel, and I loved the presentation. My only criticism is that I wish the dialogue was easier to understand. I actually think it's fine to keep the main dialogue obscure if you wanted to stick to text boxes as the main form of communication, but I found myself wishing that I could hear what was being played over the radio - assuming it's meant to be heard. 

actually crazy how addictive this is

really, really interesting concept. I genuinely love games that try to mimic the feel of interacting with a console, and this nailed it. The only issue I saw was that at a certain point, all my weapons were destroyed and I literally just had to wait until I was killed. If you do any more work on this, it might be good to add a way to recover lost parts, or maybe just force a game over if you lose the ability to fight back so you're not just waiting around for an end state. It also might be cool to add some way to move around the battlefield - maybe a basic top down map where you could see your surroundings with some terrain as cover, where you can move from grid cell to grid cell. The combat felt like it leaned really heavily into RNG, and a map might give the player a little more agency. Either way, this was cool!

thanks! yeahhh I wish I had more time, but I knew going in that I wasn't going to be able to use the entire dev window. I've continued to work on it since the jam ended so you'll definitely be seeing more soon!

hah this was pretty cool. Love the concept. A full game with a FLUDD mech where you're just exploring an alien planet like this actually sounds like a great time. 

hhaha no you didn't miss anything; I ran out of time before I could add any kind of threat. Since the jam ended, I've continued to develop this and have added more guns, and I'm currently working on enemies. 

thank you!

Crazy ambitious. There is an unreal amount of content/polish for just being made in two weeks. The only thing I can say is that it seemed redundant in some cases to give the player additional abilities instead of replacing the old ones. For example, the axe just seemed like a better version of the claws, so I never found myself wanting to use the claws once I had the axe; since they are so functionally similar, giving the player to switch between the two on the fly just complicated the controls/ui. Similarly, I wonder if it would have been better to upgrade the dash to function similarly to the hoverboard rather than adding an additional button combo for what is already a really combo heavy game? 
Regardless, this was still a surprisingly solid beat em up. Good work.

THANK YOU. Already working on expanding it!

crazy to see what you guys were able to do in two weeks! Only thing I can say is that I wish there was look inversion for the controller haha

really nice work - I'd love to see this turned into a full game

haha thank you! I'm currently expanding it, and some nice chunky breaking animations are definitely on the to do list :)

thank you! already working on it ;)

Legitimately this is such a good concept. The only problem is that in its current state, I realized I could basically go forever just by making large circles around the map. I'm not sure what it needs, but I feel like it's just a few tweaks away from being a really great game. Maybe some mines that occasionally pop in, or some other kind of periodic obstacle that would prevent repetitive motions? Idk. Either way there's a ton of potential here. Good job!

Oh just to be clear, I actually don't think it was that bad. Like I said it seemed a little intimidating at first - the only hump was trying to remember the key words - but you actually did a really good job of communicating what was going on during the gameplay. After a couple rounds I pretty much knew what the deal was. 

Very amusing game haha I genuinely liked it. Well done!

Very interesting game. It was a little incomprehensible at first but it definitely sank in after a couple turns. By the end it was a pretty nice game loop. Well done!

This is a crazy amount of content for a jam game. Well done! Loved the aesthetics as well. 

Really enjoyed the vibes. I wish there was a way to find the next fossil though 

Got stuck at the monster and couldn't tell if there as a way around, but seeing screens of stuff I clearly haven't seen before has got me curious. I'll probably be revisiting this one haha

UPDATE. I just replaced the original file with a build that should no longer trigger a false positive. The build also includes a very minor bug fix where the ship console wouldn't recognize commands that included uppercase letters. Nothing else has been changed, and none of the content is different in any way.  I would have kept both builds for the sake of transparency, but the false positive was such a big issue that I wanted to scrub it entirely to ensure that no one grabbed it by mistake. If anyone finds that they are still unable to run the game due to their anti-virus software preventing them from doing so, please let me know and I'll try to get another fix uploaded. 

HI if you want to give it another go, I just uploaded a fix!

interesting. That should work, but try it in all lowercase 🤔

HI. Creator here! A friend of mine has been trying to open this but his antivirus is giving him false positives. If you try to download this and find yourself in a similar situation: I'm looking for a solution and I will be uploading a new build very shortly. Check back soon if you find yourself having issues getting it to run!

Great concept and presentation. The only issue I had was that the controls could use a lot of work. I feel like giving the player mouse look to help with aiming, or maybe adding a control to lock the player rotation could go a long way.

OH yeah you're not supposed to be able to avoid the explosive there. I needed the player to take damage so they could do the healing tutorial. I probably could have made that more clear somehow haha

what do you mean when you say all the body parts were flying around? Did something happen to the model?

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man I *really* wanted to give this game full marks, because it's genuinely a fun experience. The thing that's holding me back isn't that it's difficult (I'm a huge fromsoft/roguelite fan so I really vibe with mechanically complex, HARD games) but rather the fact that the difficulty came primarily from the fact that it's extremely inconsistent. I feel like it was impossible to fully predict my slash patterns. Sometimes it would be an aggressive, full swing, and other times it would be slow and only cover a small arc. It felt like slow movements with my mouse were more effective than fast ones which is counterintuitive, and increasing the sensitivity helped, but didn't completely alleviate the issue. On top of that, even on successful hits there were times where it didn't do the damage I expected. Successfully blocking also never guaranteed that I would be safe from damage. Overall, combat felt sort of like I was rolling the dice sometimes, and that feeling of randomness marred what was otherwise an incredibly addictive combat loop. I loved having to really pay attention to which direction I needed to attack from; I loved how much positioning mattered; I loved chaining together multiple kills. I think if you made combat more consistent, maybe added some different healing mechanics, and made some new settings/enemies, this could be a very good game

yeah I literally finished the tutorial section with about 10 minutes left to submit and had to cram something together to tie it up haha

but thank you! Definitely want to keep working on this a little

Very tough - the biggest issue I had was that it wasn't always clear what my attacks were doing. I feel like more responsive animations and definitely an in game tutorial would go a long way if you wanted to go further with this. That said, the graphics were great and I really liked the overall gameplay loop. I feel like this is a really good start to a bigger project!

nooooo really? That's an odd one - that's not a glitch I've seen, and none of my testers have reported anything like that either. Can I ask what was happening for you so I can take a look?

man I really wish I had someone to play this with because it seems to have decent mechanics but its hard to judge solo haha

For what it's worth, the graphics/sound are really nice!

I liked it! great presentation/concept. Unfortunately I couldn't get level 2 to load, but I enjoyed it from what I could play.

Really nice. I liked the puzzle design, the boss was pretty challenging, and the combat was engaging. The story was also pretty interesting - I actually started getting kind of invested towards the end.  Honestly the only bit of criticism I can really offer is that the UI could be a bit more clear.

Anyway, really impressive for two weeks - makes me want to give RPG maker a try haha 


INTERESTING. Out of curiosity, what kind of controller were you using? Regardless, thanks for the feedback!