Skip to main content

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

thomasjammes

68
Posts
79
Followers
12
Following
A member registered Aug 10, 2021 · View creator page →

Creator of

Recent community posts

Hey, thanks! That means a lot coming from you. I follow you on YouTube what you do there is really cool!

Thank you :)

thanks!

Thank you :)

Wow! Impressive  XD thank you!
Well, it's not really 3D, it's a technique called sprite stacking. I’ll let you look into how it works, but basically it’s just a bunch of 2D sprites stacked together with a 1 pixel offset between each layer. pretty easy and really fun to do :)
Yeah, I noticed those bugs unfortunately a bit too late. Let’s just call them features then… ;)"

Thank you! Yeah, that’s definitely a problem. I should have fixed it by either adding more cities to give players more choices, or by reducing the number of different goods available.

Thank you!

Thank you! Yeah, I didn’t have time to make a proper tutorial, but if you scroll down below the game, you’ll find an explanation of the mechanics and controls. That’s the closest thing to a tutorial I could include. :)

Thanks! Do you know if your monitor runs at 60 or 120 FPS? I made a mistake, and the train runs twice as fast on 120 FPS monitors. That might be why you’re finding it hard to stop.

Thanks! Do you know if your monitor runs at 60 or 120 FPS? I made a mistake, and the train runs twice as fast on 120 FPS monitors. That might be why you’re finding it hard to stop.

Thanks!

Thanks! Do you know if your monitor runs at 60 or 120 FPS? I made a mistake, and the train runs twice as fast on 120 FPS monitors. That might be why you’re finding it hard to stop.

Thanks! Yeah, it's definitely a game that would deserve a tutorial, but I just didn’t have time to make one...

Thanks!  I didn’t have time to add a tutorial, and unfortunately this kind of game really needs one. :/

Thank you!

Wow! The animations are truly insane! Congratulations! This Metroidvania looks really promising. The gameplay is fluid, and the feedback seems great too. I would suggest being more demanding in the platforming sections. With invulnerability frames, it's easy to bypass many challenging parts. Maybe consider bringing the player back to the last "on-ground" point? Can't wait to see this on Steam :) Good luck!

Thanks! 😊 

 Engine : Godot

Art : Asprite & Photoshop 

SFX: Audacity 

Music : FLstudio 

ouch XD. can you give me details. So I can debug at the end of the jam?

Thank you!

haha! thanks !

thanks!

Thanks! I didn't know about it. It looks really nice. I'll check it out :)

Thanks ! 

Thank you!

Haha! No, don’t worry. I was actually afraid people might feel tense, expecting to see “Something wrong”. I thought about adding a reassuring message saying there really isn’t anything… but then I realized that made it sound even more suspicious! XD

Thank you! who knows? Try fishing for few hours and tell me ;)

Yes! no WRONG notes guaranteed!

Thank you!

Thanks!

Thanks!

Ha! Thanks! Doing art is my daily job, so it didn't take me long—about 20 minutes for all the assets. That way, I can focus more on what I struggle with the most: coding. ^^

Don’t worry, you’re not the only one. If you look at the comments, everyone’s in the same situation as you ^^. I even had to add an image explaining everything on the game page, hoping people will see it before starting the game

The fact that you’re saying it takes too long to kill an enemy makes me think you might not be using the right approach. I’m having a hard time getting the gameplay concept across, especially since there’s a bug that allows enemies to be killed just by holding down the click button, which shouldn’t be possible.

I’ve created an explanatory slide about the gameplay and added it to the game page. Hopefully, that will clear things up! :)

Cool, glad you see potential in it! I really like your idea of an "intermediate dash"; it’s somewhat similar to a change I made after the end of the game jam. Now, the player has a bit of control over the character during the dash, allowing them to dodge around enemies with a "Curved Dash."

That said, I’ll definitely test your idea—it sounds interesting! :) I’ll post the debugged version with the new controls once the voting period is over.

The fact that the sword deals multiple hits if left on an enemy is a bug. That’s not how it’s supposed to be played. The goal isn’t to wait for the enemy to be killed before moving to the next one. The idea is to throw your sword behind the enemy, then move to find an angle with a direct line to your sword so you can dash to it and immediately chain another attack.

You’re definitely not supposed to wait. After all, it’s a speedrun game! :)

Thank you! No, there’s no way to avoid taking damage during a dash. The idea is to throw your sword behind the enemy and, once the sword is out, move your character to align a "direct line" to your sword so you can release and dash to it without taking damage. However, for enemies with only 1 HP left, you can click and release instantly, as they’ll be destroyed before you reach them.

I’m not sure if that’s very clear XD The gameplay isn’t polished yet, and there are still a lot of timing adjustments missing.

Thanks!  Yep, checked the "loop" button but forgot to reimport :( ...

thanks, glad you like it!

thanks!

Thanks! I added the assets package on the page if you want