El talento gráfico que posee Ambugames es simplemente insuperable.
TinchoLC
Creator of
Recent community posts
Thank you so much for playing our game! From what you described, I think you might need to talk to the grandmother at that point. Just in case, here’s a checklist that allows you to finish the game:
- Give the recipe to your mom.
- Walk in front of the mansion so the dog scares you.
- Talk to the butcher.
- Try to give money to both vendors.
- Give the cat to the grandmother (she’ll give you a hint).
- Talk to vendor P.
- Give the sneakers to the butcher.
- Give the meat to the dog.
- Give the butcher’s message to your mom.
- Use the key you got from the dog to leave town.
- Follow the path and use the sable.
- Final!
I find it funny that you used "wild" to describe the experience, it makes me really happy that you can feel something like that while playing the game! The increased walking speed at the beginning was a debug feature to test things faster, but I remembered how tedious walking through endless environments can be in this type of game, so I thought it would be a good idea to keep it to make the gameplay more dynamic. Thank you so much for your comment and for playing our game!
I really liked the concept of the curse and how it prevents you from aiming, especially for the final battle where you can aim properly, connecting narrative and gameplay. As general feedback, the melee weapon should do more damage than the ranged weapon almost all the time (unless there are special bullets or something), and you should block the path on screens when there are enemies, as most beat-em-ups do.
Thanks a lot for playing the game! We really appreciate your feedback. About the sounds: our sound designer actually joined the project quite late (mostly because we contacted him a bit late), so we couldn’t get all the audio work we originally wanted. And yes, PhantomCamera is an excellent Godot Plugin, with great documentation, you can check it out here: https://phantom-camera.dev/
The music is great! I love card-based games and I think the mechanics are really well-applied. it's fun and doesn't get repetitive. As for the graphics, they speak for themselves; the game has a unique identity and the visuals in the dialogue are a great touch.
I have a couple of suggestions for improvement: I feel like the movement could be much better with a few changes, like waiting for the character to finish moving to a tile before being able to change direction (In my own game, I handled this with a Godot signal, but a simple boolean variable would also work). Also, having a variable that completely locks movement during dialogue would be helpful, since that doesn't seem to happen when the cat talks to you before dying.
I loved the game! It was a pleasant surprise to discover such specific combos and interactions, and I would love to see that expanded in an update or in a future game with a different theme. The music is also incredible.
The only thing that feels a little strange is the movement. When I try to go up, I somehow expect the character to move up and to the right, not up and to the left. The same thing happens with the other controls. It's something you get used to quickly, but at first, it feels like something is off.
Dejar que los jugadores personalicen los controles es obviamente la mejor solución, pero quizás un poco complicado de programar mientras te estás preocupando por el juego a contrarreloj en algo como una jam (más que nada porque es un menú extra, entre otras cosas). Creo que con poner una pantalla que no se pueda saltear que aclare los controles al principio es suficiente.

