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turboshook
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I am having this issue as well with some of the animated thumbnails for a handful of my games. Notably, the cover image for a game I released a few months ago animates correctly (https://turboshook.itch.io/tomb-of-the-underking), but every other animated cover image is broken.
I hope we get some clarity around whether this is a technical issue or if there are new size restrictions for gifs (or something along those lines).
Interesting premise and I actually found that I enjoyed the light stealth mechanics quite a bit. That's not usually my thing, but it felt really good here. The movement also felt fast and responsive on keyboard.
While the player jumping to the back of enemies during the backstab attack is a great touch, it would help a lot if there was some additional animation from the player character. It took me a few tries to figure out when the backstab was working and even then there were times when I died because an enemy turned around on me while I thought I was backstabbing.
There also appears to be an issue where the player can fall out of the map if they turn around immediately after loading into a new room. I think the player character scene is being placed inside of the Area2D colliders that are used to detect when they exit a room when they should be just outside the collision shape instead. Thankfully, your save system means this really is not all that much of a setback for now.
Overall, this was pretty ambitious! And managing a large team can take a lot of effort. I also like the story elements that were in there. Great job!
I liked how the theme was implemented in this one! Starting the game only being able to move in one direction and slowly building up your toolkit from there was a clever idea. The art looks really cohesive as well. Some of the platforming felt a little punishing but the player reset fast enough that I think it's not that big a deal. I think this has a great sense of humor as well. Good job!
Thanks for the detailed write up! I am honored that so many people bothered to stick around and 100% it.
I was re-tooling how the pickaxe functions in combat well past the halfway point of the jam. To be honest, I was never quite happy with it. I think the wall jumping is clever but it's definitely missing something. I think I had a design breakthrough 2 days after I submitted the game (of course) and I will definitely be re-working it if this gets further development (and it may).
I was not aware of the functionality provided by these templates or that jams tend to allow this, definitely useful to know for the future. I'm pretty opinionated, though, so I will probably just end up making my own. Thanks again!
I appreciate the detailed feedback! I'm honored by your feedback.
I had a laugh with your space bar rant because I actually don't like it either lol. However, in my playtesting and with my previous experience releasing keyboard-controlled games on itch it seems to be what most players expect and I have adapted to it with time. I think the real solution is not to force one control scheme and let the player pick, but I didn't have time for that sort of refinement this go around.
Thank you again for the feedback!
There was some info in the little text page that came up when you grabbed the pickaxe. No worries, part of my goal for this jam was learning about design that implicitly guides actions so I was relying on the structure of the map to communicate intention more than text. It does not translate 100% of the time because I am not a pro, lol. Thanks again for checking it out!
Yeah, I definitely didn't make any breakthroughs in combat design here. The snails can be fought but their hurtboxes do not encompass their shells, if I recall correctly.
I'm interested in the dash issue though. You mean you were holding up and still dashing forward? I may have to look into that after the jam period is over.
Thanks for checking it out!
The gameplay and animations for this one had a lot of polish! It reminded me of playing Mercenary in Risk of Rain 2. The concept of grabbing enemies with the fist arm and throwing them was pretty funny I enjoyed it a lot!
FYI, I did find an infinite jump glitch by grabbing one of the flying enemies, swapping back to my sword arm in the menu, and then right clicking in mid air.
I really like how crunchy the environment looks. The movement felt good, I enjoyed moving around the map once I had all the abilities. Using each enemy type as a mini-tutorial for the boss was a nice design touch as well. I did notice an issue with the boss however where his sprite seemed to get stuck spinning around. I think he got dizzy after I strafed him too many times. Overall, I thought this was pretty fun!
Thanks for playing! It sounds like what you are describing is a weird behavior I noticed when one of my buddies was trying the game the other day. Were you playing the browser version?
I am glad the engineering key felt cool! The original concept of the game had roughly half of the progression being locked behind secret maintenance shafts but it did not totally map to the final product for design reasons. That's why the maintenance areas have their own background music, though.
Thanks for checking it out!
And yes, I unfortunately found this bug shortly after submitting. It looks like an issue specific to Godot's input event system that can occasionally drop inputs when toggling between full screen and windowed mode in web exports. I have a workaround in place now so other players won't get stuck like this. Honestly, props to you for finishing the game anyways!
Thanks for the feedback! I am glad that you were curious enough to play through a second time, that's a high honor for a demo.
I totally agree on having multiple input options. Lots of stuff like that was cut due to the jam deadline and I tend to use WASD keys for everything myself. In a more complete version of this project I would expect to support full button remapping.
Thanks again!

















