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turboshook

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A member registered Jan 10, 2021 · View creator page →

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Mine appear to be working now.

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!

Wow, I'm very honored to hear you liked it so much. That means a lot, thank you!

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!

Nope. I will have to look into this after the jam voting period is over. Thanks for reporting!

Would buy on Steam is high praise for me. Thank you for the feedback as well.

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!

I'm honored you tried it three times! 

The drill drowning thing I believe is a map bug. The sword sprite never despawning is a weird one, I thought I was handling that properly. Thank you for reporting back. 

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!

really appreciate the detailed feedback! Including a gameplay video is next level. Thank you very much!

You can use the pickaxe to grab onto walls and escape, its my little riff on the traditional wall jump.Thanks for checking it out!

This is super polished and has outstanding gamefeel. I was going to encourage that you all continue working on this but it seems like that is already your plan. Great job!

This could be because the forward dash is the default behavior and the dash state does not catch the upward aim direction before committing to the velocity. Using my input buffer would likely help here. Thank you for the details!

Thanks for checking it out! Looks like my little clear time parser I cobbled together just before submitting isn't displaying minutes correctly lol. I should have caught that. I'm glad you enjoyed it. 

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!

This was fun! I think this was an ambitious art style to commit to but I love how everything looks. I found a few instances where my gun would seem to jam up and it wasn't clear why that was, but I enjoyed the game overall. Good work!

Very minimal but I enjoyed it. I laughed at several of the little design gags and I loved the ending. Great work!

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 appreciate it! The original plan was to have more decorative map elements to signal where the gems were, but that got cut mostly due to time. Thanks for the comment.

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!

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There is something in the dark room that you can hit with your sword.

I've heard that a couple times now. Although I recommend a controller, I may re-visit the keyboard bindings before the jam revision period is over. I think my own personal preference for keyboard inputs are not particularly popular. Thanks for checking it out!

I love the look of this, I think you could definitely develop it more. Excellent grappling hook implementation as well!

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Very cute! I loved the character design and how tranquil but mysterious the world feels. The map and environments are my favorite part, excellent vibes. It reminded me a lot of Ocarina of Time and Spyro. Great work!

Thanks for checking it out! I am so glad you enjoyed it. I appreciate the feedback! :)

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 playing! What you are describing was more or less the desired effect but after some additional play testing I am starting to think I was still a little to conservative with some hitbox/hurtbox sizes. I appreciate the feedback!

Thanks for checking it out! Yeah I wanted to avoid making a platformer as an additional challenge.

Thank you!

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!

This absolutely rocks. I saw you show this off on Twitter and I tried it out right away. Very tight experience, effective mechanics, and you nailed the atmosphere. Excellent work!

Hey! Sorry for the delay. There's not a great way to talk on Itch but you can hit me up on Discord though (@turboshook). I don't typically have a ton of consistent free time for game projects but I am down to chat about it.

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!

The effect definitely looks good, just a little bit more baseline visibility would be appreciated. I think this could just be the friction that is inherent to the oldschool Pokemon games, like encountering Zubats every 1-3 steps in a cave before you have Flash.

Thank you! I am glad you enjoyed it. 

And yes I do have a control scheme that is fairly unique, lol. I like using WASD to move in 2D games instead of arrow keys so J and K are comfortable action inputs. 

I would love to make a more polished version of this down the road. Thanks for playing!

Thanks for checking it out! 

And you are right about that part of the battles not being as readable as it could be right now. I think proper attack animations will go a long way in communicating that information to the Player as well, but that had to be descoped from this version early on.

Thank you! That means a lot.

Thank you very much!