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A member registered Jul 07, 2020 · View creator page →

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Oh, I might look into implementing that. Weirdly enough, game was inspired by a Bluey episode. Thank you playing and the kind praise.

Unfortunately, that soft-lock was brought to my attention after the submission period was over. I will fix it after the Jam though. Thanks for playing.

I love the game concept! The art was done well and very cohesive. All of the game mechanics were very smooth. Level design was pretty solid.

Would’ve love to see some enemies or something to act as an obstructions.

Yeah, interesting to see I wasn’t the only who thought the pacing was a little off. Though by the time I realized it, it was a little late in the jam. I think what we could’ve done in general would’ve been to just make the lamp posts a much easier piece to navigate around. Thanks for trying it out.

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Thanks for playing the game, it was fun to see that we had similar game concepts.

Like I said in another comment, I found out about that bug a little to late and will be patching it after the Jam is over.

Really enjoyed the experience, Great work.

It wasn’t initially intuitive to launch the fish. It took me like 20 tries before I realized I was shooting backward. I eventually soft-locked myself by launching into outer space. Was really fun in the meantime though. I actually really liked the fact that I could skip checkpoints, seemed like an extra layer of puzzle on top. Interesting art direction as well.

I like the game concept. The cutscenes and story was pretty good. I enjoyed the magic combination system.

I do feel like a lot of improvements could be made. But for your first jam, this is amazing work. Great job.

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Oh man, I love that we had similar game concepts. Funny enough, half-way through our project, we wished we had done it in 3D. I would love to know how you guys handled the shadows, from what I can tell it looks like they were handled with simple shapes rather than the actual shadows being cast.

The level design was really well done, short and sweet puzzles. Pacing was also well done. Art and music felt very cohesive. Felt like Hotel Transylvania might have been an inspiration. Scene transitions were handled well. I feel like the only thing that could’ve used more work were the UX elements like the ‘health’, menu and end credits.

Great work everyone!

Thanks for trying and thanks for the feedback. I do feel like we didn’t do a great job at explaining the mechanics, but the audience has suggestions that get completed when you activate certain button/equipment and currently there are only 3 audience suggestions implemented.

  • red button for lightshow/pyrotechnics
  • blue square for the synth on the left. Need to push button then manually rotate past the 50% mark.
  • blue dial for the riser/drop on the right, need to push the bar to the end then hit the drop button.

This was really cool. Even with my lack of musical talent I had a lot of buttons to push, and screws to undue. I especially appreciate the wave draw feature. I loved the pixel art look as well as the excellent feedback from all of the controls.

Had a good time pushing buttons, though I couldn’t get a good recording for some reason probably a user-problem.

I like the mechanical idea behind this one, I could see expanding it to a puzzle/strategy game of some sorts.

I couldn’t get this to work or my severe lack of audio knowledge led me to not know which boxes needed to be ticked to get feedback.

That was a lovely experience, I also appreciate the nod to Christmas with the music selection. I want to second the keyboard controls feedback, it felt very unintuitive at first but could eventually see myself getting used to them. I would’ve loved to have seen more work done on the visual side of things. I love what you did with the mouse controls as well. Great job.

Intro and menu were really cool to see. I really enjoyed Melody Heights, Great visuals cool audio effects especially the spatial audio effects. It gave me Interstellar vibes for some reason. I would’ve loved to have more things to do in it.

Grats on the first game jam. The platformer was really solid, art style was consistent. Definitely could use a checkpoint system, and the level design should try an lead the player in a certain direction. I had to stop because I didn’t know where to go from there. Could definitely also use some music/sfx. Great job so far.

The art and music were great. The controls and level were smooth. the parallax effect was also pretty good. I also loved the bioluminescence. Great job on what was accomplished.

Brought me back to some good old Goldeneye days. Glad I remembered them, it helped me find the hidden bullets. Loved the chill music vibe!

Love the SFX for the game. Gameplay was solid and felt pretty balanced. Nice!

I enjoy the fact that you mentioned the edge cling mechanic. That was largely emergent gameplay because of a change in the collision model for the player. I liked it so I kept it in last minute but we didn’t have enough time to update the art. Glad to hear the appreciation for the level design and the music.

Great job creating a spooking atmosphere, I love what you did with the audio and light. My only complaint what that I didn’t realize I picked up a flashlight and could turn it off. Wasted my whole first battery on nothing.

Loved the game. Loved the art and the gameplay feel, the game loop is good. Attacks feel impactful. Sound design goes well, could use some music. The game feels polished in general. Great job.

Some things small things I have feedback about. Food depleting in camp sucks. cold meter going. It was hard to start playing with so little food at the start.

unsure which version you were using but maybe one of these two videos: Godot 3.1 or Godot 4

Mainly, I would just look up using the physics process and something like move_and_slide()

Don’t take me for a Godot expert though, I’ve got one week under my belt atm.

This is top tier quality for a game produced in a week. It introduced several levels of game design throughout the playthrough. Art design was amazing throughout, it definitely seemed heavily inspired by hyperlight. Sound/Music design was on point. Gameplay was very solid.

My only gripe is that sneak attack seemed a lot more like a detriment than a helpful solution.

Great work, keep it up.

I survived for 2mins. I like the concept, but it felt pretty frustrating that the game didn’t pause when the shop was opened. Because of that I basically never knew what any of the upgrades did and solely smashed the cheapest one. I also never knew when I took damage.

Overall, I liked it but did feel like there could be a few improvements. Good job

accidently left my feedback on the frontpage, sry.

Again, congrats on the prototype

Overall a good short experience. Music selection was fantastic. controls were easy to pickup and understand. Didn’t figure out how to get health back or what the purpose of the secondary fire mechanic was for. Emergent gameplay seems to be just sit in a corner shooting aliens until generator needs fixing. It was difficult to spot aliens, so instead I just continued to pre-fire in front of me to get to places.

Good job overall

Accidently left my feedback on the frontpage, sry.

Again, congrats

funny enough, I also started Godot a week before the jam. thnx for the campfire info

Left my feedback on the frontpage sry.

Great job everyone.

Sprite art looks amazing and the game concept sounds fun. I personally found the difficulty pretty steep. It felt like the water was costing way too much, and the snow lasted pretty long with no indication it was over. I managed to build one plant before the tree timer went out. I didn’t manage to water the big tree a single time.

I would have loved to see the timers relaxed quite a bit.

This was an extremely fun experience. Visuals are great, concept is simple and executed real well. Unfortunate that there wasn’t audio.

Things that I think could be improved: Overall readability and first impression was difficult, I had no clue what I was supposed to be doing. Figuring it out is part of the charm but maybe the layout could’ve changed to have the first challenge on the left progressing to final challenge on the right with progress on top. The only other thing was getting that left slider into place was painfully slow with the current single .oo1 slider.

Love the entire experience, great job.

*Experience taken from browser version

I Survived.. relaxing mode. Had fun, thanks for the content. Simple enough controls and game mechanics. Enjoyed the lighting thing that was done at the end.

The things I think could be improved upon. Sfx volume was a bit loud with no way to adjust it. Art could be improved, readability of the UX could use some slight improvements. All in All, good job!

That was a great short experience, especially the wolf. Didn’t understand the lantern mechanic at first (didn’t see controls until second campfire), ended up skipping first campfire and going to the second one without a lantern on.

Visual Lighting setup was fantastic, would to see how the campfire was made. Overall great audio selections. Great pacing.

Things I think could’ve been improved. There’s a few sticky collision issues with the trees and there were some ordering issues between the player and the trees

Great job everyone.

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Word of warning to others on submission release build: Move is ‘q d’

Nice charming first impressions. Simple and quick. Good solid game mechanics foundation. a few unfriendly collisions here and there. And I would have like to move slower and interact with the slime in some way. Good Job all around.

I think that not doing checkpoints are my biggest regret after doing this game jam.

That was just a very solid and fun experience. Tried the desktop version, created a new level. Browsing new levels could eventually take a while. Could probably use some sort of filtering system. Also the bloom in the User created levels seemed a bit much.