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veneno

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A member registered Apr 25, 2024 · View creator page →

Creator of

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thanks for playing! I'm glad you enjoyed the concept even though the game is still very raw lol

Honestly, thanks a lot for the feedback! I've never worked much with pixel art, so I kinda hoped setting the rendering mode to "nearest" would apply to everything.

But thanks so much for the font tip! I'll be sure to do that from now. And also thanks for the kind words!

thanks for playing! those were definitely on the feature list, sadly my kanban board ended up being mostly a to-do list.

appreciate the feedback!

This is my first jam, so I had trouble with code organization. I think if I were to re-make everything now, it would take me about 3 or 4 hours.

Anyway, I got a lot of experience from trying to finish a game, and it's great to see what someone can do with more experience and coding skills. 

Really inspiring!

Welcome back, Club Penguin fishing. Great concept!

I did not expect to get the 4th wall broken with a pee game not allowing me to stop peeing.

Pee/10 great job!

That was fun! And surprisingly difficult with the different mechanics. rat on!

Dude the art and music here are GORGEOUS!! At first, I didn't understand what was going on, but after reading the limitation description it made a lot more sense. Seriously, the game music is playing in the other tab while I'm typing this and it's so so great.

Great game dude! Would have loved to have the option of changing keybinds, though. The X and V were a bit awkward for me. But overall great! Managed a sub-50s run!

Great job! What a neat way of using different game mechanics together.

Also come on Ellis, how did you ever get your license??

Great concept! I know music is listed as a planned feature but DAMN this kind of game really would benefit from a chill soundtrack. Keep up the good work!

Damn, great job! How did you manage to incorporate so many mini-games with different difficulty levels in just 3 days??

Great job man. Reading the shopping list as your buying is hilarious!

my man

Dude that's great! Thanks for sharing your process here. I appreciate it!

DON'T YOU???

Thanks for playing!

Absolutely agree. This kind of short arcade-y game especially benefit from a little polish.

Sadly over the 3 days, I think I got about 10-12h of total work. Would have loved to have more flashed out features.

Thanks for playing! For sure this build is very very raw.

I'm mostly proud to finish SOMETHING. But it's far from my full vision on it.

A little SFX would do wonders here!

Thanks for playing!

Yes, the expanding board and more enemy types were definitively on the roadmap. Sadly didn't have enough time to expand on it.

Yeah, for sure! I was working on a "tutorial" before the gameplay but didn't manage to finish it. And yeah, the collisions with Godot physics objects SUCK. Don't Tween physics ever is what I learned.

Thanks for playing! Btw loved your game!

Yeah exactly! Turns out replicating those mechanics in a few days is a bit harder than I thought lol

First of all, ouch. my fingers.

Second, this was so much fun. I LOVED the art style and goofiness!! So far the best I've seen.

That said, I did think the inputs were a bit too confusing. But I get that it's the style of gameplay you were trying to achieve.

Keep up the good work!

Fun concept. Visual style is on point!

I do think the sword's hurtbox could get a bit larger, though. Either that or enemy hitboxes are a bit small. In any case, I had a bit of trouble trying to hit enemies while avoiding getting hit myself.

Good job overall guys!

Everything but the demon of in-office 9 to 5... please...

Loved the visual style, it feels like one of those dreams you have on a very full belly.

Very cool concept!

I noticed that after wall jumping, the character movements are "stuck" in the other direction for a second. But when it releases, sometimes the movements feel weird. Maybe if that "stuck" state was shorter, it would feel more responsive.

Good job! Too bad you didn't eat any cookies.

Honestly great game, fun from the get-go!

I'm very curious as to how you coded the whole rotational movement with the bullet path warping there.

Would have LOVED to see a second type of enemy, maybe with a different flight pattern or fire rate. But great job!

Is this Grian???

So far this is the best use of the limitation I've seen. Love to see a more creative take on both the "Speed" and "Endless" aspects.

The visuals on this are incredible! I do think the car movement was 10-20% too janky, but I got used to it after about 10 minutes. Honestly, great job! Excited to see what comes next.

Great vibes on this one! For some reason, the radio didn't work for me, not sure why.

Also, I think a "small" change that would make the gameplay loop more engaging is if you could collect tapes when exploring the map that would unlock different radio stations.

Overall great experience!

I don't get it... that's just my commute?

Guys you NAILED the feeling of speeding while drunk at the wheel. Fantastic job!

I don't get it... that's just my commute?

Guys you NAILED the feeling of speeding while drunk at the wheel. Fantastic job!

ngl as soon as grappling was introduced I was addicted. Great job, very fun to play! Got stuck a few times and did fall into the endless void, but overall great.

Very interesting concept. Great job! Such a banger song, too.

I didn't expect my brain to fight so hard on the WASD thing lol.

Thanks for playing!

Thanks for playing!

I learned a lot from this jam and I definitively bit more than I can chew in terms of game scope lol.

Thanks for the feedback! I actually agree, the replay phase is a bit lacking.
My vision was to capture something like "YOMIH" or "SUPERHOT", you know? Where you have a "thinking" phase and a "just watch and see cool moves" phase.
But because I couldn't spend too much time developing, I didn't get to adding more polish to that second phase.
Anyway, thanks for playing! I appreciate the feedback.

Honestly, just wanted to open a thread here to congratulate everyone on completing the jam.
This the first game jam I managed to actually finish and boy was it tough.
I didn't have time to do everything I wanted, and honestly I only worked a total of maybe 10 - 12 hours total.
But I'm proud of myself for actually going through with this and completing a somewhat playable game made in such a short period.

Anyway, my point is:
If you finished a game, that's great. I'm proud of you.
If you tried your best but it didn't come out how you expected, that's great. I'm proud of you.
If you couldn't complete your game, that's great. You tried, learned a bit, and you WILL do better next time. I'm proud of you.

That's it. Congratulations, everyone! Hope to see you in more jams going forward. I'm proud of y'all!
- veneno

Also, my best scores:

Best friend 00:04:00

Firecracker 00:01:87

Firebomb 00:01:37

Really enjoyed it, dude. Never thought about a tool like that for speedrunning. It's really responsive and straight to the point.

Couple tips:

- When I select another code, my best time resets. You could keep that info saved by creating a simple float array as a PlayerPref to save the best time for each code;

- Also, I would recommend adding a thin black border to the arrows and making them a little smaller, that would help visual clarity of the sequence.

Again, really enjoyed it, dude! Great to find a fellow Tunic fan here! :D