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vhalragnarok

21
Posts
A member registered Oct 01, 2024

Creator of

Recent community posts

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Thanks for playing our game! So there is a patch going out but due to the regulations it cannot be during the rating period, as its not actually a bug.

We plan to at the bare minimum have a keybind that will allow you to zoom out when you are small. There may be some other adjustments to the camera zoom.

I can't speak for the rest of the team here, but I will have to let you down.. I at least won't be taking this project further, I have another huge project I am working on that is quite unannounced (actually working with the same artist from this project), that will be a full blown Steam Game, Kickstarter funding and the whole works. I wrote a lot of this code in haste, and with 0 intent of trying to figure out how to scale it. 
It is MIT Licensed and on GitHub! 

Good catch! I know of 1 other... Well its not 100% a bug related to that, but that one is different. I think I know why you can do that, and it was a bandaid to prevent getting stuck on a different level. 

So we used to also be able to pull blocks. 

There was an issue with how I wrote this logic that caused no small amount of headaches. On a sheet of paper my idea was the easy solution.. Turns out Godot was like "No. I don't like that."

It was only after release I thought of a potential better solution, but its now too late, and none of our puzzles were designed around being able to pull a block, so its not a planned feature. 

Oh I fully understand this! I had to turn down a lot of last minute ideas with the game I worked on for good reasons.

So a Mini-map was proposed to me on like Friday... I turned it down due to scope / being able to test it. I however do agree it would have been a good addition.


I have a patch coming after the rating period that should make things a bit fairer. You'll get a new keybind that if you hold down while small you can zoom out and see the room you are in. I hope that will alleviate some issues. 

For now the work around is to play fullscreen! Cheers!

So yes the movespeed is constant. I didn't have much time to adjust and finetune the camera zoom.

So a little story: I had what I thought our game was going to be coded the night this jam came online. I had a far different impression of how things were going to go due to our voice call ideas pitch. So in the middle of this week came some heavy rewrites and with that came bugs and we ran out of time to tune the zoom.

I want to push out a patch that you'll see next week due to rules and regulations that will add a button to zoom out while small (has to be held down). Hopefully that will help!

(1 edit)

I want to push out a patch that you'll see next week due to rules and regulations that will add a button to zoom out while small (has to be held down). Hopefully that will help!

I was to push out a patch that you'll see next week due to rules and regulations that will add a button to zoom out while small (has to be held down). Hopefully that will help!

(1 edit)

Your suggestion about fullscreen made it into the page itself! Thanks you for noticing that.

I want to push out a patch that you'll see next week due to rules and regulations that will add a button to zoom out while small (has to be held down). Hopefully that will help!

Got it running. On arch you have to install haskell-sdl2-ttf & sdl2_image for it to work.

libSDL2_ttf-2.0.so.0: cannot open shared object file: No such file or directory

Mint likely explains it. There was a compatibility thing that happened with arch a while ago... I'll dig in further.

Bosses were on the easy side, there was no "Hey you completed the game" bits, but for what you did in the span we had, I enjoyed it. 

I ended up up using the firespelll too much, maybe introduce Mana or put a Cooldown on it to discourage spamming. This is a really hard subject, but with what you have if you took time to think ahead about how things could shake up balance wise you have the makings of something really solid. RPGs and ARPGS like this are not for the faint of heart to develop, and just seeing a responsive combat system is impressive enough. Then again 10 days to architect and make a prototype RPG let along ARPG is a tall order, so pat yourself on the back for a job well done!

Asthetically you nailed it! The only thing I feel like I am missing in this game is a HUD to keep track of the Gnome's health. Other than this, this is a solid game!

You started with a solid premise and built well from this. I'd be curious to see where this goes should you choose to expand on it!

Thanks for the feedback, we greatly appreciate it!

If you expanded this into a Mobile Game, I'd 100% play this on the toilet way, way too much. 
The concept is solid. The comic style intro -> comical gameplay had me laughing. 

On Arch Linux this ran flawlessly with 0 intervention needed.

Solid idea, I'd want to see this expanded further.

The character didn't feel the most responsive to what I was chopping down / killing / mining but other than that I had a great time with this game!

I'm not sure what distro you are running but on Arch I am getting a SDL2 error.

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Very adorable! Visually very pleasing, jumping around was quite pleasant feeling. You have something solid here!
I am legally obligated to give props that you offered a Linux build. That is a nice touch.