Really beautiful game, very polished.
Ysendrin
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Very nice graphics and animations, it's really beautiful. The ambiance is pretty cool overall.
The gameplay loop is maybe too simple for me as most of the game is picking up trash, holding T and repeating these two actions. I wish there were a bit more to it: you've got good ideas with the spikes and lasers but in the end, dodging them mainly depends on having upgraded the speed enough times. Going back and forth for trash was only frustrating to me.
Also the music seemed off topic but maybe it's only because I was frustrated by the gameplay :/
For real though, the game is super polished, everything is really clean, great job on that!
Cool entry!
The only thing that bothered me is that if I ever got too laid back, (like a liiiiiittle late) it would still count as a miss then I'd miss the next one and it'd always take me 2 or 3 strikes to realise that I'm all off tempo (which I'm not really by the way). I remember adressing this for one of my jam games (Keep it Afloat!) and it was a pain in the ass haha!
Loved the music/SFX and the idea of combos triggering pieces of the music is great and very well executed!
Wow I didn't know of BLENDO Games they sound fun, I'm gonna check them out!
We were hoping to have time to include more goofy obstacles (like scooters, elephants and more) but since we did all the graphical assets, we didn't have time to do more than that little car (which was made in like 20 minutes haha).
Thanks for playing!
Really cool graphics, cool sounds, cool little sprite characters, but is it possible to win the game? I mean I don't think my skeleton towers ever killed a guy alone ^^' I tried multiple runs, optimising my routes as much as I could but impossible to gather enough firepower to even clear a wave.
Really nice polish but sadly I could not go very far :(
I guess I'm never gonna get a shiny shinymon ^^'
Very tough game, yet it's pretty satisfying to juggle with every little lameboy trying to catch shinymon.
I feel like the income method could be more reliable: I often found myself just waiting for the current price to go up or down...
Nice entry overall!
Love the concept, I was excited to play! The only thing is I can't understand where the second train is supposed to bring its payload... I lose everytime because it won't drop it at the same station as the first train. Did I miss something?
Expanding the map as we go is a great way not to overwhelm the player to much at the beginning but add more and more tension afterwards. I only thing you'd need a way to indicate more clearly the destination of each train.
I see a great potential for a small yet challenging game, well done!
EDIT: I only noticed the tutorial slide on the itch page. I'm gonna give it another go!
The graphics are super cute with the little hextiles! I really like the idea of creating a big train network!
The sad thing is doing anything is quite tidious :/ Selecting towns to build has me spam the build button and the town names everytime because I can't know in which mode I am or whether the town is properly selected. In the same way, creating a schedule is quite long, having to select the time and departure and destination for every trip...
I love the idea, fits the theme pretty well and would have loved seing this be a bit more functional (as in "easy to use"). If you ever update it please ping me!
Haha someone else did a coffee shop game! Nice! I also like visual novels where you serve coffee or drinks ^^
Really cute graphics and sound design, the game loop is a bit simple but everything works pretty great. There are indeed some weirdery with the dialogues where you can start serving even if they're not finished talking and even if there are no clients hehe...
The dialogues are great, though. They're fun to read and add quite a nice depth to the character we play! Well done!
There are 3 levels with 1, 2 and finally 3 tables. You got to succeed in every level to go to the next one (we did not have time to implement a level selection :/).
Thanks a lot for playing! For the next jam, I found a way to create a script that will make lauching the game easier. You might have to do this with other game from the jam if they don’t have a web export ^^
I started with a weird feeling thinking I had to rake the whole thing with my small rake, but then I checked the itch page and realised I could upgrade my things with space. At this point the game became quite fun!
I like the graphics and SFX but the musics gets quite out of tone when you get that big ass rake and such a goofy move speed ^^'
Nice entry!
I loved the idea of game expansions and I did enjoy the step back button gimmick! Having to play minigames to earn money and unlock expansions is really nice!
After a while I died and got softlock behind a gray screen. I'm sorry to say that the main game being typing things in and email client and a spreadsheet, it was not fun enough for me to start over :/
The music and sound design were reaaaally good! I was baffled when I saw that part of the music has been recorded for the jam :o The graphics are also very cool!
I'd say the gameplay lacks a bit of variety or interactivity. Running around picking up items doesn't really do it for me even with such a nice ambiance :/
I still liked it since it's quite short! Well done :)
Hi! I tested your game and I thought I could give you some insights. I'm myself currently trying to make a game with first person melee fighting so testing your game was quite useful to me.
What felt great:
- the graphics and animations: the red slashes, orb picking animations, etc
- the impact is ok
- movements are great, the dash reminds me of Tracer's and feels great to use
- the parry move giving back posture and health is a good idea and works well in 1v1
What felt off:
- the parry move is only efficient in 1v1 or 1v2; as soon as 3 ennemies attack you it's impossible to defend yourself unless you dash in and out for every attack you want to land, which makes the game very slow
- landing more than one hit on an enemy might feel better it was staggering him instead of him just attacking like nothing happened
- not being able to block the shurikens since it's hard to see where the ninjas are throwing them
- animation driven combat with only hands being visible makes the telegraphs not very clear; when fighting more than one enemy it's hard so see when they're attacking
I think the main thing is that since enemies are attacking randomly, you can't parry them all and the block is so weak that you get pushed out of posture everytime you try to parry something.
I hope any of this will be useful to you and thank you for doing some devlog on this, it's cool having some insights on what may works and what feels weird.
Cool little game. I like the search and experiment kind of game. Graphics are ok, music is fun. Even got me a little spooked the first time the monster appeared. It was kind of fun exploring the area, putting plants in the constructor to see what would come out of it.
Here's what bothered me, though (from most bothering to less bothering):
- 20° field of view
- Really short day/night cycle
- O2 coming back so slowly when at spaceship. I have to wait for a whole day to go back outside, even with the tether connected
- If I hadn't read your comment on the glue thing, I'd never have understood the vials are glue vials
- The watering and shovel seem to be useless? There's not really a "farming system"
Some bugs I found:
- After dying of asphyxia once, it seems I could not die anymore
- After dying of asphyxia at night, the monster did not disappear during the next day
- I feel like I can't hammer anything out, but maybe I needed something else?
That being said, I really liked the overall style. The UI animation at the beginning is nice and makes the thing feel really polished. It did a good job making me feel on a forsaken planet and really wanting to get out. Alas I could not fix my ship :(
I feel like only a few parts are missing to this game to make is super cool! Actually well done :)
The gloomy ambiance is nice. I love the vegetables with eyes and spooky details. I can say that the systems work well. You got the cleaning plots, planting seeds, harvesting working nicely. Even got a crafting system.
Now, having to drag and drop every single item every single time feels like a chore after 10 minutes playing :( Especially for the cooking, since there seems to be only one recipe and it needs 3 vegetable. I've spent so much time dragging and dropping things into this pot ^^' I got to say we spent a lot of time wondering how to make the UI in our game and even now, w're not satisfied. I think we spent 4 days just trying to design something efficient and we're not there at all. UI are a real pain in the ass!
The train characters design is funny, and the gravy ruling the world had me laughing! I think you still have a lot to work on but this is a very solid start!
Nice entry! Loved the theme and the mechanics are pretty well implemented. The flail trick is especially fun to use!
The only thing that felt off is that I think the character's hitbox is a bit bugged. I got hit but bullet that wasn't on me an awful lot of times ^^' Also I sometimes could not harvest people and didn't understand why.
Loved the graphics and characters. Also love the word play haha!
That's a nice start for a first solo project! You got a lot of things working, even if the polish is not there yet, I feel like you're getting a good grip of it all. I think it lacks some features but the ones you did implement seem to be working fine.
You can find more more tutorials for godot on youtube with PlayWithFurcifer, (GDQuest and Godotneers as mentioned earlier), Heartbeast, and FinePointCGI. I think there's a lot more of them, but these are the ones I like ^^
Good job, keep learning :)
Thanks for playing! FFCC might well be an "inspiration" haha!
SPOILER:
The double jump in the first camp area requires some other power up (as the sculptures are supposed to tell you). Did you try it on the wall behind the house with the carrots? Maybe this one needs a sculpture as well :thinking_face:










