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pYMxolbo

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A member registered Jul 21, 2020 · View creator page →

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im not gonna update this anytime soon btw

this is really cool but what exactly are the consequences? i didnt experience anything when i was playing that would be a consequence besides getting hit removing a life

its kinda cool but i dont really get the incentive behind playing harder difficulties? like why would i risk having to restart when i can just keep on doing easy and getting infinite money that i cant even spend that way?

i think this is the first web-based submission i have played this jam where they actually made it run in the browser lol

seven deadly sins are kinda overused but it doesnt matter because i LOVE GAMBLINGGG!!!!! 🤑🤑🤑🤑💵💵💵💵💶💶💶💷💷💸💸💸💸💹💹💹💴💴💴🪙🪙💰💰💰💰💰💲💲💲💲🎰🎰🎰🎰🎰

i feel like all the other replies played a different game because i have literally no idea what happened while i was playing and since the godot project was included i looked in it and then forgot why i wanted to look in it so i closed it but it definitely is an experience for sure

the stats are in another window since i didnt want to clutter the main screen area but some people like the window thing so an option to toggle it is probably a good tradeoff. also the launcher is more just because i wanted to have a side-thing where you can read about how to play without making it part of the core gameplay loop and the notes are for taking notes of things like where to go on certain areas since its all pre-made chunks randomly loaded. also i dont really play bullet hells so i was unaware of the fact that large bullets are not good but that is something else i can tweak and dying to reds is a skill issue but blues are just kinda op. definitely not a bad idea with adding things lying around and desaturating the wizards but having them saturated also helps with visibility in my eyes and i do currently think that i should place more items around the map aswell. also you are kinda right about the window thing but its more about learning about it in my other game and i despise that oneshot puzzle and how tedious it was. the launcher is not part of the actual game itself but more just a file opener that i downloaded and tweaked a little. the consequence is that items are your health so when you take damage you lose an item and i kinda wanted to add a particle that shows the item falling off of you but i didnt have the time. i quite literally cannot do anything about the loading time btw since every time it loads an enemy it creates a new shader and multimesh and if i try to pre-assign those things it breaks the plugin. im nowhere near a good musician so all the music is pretty basic but the main menu music is a lot simpler than the game track since you arent meant to be in the menus for long. and no i cannot code bullets myself i am very not good at coding it was in this project that i learned that you can do export_enum at all this is my third godot game ever. i will probably add the dark circle from the gameplay onto the menu or smth. if i knew how i would have added actual lighting but like i said before its my third godot game ;-; this reply is all over the place but parrying sounds kinda possible maybe and pretty cool but i dont enjoy working on this game at all so i probably will just leave it to rot but yeah the main menu is a completely different program that just runs the files in the files folder or opens a link for the manual. if i didnt have school all week the game would have probably been a lot more thought out with more potential randomized areas and items all around and better balancing but i have 0 connections to anyone who might be willing to playtest and i suck at bullet hells and honestly just assumed my difficulty would be standard. if i do work on it again i will probably update the tileset to have bends in corners tho and also the other feedback comment i left on the game. i did not open itch intending to write an essay in response to yours but i did and have to do other things now so im cutting myself off and thanks for the feedback

random development screenshot

i sunk 300 deaths into this. half of which are solely from the area where its like "dont choose purple" so i chose purple and this was like pre-100 deaths to like 120 death and wasnt having fun but then i think it glitched and let me reconsider so i went blue and it was so much worse and i couldnt go back

i dont really get it but going into negative lives is funny

here is how i have compiled all the feedback so far:


nerf yellow guys and blue guys

buff player speed

make areas load in sequence before gameplay

refine the visuals a bit more

ranged attacks somehow

option to make stats show on-screen instead of popup menu

more placed items

fix bugs like why is hp kinda freaky like that


is this accurate?

unless your talking about loading new areas which i actually cant do anything about due to how the bullet plugin i use works i dont really notice any lag? also if i could i totally would add a ranged attack. and i dont get what you mean by launcher and windows be in engine/game? its all godot although the launcher is just an edited mmbundle thing that was made in godot 3. and the idea of close ranged attacks was never really part of the core philosophy but more just a technical limitation due to the bullet plugin i used. keep in mind that the hitbox for attacking actually appears as soon as you hit it and that the animation is just for visuals and that the attack speed stat is not used for anything because i forgot lol. but yeah i guess my pc might just be goated or smth because i dont really get any lag besides loading new areas which is unavoidable sadly. if i could pre-load all of those without godot crashing i totally would tho! actually thinking about it while typing this i probably could have just made it so that each area loads in sequence before actually letting you play and that could have worked but its too late now lol

sick game but i dont really get what consequences there are?

you forgot the pck!!!!

i have seen all of the replies saying that a ranged attack would be nice and i agree! its just that the godot plugin i used for this since nothing else worked, perfbullet, needs every spawner to have an assigned target whether its homing or not otherwise it crashes and im not sure if i can do ranged attacks in that context unfortunately

wish the audio wasnt so quiet but still pretty cool

i think it glitched for me because after the first boss the only attack that played was the big circle that requires the rewind thing

song is cool but i dont think the game is properly loading past the title screen?

you forgot the .pck lol

this game feels kinda like an early prototype of something similar to just shapes and beats but its still great for 10 days and the main menu music goes crazy 👍

wish the virus item told me it would drain my health lol

i enjoyed this a lot although i couldnt beat it and i think that the consequence would feel more fair if the player could actually stop shooting bullets but i think its still pretty fun albeit a bit overwhelming

besides the tutorial being a bit incomprehensible at first this game feels like i got it off of steam for like pretty cheap on steam sale after the game had been up for like 5 years.  still really good, i just dont understand what the escape menu is and there could be more sound effects. also im bad and couldnt beat it lol

wish it had some music but other than that it was pretty cool! didnt beat it because im bad but i liked how even if unintentionally the game encourages you to strategically wipe out enemies instead of going "guns blazing" against 5 at once but when a bullet hits an enemy you didnt see it usually escalates from there. fun gameplay wish there was a bit more and that the first level was a bit less difficult but i could definitely see this making a profit as like a finished game for 5 bucks on steam!

there are two things that are quite annoying about this game to me: first is that dying does not remove any new portal creatures. the second is that dying in the portal (which happens pretty much instantly once there are more than 3 of the creatures) sends you back to the tutorial. although im not sure if its meant to be the opposite way of dying always sends you back to the tutorial. not a bad game, just a bit frustrating especially the wave where you are obviously meant to use the portal to avoid the boxes lol

pretty cool but idk how im meant to get more oxygen or more items

this is really cool! wish it had some music but i played copyright free breakcore in the backround to make up for it lol

i liked this one. some local multiplayer support and a bit more item variety could make this a pretty fun time

music is good but i think that you should have had stretch mode on canvas items and not viewport since the game only took up the top left of my screen lol

i dont know how to run a capx file but i looked it up and it said something about construct and that costs money so i cant play it :(

i didnt really understand what was happening but i insta-killed the last like 3 enemies so i think i had a good time

very cool but i dont really understand how consequences play into this?

heres my answers to some of this: the main menu is like that because i didnt want to add another menu after it for some of that stuff, its not procedural genration although i wish it was its 3-6 pre-made chunks for each area (11 areas total including the dark path), if i knew how i would have made the player able to shoot projectiles but i dont know how i could do that with perfbullet, some enemies are meant to be easier than others but i will admit i probably placed too many blues and yellows especially since yellows initially werent homing so that was a change a lot of the early areas didnt consider, the stat window thing is kinda just because i didnt want to clutter the main screen with info and also i enjoy the aesthetic of windowkill having multiple windows. i honestly really dont enjoy working on this game much so i probably wont update it again but if i do i will consider your feedback.

bit sad that there wasnt anything special for maxing out all of the upgrades but i did it

any plans for adding layer blending options in the future?

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pipes are too close together but if they werent the game would be kinda cool