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Donian

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A member registered Mar 16, 2022 · View creator page →

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Ah I've never heard of Dungeon Raid, I'll have a look later.

Which part do you want to be lighter, the background? I should be able to make a light mode or something.

Thanks for the feedback!

How the timer works is you gain money at exactly quarter past, half past, quarter to, and the hour (rather than being 15 minutes from when you started). The game should save your progress so the idea was that one could close the game entirely and just come back later.

Thanks for the detailed feedback! I ran out of time for the jam, but I'll definitely use some of your suggestions for the post-jam version.

High score 42

Narrative masterpiece. I think it works very well mechanically with nice art too, but I'm not a fan of how you get caught on the rocks. As in, having to dodge them makes sense, but then when you hit one you just get stuck and dragged to the bottom of the screen, where you either get killed by an off screen shark or the rock despawns and you float on back to the play field. Maybe being able to shake off of the rock somehow would be a nice addition? Oh and being able to skip the intro too.

Glad you had fun, thanks for the notes! I consider it a rhythm game just cause the beats are meant to match up to the song, but some of the other comments have told me I did a bad job at that so whoopsie. I've already added a line to the tutorial in the post-jam version to make it clearer you can move free of the music.

Also for the sake of fairness, I'd like to point out this is only my third game in Godot specifically, I've made some before using PyGame

I honestly don't remember how it works in Yakuza, but either way the optimal strategy is to tap repeatedly because it lets you get more tiles faster (for instance pressing D, W, A in quick succession would get 3 tiles and takes about as long as just pressing W for 1). For the post-jam update I'll see if I can add holding keys in a way that doesn't feel too slippery.

As for the music, it was definitely the toughest part because I'm not musically inclined. In the jam ver, only "beach dance" and "encounter" use a repeating pattern of notes (as in they have a note every X frames through the entire song) while the others I tried to map myself. I tried to map them such that there'd always be something audible matching the note, but it's a shame they've ended up so inconsistent and I didn't even know. For the post-jam update I'm adding more visual effects to the blue square at least so it should be clearer when the timing is, and I've added a few more frames to the GOOD and BAD windows post-note.

Could you expand on what you mean by pressing space being unnecessary? If you mean that you shouldn't have to press space at all, wouldn't that just remove the rhythm & combo aspect? And if you mean you shouldn't need to go to a specific square, wouldn't that just remove the risk & reward aspect?

Haha, that's the direct inspiration for this. I haven't learnt how to do screenshake yet, so this will be a good opportunity, thanks for the suggestion!

Ah, good idea, I'll put it with saves & custom songs on the list of things to add when I've learnt more Godot (or things to add to learn more Godot)

Ah maybe I shoulda been clearer about that, I'll add another line to the tutorial post-jam to make it more obvious!

Thanks for playing, glad you enjoyed!

There's about an 8-frame window to get a PERFECT and like a 15~ one on top of that for a GOOD iirc, specifically because I know some of the boxes are a bit off-beat. It's pretty tough to manually set accurate beats, at least when it's my first time making a rhythm game. As for Yakuza 0, it's mentioned in the second sentence of the itch description lmao.

Thanks for playing, glad you had fun!

The finger pain is definitely something I noticed in playtesting, it might be easier on controller where you're only using your thumb? But at the same time only using one finger makes doing a lot of steps harder so there's that trade off.

Glad you enjoyed it!

I'll definitely have to experiment with making the beat timings clearer, maybe if the hypothetical second faster square is transparent so it won't clutter up the screen? And I definitely agree that no sounds for hitting the beat was a mistake on my part. The Neon Flames issue definitely should've been caught too, my only excuse is it being the last song I added right before submission, but I can easily remove the first beat in the next update.

As for the girl... I suppose if she were the one on the floor rather than the monkey, it'd be harder to make out the dances? But in reality she's just there to take up the empty space.

Glad you enjoyed it! 

For the sake of fairness though I would like to point out that this is only my 3rd game in Godot, I've made quite a few before in PyGame.

I think the core racing gameplay is really well done here - got a 27.22 with the most balanced vehicle. Some control options would be nice, like using SPACE for drifting.

I'm not really sure what the purpose of the 4-minute timer is in solo play, in my opinion it just sort of gets in the way of going for the fastest time possible. Similarly it'd be nice if in solo play it saved your best time.

risk of looking at woman vs reward of looking at woman? intentional game design probably. glad you had fun!

oh nice i didn't realise it was deliberate lmao makes sense tho

oh by the way if you spam left click during the elevator scene at the end the floor display glitches out and displays like --7820 or something (i didn't manage to read it exactly)

mannn now i gotta play it again hang on a minute

Nice art, but there's some gameplay issues. For example the amount of money resets to 10 when you change to the other game, or it seems to freeze after I bet 50%?

This is a really good strategy game, I'd love to see it expanded upon. I'd like to see some quality of life improvements like hovering over an enemy unit to see how far they can move, as well as a total turn & kill count shown on the game end screen. Alternate maps, new unit types, and especially a multiplayer mode would be great additions as well. If you do expand the game further please tell me!

Completed(?) the game under the "eliminate the anomaly" path. Visually this game is amazing, though some effects when dashing would be nice.

Unfortunately I'm not a fan of first person platformers so I struggled on the 3rd jump for a while. Luckily for me and unluckily for my integrity, there seems to be a bug where if you airdash while looking straight up you'll be sent quite high, letting you skip some obstacles rather easily. I assume this isn't intentional but it's quite funny and let me actually beat the game.

One area I'd definitely improve upon is the moving platforms, where the player doesn't move with them while standing on them.

I can't see the whole screen on the itch.io page so don't know what's happening, but driving around the city is at least a bit fun.

damn nice going, think that's higher than i've managed

Played for a few levels before getting stuck (skill issue on my part). I love the aesthetic, the visuals & sound work so well together. Gameplay is solid, but given I got stuck I suppose a hint system would be nice? Not necessary in any way though.

Reached the end after getting all of the toilet paper(?)

Definitely not a bad game, but could use some quality of life improvements (in my opinion there's too many blind jumps where I can't see what I'm trying to land on).

I like the character art, but without a tutorial I don't really understand the gameplay.

Really fun game, I like the grapple mechanic. Though I do think the short time limit kind of restricts the game a bit, I found the best strategy was to just run around grabbing all the biscuits on the floor without needing to actually engage with the platforming in any way. It'd be cool to see a regular platforming game built around these mechanics, though that'd obviously not fit the theme as well.

Thanks for playing, glad you enjoyed!

I definitely agree it's pretty tough - I specifically chose not to have a "BAD" section for late inputs cause I was worried it'd take away from the risk of going for more steps, but I'll see about adding one in with some tighter balancing post-jam.

Thanks for the advice, I've made decent progress on my 2nd game so I'll take a break and see about updating this one tomorrow!

Thanks for playing! The opposing cat's reaction time speeds up as the rounds go on to slowly increase the challenge. Off the top of my head it starts at a 1 second reaction time and decreases by 0.1s for each following round (then stops decreasing at either 0.1 or 0.05s I don't remember)

ooh that's a good idea, i'll put it on the list of updates for before the jam ends, thanks!

Thanks for playing, I definitely agree this game could be better but because I'm still learning Godot I'd rather make multiple smaller games than focus on one larger one.

thanks :D

I definitely should have put some sounds on the main menu at least, if I have time after making my 2nd game i'll go back and add some. I'm probably gonna leave music out though, because I want to let the player use the wind sound to time it.

Nice game, but I got softlocked on level 10? I think an enemy got stuck inside a wall or something, new bullets kept being shot but there wasn't a source. Some levels let you cheese the enemy AI too, but overall quite fun.

Cool idea, would definitely like some more levels but this is a solid foundation

Could you tell me what issue you were having?

Thanks for the feedback! I was trying to limit hovers so it could still work on mobile, but yeah I might sacrifice that cause it gets in the way a bit. Will definitely put some thought into redoing the deck menu, at least filters for rock / paper / scissors but being able to filter by ability would be nice to add too.

Thanks for playing, glad you enjoyed!

Yeah I agree the game gets kind of slow sometimes, especially if all the monsters are on the far side of the map then you're just wandering aimlessly until you find them or a door. I think a time limit could work, but I'd also probably need to ping to the player what direction the exit is in cause otherwise they'll still be wandering aimlessly. Gonna go back to working on my racing game for now but once that's done if I have the time I may come back to this.

Nice game, very stylish! Only real complaints are not being able to see which levels have been completed on the level select menu, and that movement is a bit slow.