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Kniti

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A member registered Jun 22, 2021 · View creator page →

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The discord link should be working. I had some permission settings that were too aggressive and didn't allow reading messages, this should be fixed now, thx for letting me know :)
feel free to contact me under 

stackrificethegame@gmail.com
or pm me in discord

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Thank you for the detailed response!

I actually agree with your feedback! Hopefully i can make the player feel more in control of the combat and give more meaningful choices throughout the game. The items as they stand mainly differ in stats and not functionality. I am planning to change this, i just need to decide on how 😉

The sacrifice as craft thematically sounds interesting, but also annoying if you have to move the cards to the other side of the screen for every "craft" :/

A few ideas I have;

  • more unique effects on the items
  • card packs that you draft instead of just spamming lands
  • building cards
  • relics like in slaythespire
  • hero placement anti-/synergies like in tft
  • maybe something like spell or potion cards that can be used during gameplay
  • telegraphing enemy behavior (i.e. showing enemies you will be up against)

Is there anything in particular that you would like to see in a demo/full release?

Thanks!

Ah, then I misunderstood. Yes, I need to work on that :)

Really nice! Cool atmosphere where you start to forget how you counted when shooting the revolver.
Managed to beat it after a few tries, not sure if anything but a miracle build works, but this worked for me ^^'

Love the look and feel!

However the building options and placement felt limiting. There is no way to destroy buildings or position them differently on the grid.  

Thx for the Feedback!

The land replacement was a bug, I fixed it now :)
(there are 2 slots below for additional lands)

The Human was the first Hero and I guess scopecreep came in hard, will definitely adjust the balancing more to give better insentive choosing him over other creatures.

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Thx for the link. This works for any other software I bought on this Plattform, but not pixel composer...

Where can I find the Steam key that was advertised in the purchase?
During purchase it tells me: "Download this tool by purchasing it for 10 USD or more. You will receive a Steam key with your purchase."

I checked the downloads Section, but nothing can be found there? Is this miscommunication, or should I find the key elsewhere/is is e-mailed at a later time?

Thx for your help,
Kniti

I see why you compared your game to mine, the concept is very similar (aside from your boxes and my state machiene) :)

Good job, I enjoyed the puzzles ^^

(Tipp: Try to slightly modify the weights on all tiles so the a* algorithm is consistent ;))

Will try it :) 

Thx for the feedback :) 

I agree with pretty much everthing ^^

I put in the music in the last second and did not double check if godot imported it as a loop.. 

The levels need some more iteration and a few more "beginnerfriendly" levels to ease the player into all mechanics. 

And of course there are game related limitations i should fix (you cant add new tiles while the game is running, its annoying that you cant just drag nodes out of the execution line, but need to put them where they belong ect.. ) 

you need him to loose all lives before he reaches the chest (indicated in the center)

thx for the feedback :)

<3

Its cool to hear people enjoy it! Sunday morning i still did not have any levels, settings, menu, music, or sound effects and was close to give up. Words like these will make me push through next time aswell :) 

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Sadly there seems to be an issue on apple-devices.. I already enabled this setting and it works on chrome/firefox on desktop or chrome on android. (general issue of html export with godot 4.1 and the itch setting seems to still be experimental..)

Very cool game, great 1-bit presentation! playing solo it's a bit akward to switch between wasd and arrow buttons, I'd probably just allow both for both players.

Cool game! 

Really love the grid when placing tiles ;) 

I wish i could reset the player without resetting my tiles, but other than that, good job :) 

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Thanks! I should've added a few "easier" levels to ease people into the game. I might add a few between 1->2 and 4->5 after the voting period. Sadly i was rushing towards the end of the deadline, since i started a bit late :/

(and in a puzzler i personally prefer fewer hard levels than more easy ones if I have to choose, but thats just my own personal preference ;)) 

I will check your game out later this evening :) 

Ah I see, so you don't have to do "play/pause", Sounds like a great quality of life improvement, I might add it after the jam!

Thanks for the feedback. Actually originally each step node did exactly that. I think another solution would be to add a "stop" node :)
Since the levels are designed with that in mind I hope it's not a big issue, but yeah there is a lot of potential for many other types of nodes! (conditionals, goto/loops, trigger elements in the level like a lever/button ect ect)

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try to get the second cube. the dotted lines show how buttons and gates are connected ;) 

The hint tries to tell you to initially place the cube somewhere on the left page 😉

Ah I see, sorry :/

I wish I could have done more but it was all part of a game jam and since I started working I barely have time :/ (there are no hidden unreachable places)

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ah that was the tutorial area, but you're not stuck down there.Just wait for the ending, You never need to go back up the well ;) 

Try to make use of all powerups from the store and make sure to talk to the storekeeper, if you want to finish the game

thx :D

thx :D

damn, did the slime get out of it's area? Thx for the feedback, will fix it once i find some spare time <3

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thx :D

did you get stuck where the skeleton falls down? Maybe reconsider your move/attack-set :P

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hey, cool to hear. Just stream it whenever you feel like it. I might join chat or watch the vod later ;) 

I will try to be there, but you don't have to wait for me

I had a lot of fun, but not so much sleep 😅

Definately learned a lot on what I should focus and what aspects I should give more time. I put in a lot of effort into animating everything and putting in a lot of variety. Sound design and game balancing for all kinds of players is really hard and I tweaked some things after the jam that would've taken me maybe 2h. But because i wanted to fullfill my bucketlist of features I ended up creating a finished product, but It couldve been more fun If I focused more on playtesting and early feedback. 

The sound definitely fits the bullet hell game quite well. The patterns are nice and dodgeable, however, I felt my default cursor was not very visible and it was a bit hard to control. Generally, I think twin-stick games work better on a controller, but even a larger cursor when using a mouse and keyboard would help a bit. Overall nice game <3 I have not much to complain about, except the already mentioned null reference error that is really quite annoying.

i like the visuals a lot :)
the gameplay is fun but counterintuitive, since fighting the enemies once your just throw up potions is punished by having to fight even more enemies. I think decreasing the timer just a little would balance it enough such that fighting enemies with the small sword is still viable without making it too easy. 

thx :p

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you probably didn't realize you could pogo on enemies? 😅

It should be impossible to get stuck ;) (If you still think I'm wrong let me know where it happened :p) 

thx, I will put more time into audio next time :) 

I think seperately they work quite nice, But i can understand that the mysterious soundtrack and the wacky characters clash a bit :/

I see, thx ^^

thank you for the detailed feedback :) 

yeah I know the physics can be frustrating but its hard to balance around that considering the visuals. I would probably have to have played around more with weight/invisible hitboxes and lower spawn timers in order to make it more "bearable". But instead my ape brain wanted to make more powerups and a second boss >¬<

My quick fix was to make all external factors optional through the "zen" mode. Have you tried that? Maybe you would find that a bit more enjoyable even though it takes a bit away from the "chaos" part. 

Anyways thanks for detailed analysis of what you did and did not like <3

nice hectic game x), reminds me of the old wareware games ^^'

nice visuals, but the camera makes me a bit nauseous ^^'

thank you for your kind words <3