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Sirlegna

212
Posts
13
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89
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23
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A member registered Jul 01, 2020 · View creator page →

Creator of

Recent community posts

I am struggling to figure out how Galv's code and mine all behave together. I am curious what about Galv_CamControMZ plugin has you interested in it, maybe I could make a compatible feature set with my own code base. If that was done then you could just use my code without Galv_CamControl.

Either way, I shall continue to investigate this problem. I have some leads but cannot get perfect behavior

I will look into this, do you have a link to where I could get the copy of your Galv_CamControlMZ plugin

I would love to hear your thoughts on expanding it, as we are curious where to take it. Yeah, that bug sucked. Luckily, a patch is ready and waiting for the review period to be done. I feel like you might be the first commenter who seems to have played it as expected, so it's pretty cool to hear your perspective, as that experience was what we were aiming for.

Yeah, that bug was a nightmare. Luckily, we have a fix for it, so after the rating period, there will be a patch. Thank you for playing it.

Yeah, I need to work on incorporating juice in game jam games. Sorry about the bug as well, at the end of the rating period, that bug shall be fixed.  I am glad you enjoy it, and thank you for playing.

I am glad you could see the inspiration in the project. Sorry that the controls were as expected; however, I am glad you had fun. Thank you again.

Will pass that on to the musician. Glad you like it, he has a Spotify too if you ever would like more of that music.

Thank you. Even though he movement is a little janky due to the time restriction, I am pretty proud of it. I am delighted you had fun with the game.

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=9204s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=8455s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=8011s

Reviewed on Stream [Sorry for technical difficulties at the start] : https://www.youtube.com/live/qmE3TfBP5F0?t=6922s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=5643s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=4933s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=3877s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=3214s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=2308s

Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=1571s

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Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=847s

(1 edit)

I am very sorry you experienced that. Yes, there is a major bug that slipped into the GMTK submission. We have a fixed release prepared for Friday afternoon; however, it cannot be sooner. The current workaround is to not press 3 or more keys at the same time. If you are rating the GMTK submission, we apologize for the experience. If you aren't, I would highly advise coming back this weekend to play without the bug.

I will lead off by saying that I am not well-versed in the Visual Novel Genre, so if something I comment on is expected in the game jam or genre, please ignore it fully.

  • I am very happy that there was an auto button, as it allowed me to explore the story while experimenting with keys and other controls on my computer to figure out how to progress the story.  The limitation of a thousand words is tight, but "click to start" would have been a nice sacrifice.
  • I recommend choosing the volume to be at 60% the max initially, as screaming music can be a quick turn off to the user. You rather the player increase the audio instead of panically try to figure out how to lower it. Because some might not take the time and instead just close the application which is loud.
  • The storyline is amazing, a very unique take on the idea of the afterlife. I could see it being expanded in many different ways, such as a twist on who these ships are for (enemy, evil, known battles of the past), the player encountering past buddies, or even new toil members who might inform him with updates.
  • The typewriter and other graphics are incredible on theme. Bring the game together and keep with the vibe.
  • It seemed to me in my gameplay that the main music doesn't loop, which could have been a design choice, but really made the effect of giving up and just accepting the new position far more intense. Like a loss of will to live or to enjoy living.
  • Overall, through not my genre of choice. I could see where this game could be expanded and be a unique preview into themes I don't hear about often in this genre. So, potentially an untapped market which might even bring in people such as myself who wouldn't normally play this genre.

Running Thoughts:

  • I love the little hand mouse and hand close for the options. It should clap like a high five!

Running Thoughts:

  • I love the little hand mouse and hand close for the options. It should clap like a high five!

Running Thoughts:

  • Very nice platformer game
  • I would recommend playing with the opposite hand to play test to ensure the gameplay is, since as the developer, things might seem easy for you, but could be far too challenging to the player.
  • I recommend reset points, basically, when you fall, you should make it easier for the player to accidentally fall onto higher platforms than the beginning. This gives a nicer feel, and the player thinks they one-up the developer when in reality, you knew it all along.

Overall, it is pretty nice. The audio could be balanced a bit, but that takes time, so I can understand not having time for that in a game jam.  Also, the background can be hard to visually process.

Running Thoughts:

  • Congratulations on finishing your game and gaining experience. Please don't take my comments as bad things; I love seeing developers grow!
  • One area to begin looking into is how to create option menus, which can be a big component of people playing, even with just the basics, such as sound control
  • It seems alt-tabbing out of the window build can have an issue when choosing the upgrade menu
  • Another thing that would be a way to adjust the difficulty of the game would be rotating enemies via their spawn points being orbit points around the tower, then have the tower pivot node always look at the player. I would ensure that one spawn point is on the opposite side of the player, always, so that the player has to move around the tower.

Overall, a nice proof of concept. I could see this being expanded to one of those "vampire survivor" games where enemies just spawn like crazy around your tower, and your job is to defend it. Something, maybe like a last stand. It would be cool to see it be expanded upon if you so choose.

Very interesting game. I like the concept! I couldn't tell if the audio buttons were working as well as the lack of instructions didn't help my understanding. However, after experimenting, I started to understand the concept of the game. I could see it as an interesting puzzle game if given some mechanic to indicate if you are on the correct path or not the the stairs. I am thinking something like Minesweeper.

When you say multiplayer are thinking real time or like playing other people's runs (ghosts)

The S-curve on the level with all the spikes was too much for my lack of platforming skills. But overall very good game. The only real suggestion is to do inverse controller playtesting, to ensure that you aren't out-skilling your average player base. The hook shot is surprisingly intelligent in its placement. It wasn't until that S-Curve level that I felt like it wasn't going roughly where I wanted it to go, or better. The only small bug I noticed is that the bottom spikes don't seem to be harmful, even though this could be seen as a bug. I think don't change it, let the player naturally fear it without actually being in any danger.

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Running thoughts:

  • Interesting premise
  • The tutorial is a little bit of a knowledge dump. I would have started it out with what humans and what demons are. Then, once you kill your first human, the rest of the tutorial
  • Killing and picking up being the same button makes it a little hard to do like a path, to escape, because double pressing it falls apart
  • Don't like that my base isn't safe from the demons if I have meat. And it appears like they can get stuck in the tower building area
  • I think you have the bug I had, where you were removing focus on the end of the game, and it kinda glitches the browser. However, this bug made me play for 30 more minutes or so, so I think it was in your favor

Overall, strangely addictively unfair. It felt like the enemies nearly always catch me if spotted, but I found a few exploits in their pathfinding, such as the fair atm near the employment center allowed me to explore a lot of the game mechanics. Also, the red on red did make it hard to see and process what was going on sometimes.

Running thoughts

  • It would be nice if the sides looped around to reduce the chance of being stuck

Overall, A simple but very polished game. I hope this game has shown you the lessons you sought to learn on how to make a Godot game. I could see this game being polished up and being a nice small flash game (or whatever the kids do now in school) to pass the time. Maybe add a set seed function to the random generation and a little timer to make it competitive to see who can find the fastest path.

Running thoughts

  • It would be nice if there were a small area to practice and ensure my fingers are in the right place. Failed a few easy ones at the beginning because my fingers were off by one key.
  • The jump in speeds can be slightly annoying as it doesn't feel smooth. It feels like we are going at one pace, then suddenly 1.5 times that speed.
  • Very good contrast of the messes; however, the water marks on the glass building make it very hard to read at higher speeds

Very polished game overall. The final score was 9080. Other than my comments in my running thoughts, I could find many things wrong with it. It seems like the first mess pauses right before it needs to get cleaned. This might have been a design idea. It's good, except where it stops makes me feel off like it should be pressed right at that point to be perfect, but that doesn't seem to hold. I think it would be better to have it pause at the perfect point, then the player would know where to line themselves up, since there isn't a clear indication, such as in the Guitar Hero games.

Running thoughts:

  • Strange having the main menu in one language but the cut scene being in English; this could be off-putting to some players.
  • It might have been nice to have a tutorial text, such as on the third level, to explain how you stick (slow your fall) when touching a wall.
  • Also, since it seems like I have to move my mouse rapidly, locking it in the window would be nice to prevent accidentally clicking out of the game
  • I think playing with inverse controls (less dominant hand on primary and such) would have done wonders if you wanted to make this game more "fair."
  • Also, it appears like boxes are glitched, and if you rocket just right, then you can go through their colliders

Overall, pretty neat idea. With some playtesting and cleaning up of the mechanics, I could see it as a full game. I got to the level with three employees and two crates, that where I gave up, as I don't understand well enough the angle of the explosion. You might want to telegraph that to the player with an arrow on which direction you would go if you were to launch an explosion at that point.

Running thoughts:

  • Coyote time would be something to look into for cleaning up the platforming. However, I will say I didn't implement it in mine, so I can completely understand if that was the same
  • A few of the initial platforming parts had blind jumps, which aren't ever nice. But also a poor feeling at the very beginning of the game
  • However, your small animations are pretty polished and enjoyable to see, such as the vertical lines upon jumping

I reached the final level and failed. I would say that your character and enemy art style are visually easy to understand. However, your level design could use some improvement.  I would say the audio, as someone who doesn't like piano, is very easy to relax to and fades into the background.  With a little improvement in level design, I could see this being a very nice 2d platformer.

Sorry for the late reply; I am curious about what you were doing that caused your game to crash, and if you have it or are willing to reproduce it, what the error was.

After discord discussion with the user, it was revealed that a work around for this is to use:

  • \\n\u003 instead of \n<
  • \u003E instead of >

However, there seems to be an on going problem where the name box will render through the entire victory/experience/reward messages.

I really like the reverse Metroidvania. This could make a really fun speed run with an in-game timer. The character movement was a little too floaty for my preference, but was able to manage it. It was cool how every section was completable just sometimes with a little extra thinking. The level with the wall clings had that weird 90-degree fire which was the hardest in my opinion (gave up fire early). Then the double jump level has some poor collision on the first block after the spike. I got stuck under it without couching. Other than that it was a really nice game.

This is an awesome game! I think making levels to get it slowly increasing the skill level would make this perfect releasable game

Awesome game mechanic. I am actually working on a cooking game for my personal project so very good job simplifying the representation while still having an excellent game feel. I agree with the others that an indicator of which "counters" did what would be very nice. With a bit of polish, I could see this being a fun single-player alternative to games like Overcooked and PlateUp.

Very nice game, I could see a little polish, controller support, and a few varying levels and you got yourself a releasable game.

Really enjoyable as many have said already, the sleep mechanic is a little more unique than shooting and repairing so a better tutorial would be nice.