The presentation, tunes, graphics, all fantastic (as I've come to expect from RaptorSoft!) - but I had real issues with the mouse sensitivity and the camera controls. The attack also isn't very intuitive to use - three times now I've made it to the little section where the camera goes overhead, and I die each time because I can't properly target the enemies, so I get my ass kicked every time. I should mention that I'm using keyboard and mouse, not a gamepad because I'm very much controller-impared - but I figured it was worth mentioning all the same. I'd kill for an options menu so I could alter the camera style and the mouse sensitivity, because I really wanna give this game another shot... but as it stands it's just kinda frustrating. :( I do hope you add that stuff in a future release because I'd definitely be interested in trying it out again!
Skels
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Hooray! A Godot project, and it's fun too :)
Great choice of tension music, the whole thing felt very uneasy even when the spooky ghosts turned up, it didn't put a half to the unease. I wish there had been a button to make it go fullscreen though, as it wouldn't quite fit on my monitor! Good work though :)
Yeah, itch.io said at some point something about "oh we're looking for a new payment provider" but I think they're just quietly hoping that we all forget about it. I still plan to participate in some game jams here but if I ever release anything else substantial, I'm likely to just register a dot com, make a page for the game here with just screenshots and a link to my main site once it's up and running.
As a creator, being told what I can and cannot create isn't exactly great for artistic freedom and also prevents us from telling the kinds of stories that we want to tell and in the ways we want to tell tehm. In addition, as soon as you create a rule that the majority of people broadly agree with - under the banner of "sexual content" for instance - all you then need to do is define a regular part of everyday life - e.g., two gay characters holding hands - as "sexual content", and then bam. It's now illicit to depict a gay couple in your game, and you'll be cut off from funds and a space to share your art if you do. It's not hard to see why this is a bad move (unless you're a devout bible belt bigot).
As a result, I've been downloading whatever I can from itch.io, GOG and then using SteamRip to pirate games that I previously purchased on Steam to back them up to external drives, because fuck knows when some terrible new regulations will come for them. Itch.io is the best platform that we have, but tbh even it is not particularly appealing nowadays.
No idea, but they could always give Payoneer a shot. Apparently they're pretty permissive. All I know is that when I make my new game, I'll be releasing screenshots etc on itch.io, and redirecting people to my personal site to download the full thing - essentially just to let my itch.io followers know (the few of them that I have). My games aren't NSFW, but I stand with NSFW creators and freedom of expression.
As a gamer, however, - if push comes to shove, I'll move to the darkweb for most of my browsing and purchasing, but I really don't want to have to get involved in crypto dealings unless I have to. I've already been looking for alternatives to itch.io - though for now I have enough games that I want to play sold on GoG.
Hi there Vincent. I've been looking forward to Heartworm coming out after having enjoyed the demo, but I've seen now that it's only released on Steam, which I can't get access to anymore due to issues related to the new OSA laws. Is there any way to purchase Heartworm through any other storefront or any other means?
I'd even be happy to send you money via bank transfer and then have you send the game via e-mail, but otherwise I'll not be able to play it unless a friend lets me use their computer :( Please let me know, thanks!!
Hooray, another Godot dev! Always glad to see more fellow Godot-ites here on itch.io :)
I liked this, it was fun to play around with for a little while! Very... bouncy tyres, heh. I enjoyed the simplistic, flat shaded, colorful art style - I would far prefer to have WSAD controls than arrow key controls though (it should be easy enough to add both - just change the Input Map bindings in your Godot project settings to add W to up, S to down, etc) - and you should probably capture the mouse inside the game window so it doesn't keep leaving the game when someone tries to control the camera. :P
Nice music though, and I'm keen to see this developed more - reminds me a bit of the game Yellow Taxi Go Vroom. Good work!
Thank you!! :) I really ran out of time to make this game as complete as I wanted it, and as a result I now kind of have a policy of only doing game jams of 2 weeks or longer, haha - but I'm really glad you enjoyed it and the mechanics! Did you mix any mana potion or kill any ghosts?
Also, if you liked the capers of this little witch - check out my other game with her in, Marceline & The Magic Staff! It's a collectathon, tower defense game and third person wave based shooter all rolled into one, created by myself and PhantasmRain :D
This is a great little alpha! I love the mix of influences and the visual style you're going for is wonderful, you've really nailed it. It's still *very* clearly an alpha though - AI is pitiful and missing some barks/shouts to let you know what state it's in /what's going on, if they're alerted etc, and the sound design clearly doesn't lend itself well to an regular first person shooter as opposed to a stealth shooter (also IMO - the pistol should be able to instantly headshot guards as long as you're not too far away. Often it'd take two, or even three shots in the head to take down a guard.)
The opening levels design feels quite sprawling, and rewards you for exploration and hunting for items (like finding the night vision goggles and that tunnel!) - which is great.
All in all, I'm definitely gonna be keeping an eye on this project, it looks very promising! :)
Its alright, no offence caused 😁
I miiiiight develop this game a bit further - possibly - more levels, make the mana system more relevant, maybe add some actual platforming - because although I am doing another project thats very big in scale, I find it useful to have A and B projects I can alternate on, helps with some of my attention span issues. No promises, though 😛 (except the fix, that is)
Thank you! Aw theyre little devils though, get too close and they fly right at ya and take off some of your health! Haha 😅
Yes, this is my first in-browser game made with Godot! But I have had similar experiences with lag in Godot even for downloadable games (oh god, in my unfinished game Morning Never Comes I had a REAL issue with this), due to shader and particle compilation only upon it being seen by the camera. I did actually do as you suggested, however - just probably not for enough of the particles & materials if its still lagging! In the 1.1v build, the camera sees the magic projectile particles, the cottage smoke, steam particles from the pie and several other shadermaterials for a few moments before the transition fades on and the camera pans over.
No idea why its still being so laggy, though I really should of done the same thing with the particles and VFX sprite material that appears when you kill a ghostie, as that... *really* slows things down.
Btw - if youre interested, and have accees to a keyboard with an "Insert" key - try pressing that to see a "secret" debug mode ;-)
You got this error after *downloading* it?! Huh well... that's new. Sorry about that! Yeah, the game lags a lot in browser, although apparently some browsers are worse than others for web games.
BTW, have you played any other downloadable Godot games on that system? I'd be interested to know if it's my game only or if it's all Godot games. Wiggly Candy Hand is another one that's made in Godot. give it a try and let me know if you get a similar bug... it'd help me narrow it down to if it's an engine thing or specifically just my one!
A text based, hand drawn game! Very unique. This is the first time since I was... what, 12, 13 years old that I played an HTML/CSS based game? Haha. I dig it! The artwork is charming, and I liked the mechanic where you don't get a second choice at the berry bushes, like that when you go back the berries aren't available to pick. I ended up playing very cautiously, but ended up dying at the headless horseman. Still, a great little experience!






