Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, I think you got the beginnings of a cute, arcade-type game here! I can confirm that the HTML5 build does not appear to be playable (isn't responding to keyboard input). Using Haxe with Godot is an interesting workflow I wouldn't have considered. The Windows build is rather huge for the gameplay involved, but it works  (I haven't used Godot before, so I'm not sure if this is a typical .exe size).

I liked the pixel art and the simplicity of the style, but I would recommend having more landmarks or maybe a tiled/grid floor because it's sometimes hard to see if the character is moving on a single color background. The walking speed felt responsive and items were spawned with enough frequency that I could easily find them. I noticed picking up some items increased the health bar and some decreased it -- I didn't really know which would do what, so maybe that could be more clear. Is there any way to defeat and/or escape the googly-eyed jelly ghost monster thing? It kind of reminded me of the Abominable Snowman in Ski Free -- it just eventually shows up out of nowhere, lol. If there was some way to attack or do something other than walk, I wasn't able to find the button for it. I'm not sure if the game crashed at the end or if the program just exits when you get caught by the monster, but it was a bit jarring for the window to suddenly close without a game over screen. Anyway, I think it's a good proof of concept for the workflow. Also, nice music loop for a short game! Keep it up!

(+1)

191 days late (i dont use itch lol) but thought i would comment on the file size. i didnt do any optimizations on the godot build at all, so the executable contains all the code needed for 3d games, ui stuff, etc. you can manually compile godot without these for a smaller file size (i have done this and gotten linux executables below 8mb before adding game assets), but the file size again goes back up due to it being a C# build of godot as C# support is not included in the "normal" godot binary (because its so much bigger. its still way smaller than a Unity game though!).

me and a few friends (they are in the description) had more ideas for this, but i had like 5 hours to actually write code because i was so busy that week but i really wanted to at least give it an attempt (tbh this was my first game jam). ill give a short summary of what the initial idea was:

you pick up random items that give you various boosts (increased health, faster movement, more damage). the idea was that you would be able to attack the Realistic Eyed Haxe Logos (shoutout to bulby from the haxe discord for sharing the assets for them), but with the short time i wasnt able to add that.

with the very limited time i didnt get to add a whole lot or debug the input not working in specifically web builds, but i surprised myself that i got it to actually be playable at least a little bit in like 5 hours.