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well as I kind of expected, this was brilliant, and its vibe sitting at the sweet spot between cute and spooky was just immaculate. I did find it a bit buggy, in particular collisions inside of the "old game cartridge" were weird for me, as sometimes it looked like I'd gotten the correct Sadako Teleco to the correct teleporter pad thingy but it didn't fire and instead I fell off the world, and other times it looked like I'd clearly missed the pad with one or more Telecos and was going to fall off, but instead I got teleported like I needed to.

I love the music, the writing is very good, I'm super impressed by the weird interpolation of 2D and 3D graphics. as someone just learning Godot over the last few months, I'd just about kill to get a look at the source code of this and figure out how some of the neat visual tricks here and the general integration of a 2D game scene inside of a 3D game scene were pulled off.

idk if ratings even matter anymore at this point, it's very strange, but I gave this game easily the highest rating I've given out yet.

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thank you so much!!!! that means a lot and it's so great that people like the stuff i made!!!!! i still gotta play your game if you're down and i'll have time soon >:3

there's an oversight because i had to reprogram the way the audio waves worked, instead of each of them flipping your flag telling you to remain levitating, i made a stretched hitbox depending on how many of them are being fired, and one of the things i wasn't able to do is communicate cleanly that you're supposed to be touching both the audio waves and the corresponding port at the same time :'3 so because of the way the hitbox stretches, the audio trigger could end before the waves all disappear, making those kinds of awkward interactions. like you actually have to be touching it AT THE SAME TIME as when you can hear the audio drone, not when the visuals are on screen, because it literally reads the audio bus to trigger the wave and the stretched hitbox, not the waves, cause you to levitate. there's actually a depiction of the debug hitbox in my screenshots i forgot to remove lmao. the code is so fucking spaghetti i wouldn't mind just shipping it to you FR if you tried to use it as a base of support you'd probably ruin yourself ;w;

the writing was the last thing i added because it was the part i felt i could make the best with the least effort, i already had a good idea in my head of how it would go. i didn't really realize how strong the concept was until i started getting feedback, but with some distance, it's really hype that i think i did something interesting in the medium!! with the music, our musician was actually really not confident in the intro track, and i touched it up and now they love it. i'm really glad i convinced them to post the link to the project LOL.

i actually overscoped, i made it so that the 2D TV screens had godot functionality that lets you simply drag any 2D level scene onto it and it would just work perfectly, it was insanely cool but i couldn't use it at all because there was only one level. 😭godot is rad as fuck though for real!!!!! i also stream my stuff regularly so i don't mind doing technical demos with explanations

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I forgot to mention this bit in my comment but even before I played this, it reminded me a lot of this really interesting YouTube video I watched recently about how improving video game graphics is really about dissolving the boundary between the player and the game world, that starts off and ends by comparing game consoles to a Ouija board:

yoooo, pretty huge actually! thank you for the video, i'll probably be thinking about this when it comes to the full game.