Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

A. Cid

6
Posts
26
Followers
70
Following
A member registered Aug 30, 2014 · View creator page →

Creator of

Recent community posts

Sure, it's on a public repo:
https://github.com/Rumpelcita/ludum-dare-39

Great then!

1. I think this kind of game would really benefit of having a web build. But, now that I think of it, maybe you used the C# option for Godot and didn't have that one available. I say this because all of my prototypes and demos got a significant boost in visits when I ported them.

2. The controls feel really smooth! One thing that came to my mind, though, was "why is everything on a grid and my movement isn't?". Have you tried that version (movement on one direction at a time)? If so, why have you settled for the 360° one?

3. My favorite monster is the thief mouse. It's a pretty complex enemy to fight, but it's really easy to understand. It provides tension and fun in the right amounts.

4. Loved the little flamey guys too! The time constraint that these guys put on the player puts a bit of spice to each level they are in. The thing about them is that, once they breed too much, you instantly lose; there's a certain threshold where nothing more can be done to handle them. Or, at least that was my perception. Maybe you could limit the total amount of flameys (or even total enemies) that are on screen at any given time? That way you can fine tune that number, have more control over it, and provide a more forgiving experience (i.e. "really hard but not impossible"). If that's how it works already, then I'm a moron and didn't notice that. Sorry, hahaha.

5. Great palette selection, btw. Reminds me of the one that pico-8 uses. Sharp contrast, distinctive shades.

6. I'd love to have the current play mode as a "Casual Mode", and then another one that limits the amount of credits you have, kinda like an "Arcade Mode". Again, if that's already available, then I'm twice a moron.

7. This is just being picky, but when you "detonate" enemies, the sound they all make overlaps with each other. You could either make them interrupt one another when playing the same type of sound, or maybe you could have like a pool of similar sounds that can be played at the same time (which was my approach for our GGJ2020 little game). Just my two cents!

I know that getting the "modern retro" feel can be pretty difficult and exhausting, but I hope you had a great time making it because I had a great one playing it.

Cheers!

Loved the game so much! It's really fun and charming. 8yo me would have played the hell out of this in the good old NES!

If you don't mind, I wanted to ask you some questions (and maybe make some comments) about the design... Not in the way of 'unsolicited advice', mind you.

Hola Floyd!

Quería hacerte una consulta acerca de la implementación. Supongamos que yo quiero que se ejecute un script en la 4ta corchea del 3er compás de una canción... Por lo que vi en la demo, lo tienes resuelto. ¿Puedes comentarme cómo se usaría el asset en un caso así?

Muchas gracias!

(1 edit)

Hi there! I'm using your GM movement engine in a prototype and came across a bug in one of the scripts (caught in an infinite while loop). I think I fixed it, and maybe it'd be useful to you or a fellow dev. Cheers, and keep up the great work!

https://pastebin.com/1T3NffFe

Qué hermoso todo, Camila! Ojalá salga todo como te lo proponés <3

(saludos desde Argentina)