It's an interesting take on platformer! Art is really good, animations and gameplay are smooth. A shame it's a bit too short, but a great concept nonetheless!
Aethewn
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Oh hell, that was unexpected! And a bit scary!
I enjoyed the core loop of flying between planets, though if the game had gravity, it would make it 100% more enjoyable. Like I think if we could use the mouse to sort of a launch our ship towards gravitational bodies to scan them and use gravity to make our trips fast and more efficient.
That's definitely a cool concept that can grow into a fantastic game, keep it up! <3
Aww a person in a tutorial said I'm doing a good job... I think I just really-really needed that.
Anyway, mix of Overcooked and Tetris is a wonderful idea and a great pitch.
For feedback: I love moving stuff around on the grill, both in-game and in RL, but currently the size of the grill and shapes of food rarely give you opportunity to do that. I would definitely experiment with larger grills, so you would get more options to optimise the setup rather than just simply wait until stuff that's on the grill is finished. Also skewers are pretty obnoxious, there's little creativity you can show with these.
Otherwise it's a super cool game with a wholesome idea <3
I think there is something in all of that, but yeah not in the current state of the game. Like skeletons just doesn't spawn often enough to survive longer than 16 seconds.
I also can't help to think that if you reverse the mechanics it may actually improve the game. Like if the game was score-based and as you kill skeletons they start spawning CLOSER to you and more often. And if they reach you - arena becomes bigger and skeletons are harder to hit. Like change punish for giving rewards and opportunity to show your skills even more.
Anyway, good job guys!
I like this one a lot! Easy tower defense mixed with resource management. Simple but engaging!
I think there's a tiny lack of polish in terms of understanding what each tower does. Like first ones have a damage tooltip, but the others don't, so do you just spam magic as you get to them?
And I don't think lvl1 towers see any light as well, there's no reason to buy these.
If you plan to expand it: it might be a good idea to work on giving each tower a meaningful effect, like usuals in tower defense: Slow, AoE, Stun, DoT, or maybe add a worker placement for more management and increased difficulty.
I started this project at the same time as the jam, but I didn't thought of tying it to jam originally (I thought I'll never finish that in time). So it was originally a game about chasing and eating people. But then I decided to get it as a jam submission and added the egg and it clicked, so I guess eating people is a rudimentary mechanic now (unless I can figure a way to incorporate it in future build).
And yeah, thank you for the feedback, definitely checking out how to implement more effects in GODOT <3
It seems like a labyrinth type game with some spooky untextured wizard chasing you. I think it has potential, the dungeon looks pretty nice, but the current gameplay is pretty janky. The theme doesn't appear to be well-incorporated, the key is always in your hand anyway, so... well it's in the name at least <3
I generally like the gameplay, the enemies AI, especially big guys is something pretty cool. The spritework is pretty good as well, though I"m not the fan of blurred background honestly, but it looks alright and does it job.
The stamina management seems broken: if you get damaged and lose to much of it, even respawning does nothing, you're just stuck there with no abilities to use.
I'm not sure if the game uses the theme. I've managed to get up to the level with 3 big dudes and a couple of small ones, but haven't seen any keys so far.
It's a good setup for a dungeon crawler style of game. The combat is a little bit unpolished, but overall it's a good game. Also the main character reminds me of warrior jar from Elden Ring.
The theme is condensed to an inventory system featuring only a single item, which mostly works, but at the same time not fully, cause you just swap stuff for potion to instantly use it and umm stick is just a worse scimitar? So you're kinda limited to a scimitar, but that's the only thing you're actually using anyway.
Anyway, it's a good one, art is nice and gameplay is generally enjoyable. Well done!
I like the idea of switching your inputs when you get attacked by a clown. I believe a similar thing was back in one of the first Metal Gears, where as you were fighting Psycho Mantis the game would ask you to reconnect your controller to a different slot.
Yet, I'm not sure how this connects with the theme and I'm really stuck on the red boss level, so maybe I'm missing something?
The tavern of dreams: the waitress runs with a fresh pint of beer even before you've taken a seat by the table.
It's small fun bartending game, I like the idea with tavern upgrades as well. Yeah, it's a bummer you guys haven't noticed the theme, but I think the team has great potential!
With the art, I'd say try making background a bit more subtle, its TOO Detailed, and a bit hard to look at for a long time.
Good job and good luck on your future projects <3
The visuals are nice, an interesting way to animate the main character! The premise is wild: like you've been tasked to watch after hedgehog and now you're in some really creepy dungeon. Does Lucy live there? Or did you go for an adventure together? It's hard to tell. I love it!
And yeah, hedgehog does add a bit of complexity to the platforming puzzles, but gods, the fact that you can't move while holding him is a bit obnoxious. Also the fact that he randomly decides to backtrack to the start of platforming section.
I think if he had some use in the game and wasn't just a follower you are REQUIRED to take along would've made him much less frustrating. Like Companion Cube from portal. Like if you could place him on spikes and use him as a platform to proceed.
The art is absolutely beautiful! Well done with that!
And I like the idea of a tower defense game with a mobile base. It's a cool concept, a proven game loop with an interesting twist.
But yeah, mining is super tedious, and balance doesn't really work now. But if it's remade into more of a management game, it should have a huge potential!
I think it's a pretty good start! When the street lights were on I thought "this looks absolutely great!", and I think that increasing the flashlight radius would increase enjoyment of the game.
It's a labyrinth type game with a bit of parkour involved and simply-implemented (but hard to solve) puzzles. Atmosphere is eerie and top-notch, minimalistic style adds to it pretty well. I think it's a beautiful project, but could definitely use some polish.
(Spoilers ahead)
I was indeed stuck at getting the red key. This is a bit of moon logic and well, honestly leads to some frustrations in some gamers (like me) though maybe others will think as using lampposts as parkour option will think it as "AHA!" moment. It was frustrating encountering a yellow key puzzle at this point. You look at the light and at the contraption forcing you back and think "alright, just backtrack and turn off the power and we're golden!" but this actually closes the door to the area.
And yeah, I attribute this to the flashlight failure, cause when I can't see crap, it's really hard to look for parkouring solution. The singular light source also makes it a bit hard to distinguish objects' depth, so yeah I just don't think darkness and parkour mix really well (like in real life).
I really like the concept while looking for a gameplay video, but I didn't enjoy playing it myself at all. I guess, visuals area hit and miss for different people, I felt really overloaded. Maybe this is intentional, so you're not always using the eye as it obscures your vision and makes everything shake too much, but well I'd rather have it kill the character rather than me, the player.
It is a great take on the theme though, and the core gameplay IS fresh and original!
It's a short action game with nice looking animations and overall good consistent style in the first level (apart from lanterns, they clearly look out of place).
The jam theme kinda incorporated in the form of 4 lanterns, but it's honestly really hard to proceed without picking up these, they are extremely obviously placed.
I'd say a little knockback on the enemies would have been nice during combat, otherwise you're just standing near each other and it just becomes a slap fight, I almost died in 1st level and well I try to consider myself a veteran gamer
I liked this one! Though the key pick up sound almost raptured my eardrums, the music wasn't preparing me for such a loud noise.
The theme is handled pretty well. I think it's a good direction with colour coded weapons/bombs required for progression. I thought I needed a red bomb to kill the red enemies, this wasn't true, and then I thought, it would've been cooler if it DID require you to have a colour coded weapon for certain enemies. Also the slime mechanic is cool: enemies just clogging the screen and slowing your movement, I like that!
I like when some bugs become the feature. The ship is flying and for a moment I felt like Peter Pan at the end of the movie. And the graphics and the palette of this level are really nice, I think this part is worth salvaging.
But the second level is an absolute frustration, it's like clustertruck, but controlling your character is almost impossible. I've made it till the end, but gods, my head hurts, this level was not enjoyable at all.
I had to watch gameplay to understand what are you supposed to do: the level doesn't have a reminder about using E to pick up the torch.
I like that it's 3D and cutesy, but the controls are really unreliable, especially the double jump. I had a cool moment though when scaling the stones near the torch, the gravity for some reason does some weird stuff and I was propelled upwards to the top of the level. I wonder if this could be an intentional mechanic and maybe have a game of its own.
It's an alright game if you're starting guys, keep it up!