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Alchemical Apples

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A member registered Dec 04, 2017 · View creator page →

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Cute artwork!

Oh sorry lol, I assumed you hadn’t used a springarm since the camera behavior usually indicates that. My bad! I shouldn’t be making assumptions about other people’s code.

And yeah I also had issues on the web when not fullscreened. It’s like it was centering the cursor incorrectly, so the camera would constantly be turning to the right. Didn’t happen when fullscreen was enabled though, so I was still able to play. Could be an engine bug honestly.

Really cool idea, but the camera honestly made it a bit of a nightmare to play lol, please consider using a springarm.

I got softlocked on the third heist because I jumped over the barrier.

The UI for the enchanting seems pretty buggy, I kept getting overlapping menus and frequently got the mouse cursor stuck in the wrong mode.

Looking past those issues, the game seems really neat! I like the idea of a heist game where you have to craft tools to progress.

Oh gosh, I mean I only really played it once, so I don’t know if I’m quite that qualified lol.

I guess the main thing was a lack of incentive to burn things. I only burned the tree branches when they completely blocked me from proceeding.

I did notice that there’s a score counter for “Burned”, which I guess is the number of enemies you’ve burned, but I didn’t ever feel compelled to deal with the enemies.

I didn’t even notice that your broomstick could be burned, until I was replaying just now to test things. During my first run, it just never was a risk. The enemies are terrible at aiming.

So, I guess I would recommend giving the player more incentive to burn things.

Maybe a flying enemy type that forces the player to slow down and aim a bit would be good.

Very beautiful game! Very smooth. It gets a little repetitive after a bit. I expected the difficulty to increase over time, but I reached a distance of about 10k without anything seeming to change.

This is exceptionally good. Initial impressions were that it’s a fairly standard deckbuilder. However, with the monster capture mechanic plus the transform mechanic, this became something new and refreshing.

For a jam game, I think the difficulty was a little bit high. But, personally I loved the challenge. I felt compelled to beat it, and managed to do so on my 4th try.

Would love to see this expanded into a full release!

Yeah, sorry about that 😅 That puzzle was made a bit haphazardly in the last few hours, so I didn’t have time to properly test it.

Cute game! At first I thought, "this is way too slow." But then, it started speeding up!

I really liked this! It was a little bit slow and confusing at first, but once you get into it, it's pretty neat! Did feel like it was a bit too easy though. I like the visual style.

I'm not sure what tool you used to generate this font, but it was a little bit weirdly built (causing Godot to produce the "convex decomposing failed" error). I regenerated it with FontForge with no modifications, and it seems to have fixed the issue (and also significantly reduced the filesize).

Hey, this font is pretty nice! Thanks for making it.

I would recommend adding a proper license though. It's a little hard to use without one.

Saying "can be used without any sort of license" doesn't make sense, because without a license, it can't legally be used. It would be better to say something like "can be used, modified, and redistributed for any purpose", since that would grant license. But I would suggest using something proper such as the SIL, since it takes little effort to do so.

We made sure to at least provide a Windows build of our game for this reason.

We also accidentally used some graphical features which won't work on webgl, so some of our shaders are broken :/

Shader compilation times in html5 are also abysmal, but this is more of an issue with webgl itself rather than Godot.

If anyone has any links to related GitHub issues or proposals, please share them here so we can 👍 them! e.g: godot-proposals#6909

Cool idea, but the sensitive controls made the game almost unplayable for me. Trying to move a piece only one space left or right was virtually impossible. I suspect this is an issue with high refresh rate monitors.

Pretty solid game! Would have loved to have seen just one or two more rooms really tie all the ideas together.

Good job on the jam submission!

I really like the artwork and overall vibes of this game.

Combat could use some work. It didn't really feel like any of the stat upgrades were doing much, and the combat mechanics are pretty shallow.

I really like how your character sort of evolves over time, and I like how the various "attachments" you unlock affect what you can do in-game. Though, I kind of wish the attachments also affected combat in some way.

I was able to get all the achievements and secrets. It was a bit grindy, but I liked searching for the tokens.

Overall very solid game. The artwork in particular is top quality.

Looking forward to more games from y'all in the future!

Thanks for playing! Yeah, the difficulty balance is kind of weird. Maybe we'll see a post-jam version with proper balancing.

Thank you!

I managed to get the first fruit, but man this is infuriating lol. It feels very unfair sometimes, the random generation can create gaps spanning the entire screen, and occasionally the hands just go nuclear. I also feel like the hit detection was a little weird, and sometimes I got hit when I felt like I shouldn't have, or vice versa. The slippery physics and the inability to see where you are also contributed to this.

Otherwise pretty cool idea.

Yep, wow, that's a pretty good game right there. Doesn't incorporate the theme (optional, of course), but the use of the limitation is excellent. I wish there was a bit more strategy involved, it seems like picking the weakest enemies is always the best option.

That's not too bad! My personal high score is 40, but most people get within the 10-20 range.

When the hand gets faster, it can sometimes just land directly on you with no time to dodge it. I wanted to fix this and make it more fair, but I only had 8 hours to work on this jam :/

Pretty good! Challenging. I got stepped on?

I have no idea what's going on, but the presentation is nice.

Very interesting idea, it's like an asynchronous version of Jackbox. I like that you can see the best and worst submissions.

Crazy trying to do 3 jams at once. The shooting sound effect is way too loud and harsh. I barely defeated the boss, since it seemed impossible to dodge his bullets?

Not bad, although I never saw the wall, it was too slow. At a certain point, enemies spawn in front too frequently to actually move forward anymore. I think I could have kept going horizontally until the wall caught up, but I got bored and gave up. Pretty fun.

Points: 1937820, distance: 1434, score: 2296320

Hey - thanks for the comment! Although the game is only a little over 1 year old :P

Are you referring to the fact that the game pauses when you're in another browser tab? If so, unfortunately that's not something we can easily fix, it's just how browsers work.

However, I've been meaning to revisit this project anyways and clean it up, so I'll make sure to keep this issue in mind!

I feel like this could have been a lot more fun with some kind of timer letting you know how long until your weapon switches, along with maybe an indicator of what your next weapon will be. Shortening the timer would also help.

Also using a different random method would help, I had a very long streak of getting the pulse weapon (like maybe 10 or so in a row?). A bag randomizer might be better here.

Overall *extremely* good for a first game! Keep it up!

This is a cool idea! I really like the style.

I feel like it was a bit too difficult to gauge exactly how fast the train would be going at a given step.

It felt a bit too easy. I was just creating a path to the end out of normal tracks, and if that was too fast, I would replace one of the tracks and try again.

Also there is a glitch where if you spam place a tile on a single spot, you'll get an infinite amount of them.

I really like the style, but the difficulty needs a bit of tuning.

It's too easy to "rush" the cleanup software and win before the virus even really has a chance.

This could probably be fixed by having two starting nodes of the virus on opposite ends of the network.

If this were polished up a bit it could be really good. I feel like it's a little bit too slow-paced.

It also doesn't feel like there's a whole lot of decision-making involved. That is to say, I never felt like the different lengths of trains really mattered except when it came to the smallest vs largest. Otherwise you can mostly treat all the trains in the same way.

It feels like there's a certain pattern of using the gates that can keep going forever.

A lack of a distinct goal is what I think brings this game down the most. Maybe if each train was carrying a different piece of cargo that had to be delivered in a certain time limit or order, it would feel a bit more challenging and complete.

Overall, very good presentation, but needs some refinement in the mechanics.

Thank you very much for the feedback!

We wanted to make a better UI like you suggest, but we ran out of time and had to focus on other things ><

Thank you very much! We updated the the game's description with better instructions based on your feedback!

Really likes the overall idea of the game, but it felt like the implementation was a little broken. It wasn't super clear what I should have been doing, although I did reach the end.

I feel like some sections, like the card maze, could have been a bit more restrictive on controls, I felt like I just kinda jumped over them.

I like the aesthetics!

This was a really nice experience.

I feel like the collision was a bit too frustrating at times, but of course that's only because i let things grow out of control.

I feel like this could be a really neat idea if there was more of a focus on buying different items and managing the party, and less time spent in battle. The battles are fun to watch at first, but quickly become repetitive.

I really like the artwork and general theme of the game, but the movement and hit detection is a bit too frustrating.

On the final stage, it can be a bit frustrating to have to look around for the key, it seems like the timing is a bit too tight.

I really like the way the screen goes slowly darker.

This is incredibly good! It's rare to see jam games with such good level design.

I'm super curious as to how much of the artwork and audio was created during the jam.

My only complaint is that the physics are a little janky and inconsistent, sometimes I would bump into a wall at the wrong angle and lose my velocity.

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I somehow won despite my terrible decisions. Very nice idea!

Edit: Oh and I love the artwork!

I really like this game! It could use a bit of polish on the boosting I think. It's hard to tell exactly when the boost ends, and it's easy to be inside of an obstacle when it happens.

Overall very good!