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Alexleonardkrea

18
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5
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12
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A member registered Jul 09, 2020 · View creator page →

Creator of

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I am so impressed again at how well this runs on browser.

I loved it! Super cute story!

Great game! Very addictive as well.

Lol, lovely game. It took me a minute to figure out what to do.

Once i did I killed it and got a score of 8 xD.

Great Job!

Very cool little game! Also very hard. I think I blew 50 lives on the shoe.
For the 3rd area where you are gathering food and keys the mouse getting dragged with the scene scroll transition between rooms messed up quite a bit for me. Maybe freeze the player in the door until the transition is finished?

I loved the art too!

Thanks! Yeah I ran out of time( and don't get much free time in general).


All the colliders on the buildings were supposed be temporary. I was going to redo them so that you could use all the stairs and make them all much more precise. I also wanted to have a graphic in place for the sight lines that you could see where you would be seen.


I really liked your artwork! Piti said you two may be planning expanding on the game?

Yeah, that's a great idea too!

I wouldn't say "great" but I am happy at what I ended up with for the time I was able to put into it.

100% agree. Colliders are a bit more annoying in godot than they are in unity. 


I finally figured them out right about when I was out of time to work on the game. It bugs me pretty bad but I didn't have time to fix them. I may make a stealth game in the future though as I had fun with this one.

x) lol, I was thinking this doesn't look great from a lot of angles but I just had so little time available to work on it.


I could see a stealth game happening in the future for one of the many games in my main project but like you I would want the enemies to have routes/ patterns that they went through on the map. I actually had planned on doing so before I lost my work midway through the jam.


I like the "what was that" idea. It took me quite a lot of tries to get a perfect run to be able to beat the game and if I had had a timer I could have said to a large amount of time to make the test runs that would have made things a lot easier.

The colliders on the map drove me insane! The godot workflow for adding colliders is quite a bit different from Unity's and quite annoying if I'm being honest. It's one of the very few things I did not enjoy about working with Godot

If you made it to 10 you were only two away from having completed it. After you get 12 coins and return to the captain he says that it's enough(he does a little dance, you get a "you win" text screen, and a try again button)


Yeah, I was going to do a lot more with the coins but again time was against me.


Thanks Piti!

This is insane awesome man! I cant believe you were able to get all that done in a month. 

I loved the art, music, sound effects, bosses, cameos. 

It seems you would have a pretty easy time converting it into a full fledged steam release.

Only critiques is I would want to tighten up the controls for bow /sphere aiming. I also couldn't figure out how to use the ability Vicot gave.

Excellent job!

Nice game sirwater! it reminds me of some of the old games I used to play off floppy disk. 

If you expand on it I would enjoy seeing particle effects for the wizard dispelling the fireball and make it so that you can see the score at the end for bragging rights.

Well, with a controller I still was only able to get 4 deliveries after multiple tries. 

Very fun game (i'm clearly terrible at it.) The art is fantastic! 

Only critique I would have is that it seemed very hard to get to the perfect spot for placing/picking up things. 

I'm glad you submitted it. Fun prototype.

I really liked the view and the use of parallax in the game. If you expanded the game I could see that view / play style being able to bring special types of level design and unique situations to the game. I got very excited by the movement. It brought me "streets of rage" and  "double dragon" nostalgia. Immediately when I got the character to slide, I jumped and tried to air kick x).

lol, I wouldn't go that far. I wish I had had more time to polish this one for the jam but I don't get much free time and in the middle of the jam I lost more than half my work x).

 I am really enjoying Godot! I'm actually evaluating it further to see if I want to port over my main project (which is a multiplayer party game) to it. 

I really didn't expect it to be as together as it seems to be. Though it does have some of the vibe unity had 8 years ago in some areas. In other areas it is doing staggeringly well at feature functionality. 

What were your thoughts on it ? and what engine were you coming from?

Wow! love the art, animations, information readily being available for items and people. The fog of war was fantastic

Going forward, I could see this benefitting from use clearer visual clarification of  turn amounts(both gaining turns and losing them for you and the enemies), movement ranges and a option to not pick up from a tile or swappable items. 

Took me a while to figure out the ritual but liked it when I did though as more enemies appeared on the map it got harder and harder to get to the bodies to use it. 

I thought the art was great and liked the chaos.

Dude, your menu/transitions are very sleek. 


I killed a lot of slime(also love that death animation)