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Alwin

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A member registered Apr 08, 2024 · View creator page →

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the controls were smooth to use, but - are we to figure them out ourselves? no tutorial, nothing on the page. I assumed WASD the first couple of runs and crashed. also whats up with the guns? is it possible to fire one? how?

what am I missing here? :(

As I froze twice already, I'll rate this based on the gameplay on your stream :D

which was pleasant to watch btw

Winner game contender. How many hours of work did you put in? That was amazingly polished.

Glad I played this. 100% enjoyable, nothing to add.

Had to look up the solution though because I missed a single keyword somewher

I am currently in mode where spamming 1-5 yields in all fire slimes eliminated and unplayable screenshakes.

Until then I had genuinely fun. I think the new abilities are introduced too fast/early, so one does not really have the time to get to know them.

Too stupid for this game, I accept my banishment to the north pole.

11/10 wildcard usage

see the other replies.. this is a "known" issue. I hope you had fun, that's what counts

What an awesome submission. I learned now that I need more than 2 measures to think. I had fun trying all the levels and loved that you could just select another if you got stuck/frustrated with one.

Everything is so well thought out and blends together perfectly. Accessability? If you don't get first place I don't know what will. Thanks for allowing to opt into WASD!

The only critique I want to give is: you mentioned that everything was done in inkscape, so vector graphics. If that's the case I don't know why the game has to be so pixalelated with antialiasing issues on high resolutions. I think your "design" or base res should have been a lot higher, scaling down on smaller devices/web.

Maybe I am being unfair as a 3840x1600 user...

Ouch, as already mentioned they didn't make the cut eventually due to time issues, it hurts that they are missed so often.

We are to hard on our players. I apologize. Here is a non-serious advice: GIT GOOD

This means a lot! My only goal for the jam is to not waste someones time. So I don't mind submitting a short game as long as the player has fun along the way

you are touching a sore spot. We had all this prepared but did not add it to the game due to last minute real life issues. zombie sounds, puck sounds... life happens I guess.

It's no gamebreaking bug so we didn't request a resubmit

absolutely cute game. are the levels procedurally generated? sometimes I had the feeling they are kind of unfair, especially when the lookahead was diminished because you already somewhat struggle.

loved the music, but the avalanche was a bit too loud in comparison for me

Oh yeah, I get it now. I will definitly give it another try, also because I kept dying very early on.

Maybe the dash distance was too short for me to actually consider it a huge tactical advantage. I will reevaluate

Awesome Artwork, Awesome music (made for the jam?), Theme spot on, Cool gameplay twist - although I was not able to really leverage it. I get that you could use it in stressful situations but I failed to see how to use it tactially/strategically. Maybe if opponents were to cast area spells which are previewed then you would have to compute a way out without stress in the middle of the battle...

I think you guys might appreciate our submission as it is somewhat along the lines of yours! Would love to see feedback from you.

Btw: i also experienced the jitters in fullscreen mode

A fresh breath of air your game. I always enjoy non stressful games in a jam (even though submitting a stressful one :))

I gave it a good rating despite 2 game-breaking bugs: 

  • I got stuck on a log when jumping over it and could not move anymore
  • I could not collect a track (10/27 i think) no matter what I did. It just showed up grey
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Very original. Never played a jam game like this before. Did not grasp the rules completely, in the sense that I didnt care for the "meter" values but only for the visible height differences. Also found out very late that tile removal is not possible, so with a lot of misplanning I ended up with 2223 money, which is probably really bad...


EDIT: oh the game had such a slow start, I wished it had a possibility to speed up

cool approach to the theme.

nice enemy graphics, nice music.

my main critique would be - I had no idea where to go. At some point I passed tunnel 3 or 4, went along and were at tunnel 1, or base 3 without any clue where to go but I was sure I came back to the start. Didn't have it in me to repeat the whole level.

I think I encountered 2 bugs while playing. The purple portal lead me to a previous level and in the big ball snowman level I was unable to move or do anything. not sure if it was due to time over or something like that, but temperatur kept working.

overall I liked the approach to the theme and the mechanics were explained very well. decent submission

you said it yourself :) "(haunted if you will)"

congratulations to 2nd place. you deserve it!

what an awesome game. the level design, the riddles, the sound - everything pretty much perfect.

The only thing to criticize here is: while you basically made a game of all wildcards and massively succeeded not forcing them in but blend them together perfectly - the game is not really on theme, imho.

Thanks. We really care about a non-obvious but spot-on adherance to the theme, in all our jams. Seeing that so many people appreciated that feels awesome!

hmm, I would say you missed something. We totally prefer in-game tutorials, but as time was short we  included the game rules, controls and the goal in the description, on the game site.

In general, you are correct and we wanted to display an arrow or something else pointing to the goal.  We ran out of time.

But, tbh: Your critique holds up for a lot of games. Do I have an incentive to move in a pokemon game? Not really, unless I want to beat the game.

Curious: how long were you playing? When I watched our game being streamed, the streamer consulted the game page after a few seconds to resolve the issues you had and gave it another shot. I feel like we lost you very early on.

I love your youtube tutorials btw!

*googles kumquat*

yeah sorry about that. QoL/tutorial stuff was re-prioritized when we realized we were running out of time.

thank for trying it out and enjoy that tasty fig of yours

I did. Victory included. But tbh I didn't use any combos at all, and only saw the key bindings afterwards in the description. I thought the upgrades were the "you are being lied to" part...

5/5 originality. this submission just delivers in this respect.

Unfortunately the game broke for me. The residents info table would not close and I could not continue with the game because I was unable to take any actions (placing employees in slots)

So I will leave it at approx. 2k spooks and call it a day :)

Btw: I didn't understand "build". no idea what it actually does. and murder does not have any obvious effect. or did I miss it?

I regret to say this, but I had to give up at one point (after the toilet) because I again needed to search what to do next and the walking speed and not being able to run was too cumbersome. sorry. I am actually keen to know what the plot of the game is, so spoiler me if you will, but I had to quit there.

Bro if I were this tight, the music of my game wouldn't suck that much!

Sanity was lost here.

"That looks like a real game, not like yours"

You see, I am actually haunted by a real life lying girlfriend.

good point! lerping rotation would have been a great addition. we basically took the movement paths of navigation agent and follow them unquestioned :)

oh god, I wish it weren't so late right now. reached model xx.xx.xx , but that melted my brain.

awesome submission!

anyway, can I get that ghost engineering degree now?

same for linux :-/ can you reupload the pck? would totally play

Awesome game! Good submission, didn't expect a racer at all! Shame you didn't manage to squeeze in audio, it would benefit that game greatly I think.

My only critique would be that the haunted aspect does not seem too relevant in the gameplay, imho. I played all tracks winning without ever having to kill a car, I did it kill at last just to see what happens.

Maybe collissions should cause damage or you can push the opponents off a cliff (even if not intended) so that they haunt you more easily... idk

Thanks a lot! your mention of the sound design means a lot because we sacrificed some QoL improvements in the end in favour of recording the audio and squeezing that in.

Sorry for the confusion in the beginning. we were hoping that players gravitate naturally to right in the beginning. should have made that clearer!

Slimy Andy is the real boss in your game.

BTW: if you wanna see other submissionis with virtually nonexistent balancing - try out ours :)

cool idea, but I gotta ask - does the time really stop? I mean, even when it slowed down, I found it too difficult to make use of the characters superpower. I died a lot and was frustrated when the, not too precise teleporting controls caused me to fall down.

Idk, I guess I would have needed even more slowdown. Btw: the project seems perfect for a web export - why didn't you? I think this and having a nice title image would increase the ratings you'd get a lot (as I learned sadly this time)

What a suberb entry! Super polished, graphics, intro text, enemies, music. everything blends together perfectly.

I played until I encountered cautious joe again, so I guess all the way through?

Some feedback:

  • Slimy andy was way to hard to beat. I ripped through all the others with ease, but this guy?
  • I think I only beat him because "stressful attack" is broken. It adds stress to the opponent, not to yourself. In contrast to "stressful defense"

This is in my personal top 3 of this jam! Congrats!

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I think it might have to do with global/local coordinates.

If you design for e.g. full hd and your clicks always result in global coordinates they might cooincide with the local coords because you started from 0/0 with the full hd viewport. Your game does not stretch on resolution change but rather expand. so the click coords (global) cannot be used to get a tile from the tilemap, because it needs to be converted first.

tbh this is from the top of my head, as i fiddled with tilemaps myself some time ago. do not know if this is the actual problem at hand.


edit: look at the docs here:  https://docs.godotengine.org/de/4.x/classes/class_tilemap.html#class-tilemap-met...

Oh with GG i meant that I overran the opponent giving them 0 chance. The game did not crash, everyhing worked fine at fullscreen web