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Aniraster

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A member registered Jun 10, 2020 · View creator page →

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well if you’re looking to add more abilities beyond yellow… magenta and cyan would be cool additions too!

(those are the secondary colors when you’re mixing light, but those are the primary colors for mixing ink… which might be more applicable to your game 🤔) ((i just love being pedantic about colors, especially yellow))

make sure you download the linux version, and extract the “Does counting sheep help witches sleep.pck” and “Does counting sheep help witches sleep.x86_64” files into the same folder.

then for me, i right clicked the “.x86_64” file and was able to enable a checkbox that said “is executable”.

then double clicking the “.x86_64” file ran the game. (i was on Ubuntu so if you’re on a different one, it might not be the same)

if that doesn’t work, i believe you can run it by running the command “./Does counting sheep help witches sleep.x86_64” but i’m not sure on that one.

i’m glad you liked the animations! i realized during the jam that i actually love doing character animations, and had a lot of fun doing them!

(i’m freind :) ) ((i like the use of the actual primary colors, it bothers me when people think yellow is an additive primary color :) ))

i’m freind :)

the teleport and tongue are very novel abilities, which is always nice to see!

though the teleport felt a bit hard to aim at times, and while the tongue felt really fun- the camera was a bit too zoomed in for a lot of the jumps, it felt like i had to make a bunch of “hail mary” jumps where i just tongue-launched myself in a direction and hoped there would be a platform wherever i ended up.

that last room was particularly difficult, but i was able to do it!

oh, also i tried playing with joystick but the deadzones felt way too high, but playing with dpad felt fine

very good art and animations. the atmosphere was really good, and hitting walls with your gun causing the submarine to break was a really cool almost-horror aspect. it made every shot feel important.

the controls felt very stiff, and the weapon switching felt cumbersome. the final boss guy had really cool animations but every time he hit me it felt like there was no possible way for me to dodge it.

the claustrophobia mechanic was also really neat, i liked the mouse icon in the corner

Very cool, i liked the art style and the movement was fun! It didn’t really feel like much of a metroidvania though, you get the major abilities really early on and it just kinda feels like a (still very cool) more standard 3d platformer.

still quite fun, the grapple felt very slick!

image.png

i have a 165hz monitor, so maybe the ultra high refresh rate was causing an issue with the camera there?

and yeah, the room had green liquid at the bottom- it makes sense why it was so difficult now lol, i was able to almost make it and so i just kept trying for a bit. might have to take another look at this one cuz i liked the level design

lol! my bad, i changed some of the text and forgot to add that part to the item pickup screen…

we pushed an update to fix a few other things, so your save should carry over at the last save point- might see if we can still push another patch

sorry about the crash!, and the stuttering was probably just shader compilation, which is hard to avoid…

glad you liked the movement! thats one of the main parts that i worked on personally :)

also, you are correct- a lot of the textures were procedurally made by Travis

thank you! in the room where you unlock the kick, i tried to make the “vaultpad” that launches you be a bit more obvious, but admitedly an interactable “glowing green cube” in a level full of a lot of non-interactable glowing objects wasn’t the clearest. glad you enjoyed it though!

feels very hollow knight-y!

a few notes:

i noticed a bit of jittering on the player when the camera moved to follow them. in my experience, this has happened when moving the camera in the “_process” function instead of the “_physics_process” function

also, the needle ability seemed inconsistent in its distance- there was a room with some big gaps between the “needle hook grabbing” things but it just felt like random chance whether or not the hook would connect.

overall, the map design felt pretty good! i only got to two different areas, but i felt like i could find my around decently easily- i accidentally closed the game, but was able to find where i left off with little difficulty.

good job 👍

fellow witch girl enjoyer 😎👍

i can certainly see the early 2000’s harry potter game inspiration lol. i got like 100 beans and found the cube, and then i assume the game kinda ended there (based on the description)

the wall climb thing let me clip out of bounds a few times, but the magic seems like a very solid core that could be expanded upon!

super cool! there was a Spirograph machine at a museum i went to a lot as a kid, and this reminds me of it a lot!

i figured it out 😅 i was just making an edit after replaying it once i learned how to exit cams

(1 edit)

It's so cool to see a fnaflike in here, and I really enjoyed what I played!

But for some reason, when i go into the cameras, it's really hard to exit them... it's hard to explain, but it feels like i'm missing something. I saw the mans nearby but i couldn't react because i couldn't put away the cams, so i got jumpsacred 😱!!

Edit: apparently shift is how you exit the monitor... i thought that was the first thing i tried, but apparently not.

oh, also the reason the web version is janky is because the ui is scaled to the resolution of the window, and the default html5 embed window size is too small, try making it 1280x720 in the itch page settings

very scary though, i feel like the concept of the hiding space could be explained a bit better, but it still spooked my socks off!

I considered making falling deal damage, but decided that would be too much! I also considered tweaking the movement a bit so it's more precise, but I didn't have time to do that...

Glad you enjoyed tho!

i like koo. the cannons didn't seem to do anything, but koo had many trees and mad cash :)

Had another go at it with the newfound knowledge! I don't think I'll get a higher score than this 😅

randomly clicked on community tab and saw this... here you go! https://itch.io/jam/acerola-jam-0/rate/2583249

For your first jam, excellent job!!! It took me a bit to figure out that the clicks did more than just shake the screen, but it was a really cool feeling to see the cake and think "wait, was that there before?"

Seeing the contrast between the "happy past" and "sad future" (and everything in between?) is a really interesting concept for a story-driven game, and it could be a cool idea to revisit in the future!

Good work!

It almost feels like a combination of powerwash sim and papers please! I didn't really like how the lmb was both "shoot" and "advance dialogue", because I kept accidentally shooting things when trying to do dialogue stuff.

On the subject of shooting things, I got the gun, and it took me a while to figure out how to switch back to the water sprayer... I killed a lot of people... Fun game 👍

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I like it! Though, I couldn't tell if it was looking for the center of mass, or the geometric center... But they'd be in similar places, so it didn't matter too much!

Big fan of the pun in the title, and the ending made me smile! :)

(edit: sorry if this gets posted multiple times, it gave me an error the first time i tried posting it)

The base movement speed is a bit slow, and a map would be nice- I got quite lost, and the slow base movement made it just kinda "slowly bumbling around these areas where i already killed the enemies"

Despite that, it's pretty fun! The first time i found a "Multiply yourself" upgrade I just kept going for them! by the end, i had an army of like, 10 slimes, each firing 4 shots per click. It was very enjoyable to see a boss and just unleash a tsunami of bullets at them! The xp didn't seem to do much, or rather, even after beating the game, i only had maybe 1/10th of the bar full.

Overall, pretty good!

It works!

My only criticism is that it doesn't feel like there's a jump buffer or coyote-time at all, which made some jumps feel tighter than they otherwise could've been.

Aside from that, it was really fun!

Made me spooked, which is impressive for a jam game! I noticed some weird lighting stuff happened occasionally, but I think that was mostly a webGL thing.

I remember seeing this one on the discord! Turned out really well!

It got really tense once my door broke, and I was just pointing the gun at the kids just in case there was a monster!

Needs more feedback for successful/failed note hits, but really fun!

I want to redownload osu now...

I really like how this game looks, but something is wrong with the jump- I can't get past the tutorial because one of the little pillars is too high. Looking at the screenshots, it seems that the jump is supposed to be way higher than I could get it 🤔

I have a high refresh-rate monitor, and sometimes games tie gravity to refresh rate, which can cause gravity to be waaay stronger than it should be. Idk if that's the problem here, but it might be a good place to look for fixing it!

(Also, I feel like it counts as game-breaking enough to update during the voting period! If you fix it, I'll give the game another try because it looks good in the screenshots!!!)

i was referencing the original video that the loot bug mod uses! thanks for playing!

It feels so polished! My biggest complaint is that the ending part is slow, and I couldn't find a button to speed it up. I want to try to get more endings, but having to sit through the ending text thing every time is a bit boring.

Small problem in an otherwise fantastic game, well done!

Really good overall! A bit short, maybe- but that's just how jams are.

Some text on screen that says "The end" or "To be continued" on the ending picture would be a nice addition, just to show that it's supposed to end there.

Loved the atmosphere and ideas at play here!

I plan to make plenty more! :)

Interesting idea! As someone who only speaks English, it took me a minute or two to figure out how to change the language from (What I believe was Chinese) to English.

The translated dialogue was a bit hard to follow, but I was able to get the general idea of what was happening. I think it's an interesting idea for a story.

The art is well drawn, and the "black and white" color makes it feel classy.

Well done to everyone on your team! 👍

The limitation was admittedly pretty underutilized, It's mostly just the fact that you control a stack of multiple things- even though all 6 of them control the same as just 1 of them.

Thanks for playing though!

Nice work! I will say, godot dev to godot dev- make sure you save all your materials/shaders as their own files, instead of them just being saved inside of the scene.

When you first shoot, the game stutters for a second, and saving them as their own .tres files has fixed that for me.

Very fun! Shifting my attention from one board to the other after every few moves is a great addition to Tetris and kept me on my toes. 

There were a few misinputs- like I'd hard drop on right when I meant to hard drop on left, but I eventually found a rhythm.

I got into one of those "Tetris Trances" and before I knew it, I'd been playing for half an hour! 😅 It's addictive!

Good puzzles! The final one made me feel especially smart! :)

I didn't really like how the eraser moved only one tile at a time, but it's wasn't a big problem and didn't hinder the fun.

V cute art as well!

The presentation is a bit minimal, but the gameplay is solid! Level 3 was especially tricky!

Also, Godot dev to Godot dev, I'd recommend turning off (or setting to 0) "snapping_length" I believe it's named in the characterbody controller- that feature's for making a platformer character, and have them stay on the ground while walking down slopes- but it causes some oddities when in a top-down game.

Good game though!