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Astrades Studio

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A member registered Jul 31, 2024 · View creator page →

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Thanks for your hard work. Vinny gave a shoutout to the judges on Monday too.

Really good presentation!

I beat the first level without knowing how to shoot 😅

Figured out I had to use the mouse and beat the boss!

Lol same

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I think I got stuck before the true ending... the powerup that teleported me up made me go through the ceiling... Couldn't get back down.

Pretty fun and cute though!

Thanks for playing! Yeah I've been told about the rat scene... But you figured it out?

Last update I made the interactable rat whiter so it stands out a little more. If you wait until the song is over it also sends you to the next dream. Sadly I finished that scene right before the deadline so I could barely touch it 😅

Cute character. Clever mechanics. I kept dying trying to break the walls 😂 Really nice entry!

Nice! I'll check the vod later. Also followed you in case you want to do more. We'd appreciate it if you could do our game, Sunday's Dream. :)

Super cute game. Very enjoyable. Nice music. Got stuck in the shallow pit with the balloon though. Was that the end?

Looks sound to me! :) I'll try to catch the stream

Thanks for the report! Yeah, rushing to get in the jam left some pretty big gaps in our testing. I've been debbuging since then, it should work now :)

Hi! We had some issues with Godot .NET exporting... The game we uploaded doesn't even run properly. I've been troubleshooting it for the past 3 hours. Can I resubmit here or do I just update the downloadable?

Thanks for trying the game! We are working on a full update for desktop with better design and explanations. It will be published this week.

Very ambitious game for a game jam. It works, and it was interesting to play, but without the comments spoiling the puzzles I would have given up I think.

Mostly because I knew what I had to do: stop the wheel and bash the door with the boulder, but the actual process by which that was achieved was not intuitive for me. I tried setting up the boulder in front of the door and it would just respawn at its normal spot. And I tried using rocks to jam the wheel to no avail. Even reading the hint of the person falling into it I did not think of jumping on it as jamming it.

I think the best part of the game is the design of the wave looming over you. That was definitely the hook and very well realized.

I'm also surprised of how well this runs. I guess Unity WebGL is way better than Godot WebGL...

One thing I noticed is that the theme of alchemy and shadows is very loosely interpreted. I checked the GDD and I saw the explanation but it still kind of feels like an afterthought.

Narratively the game was also very loose. Something about crystals and some government project in a bunker, and the planet waves... the broad scope made it very vague and missing details, that leaves the mind of the player with the job of filling the gaps.

Overall, it's a really good entry that I enjoyed playing to the end.

Wow! That was super constructive and useful. I'm sorry you had so many issues, really it's as you said, webgl is pretty bad. We've been taking the feedback into account for the update. Mostly about the stuttering and freezes lol but also about how to use the flares. We knew it wasn't clear, but we ran out of time to playtest and tweak them (they dispel nearby shadows after 3 seconds but they should last longer). Thank you for your patience and for playing until the end!

Thank you! A fellow alchemy connoisseur I see... You really got what the game was all about... Expect more soon ;)

Thanks for trying out the game! Sorry you had that experience, we are working hard trying to fix it, but we are not allowed to update it or make another version until the jam ends.

Ohh so cute! And very ingenious mechanic. Love it!

Simple and effective! Small scope just enough for the jam. If anything, it lacks a little ambition but that's perfectly fine!

Hey this was pretty good! I didn't get far though, somehow I messed up my potion and didn't know what I needed to remake it. I'll try it again later, but I wanted to leave a comment! I think this is the most similar game to our entry that I've seen, but they are not similar at all in so many ways anyway.

One negative thing I would mention is that I would expect to be able to pick up objects in the middle of the screen, but I found that leaning sideways with the little arm worked way better... it felt as if I the character had t-rex hands.

Oh but did it freeze? The stutter seems unavoidable due to Godot's shader compilation. The only current solutions for that are finicky hacks that introduced lots of bugs so we decided to let initial stutter stay, after the first minute the experience is way smoother.

I see. Yeah Firefox is the worst performing one. Regarding the stutters, yeah it's a shame; that's the shaders compiling the lights. Very tricky to pull off, especially in webgl. A small price to pay to get a prettier game though. Fortunately once they load the experience becomes smoother.

Thanks for the comment! What browser were you using? Firefox is currently a no go apparently. Others fare a little better. We use Chrome and Opera GX which show no issues for us (hence why we didn't catch them)

Thank you! Unfortunaly the stutter is native to WebGL... But what browser are you using? We are investigating issues with Firefox and Edge mainly. Edge works after reloading apparently. Did it freeze for you?

Thank you! What browser are you using? We are investigating issues with Firefox and Edge mostly. Edge works after reloading apparently.

Same thing with the lights happened to our game... Fortunately my brother immediately got to work on it and managed to find a solution. Apparently you can't have more than a couple lights in WebGL, and reusing the same few materials (less than 10) helps a lot too. If it wasn't for him our game wouldn't look the way it does.

As others mentioned, the main drawback of the game was that casting the spells moves your view too much. Other than that it seemed really cool.

I really liked it, looks nice and plays nice. My
only complain is that there is no strategy or clues to checking the books, just take them and open them at random. 

Cool concept but I couldn't find information about how to craft anything. Trying every combination is kinda tedious. I managed to get a pickaxe and it said he could get some ore but I couldn't use it on anything.

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Wow, amazing work. Looks pretty, plays well.

I loved VA-11 Hall-A so this is right up my alley.

Probably my personal favorite from the jam.

It was a little confusing to deal with buying and selling ingredients though, that was not the fun part.

Managed to finish it. Very cute game with serviceable controls. Music is cute too.

Controls were almost right. There were many times where potions would be thrown behind me. Also I tended to die in quick succession because of low patience.

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Simple but effective. I really liked the wording puzzle of figuring out each drink! Reminded me of VA-11 Hall-A. Also nice reference to Red Strings Club in the aesthetics. Good job overall, although at some point it just got too hard to time the minigame. Would have love some more narrative.

That was pretty fun!

Took me a while to understand why I couldn't cast spells though.

My game had frozen the first time. I had to reload to actually check it out.

The visuals are REALLY good. Good job on the aesthetics in general.

I couldn't figure out what to do beyond pushing the cauldron and combining random orbs, it seemed too complex.

It's a shame because it seems it has really deep and complex systems.

Maybe explain in the description or comments?

Interesting interpretation of the theme. Unfortunately, I couldn't figure out how to damage the enemy reliably. I noticed clicking changed the beam to white, but it didn't work half the time and no matter where I aimed I couldn't get the boss health down... Some feedback on skill cooldown or boss hit / weak spots would be useful.

This game is very barebones, but here's what I think:

Roaming around without aim is not the most engaging experience. I would make the maze smaller and the threat more obvious and avoidable, play with claustrophobia.

Give more agency to the player. I don't know where the objectives are, but if I could control the torch consumption, I may be able to play around the challenge. Currently, as soon as the torch goes out, I can't do much about it unless I remember where the pickup was, which I don't because it's a maze.

Making mazes feel fun is very hard.

Thank you! We worked really hard on making it look right on web compatibility mode... But debug version didn't have this issue. We believe it is linked to the hardware acceleration option in browsers (the risks of doing 3D work). Shadows spawning are not handled well...Too bad because we even managed to fit an ending cinematic.

Regretfully, it is not allowed to distribute any updates until the judging time is over. :( Update will have to wait until then.

Thank you for trying our game. Regretfully, it is not allowed to distribute any updates until the judging time is over. We believe the issue is linked to the hardware acceleration option in browsers (the risks of doing 3D work). Shadows spawning are not handled well...Too bad because we even managed to fit an ending cinematic.

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Hey I really liked this one!

I am left wondering how much work went into considering the combinations... My own crafting system was almost too much to handle...

Also, I clicked because the thumbnail reminded me of Cryptmaster. I love it!

Very enjoyable. Keyboard controls could use a little work though. Having to do almost everything with your left hand is a little clunky.