I appreciate the interest! I am actually going to be tag teaming this with a buddy of mine instead, I'm sorry!
Bodhiston
Creator of
Recent community posts
Looking to join a team. I'm a one-man machine. All of my itch.io projects were just me. My most recent game (Returning Some Videotapes) got 1st in the jam I submitted to.
Strengths:
I can program (only really familiar with GD-Script and C# a little) and I know my basics around Godot. I do pixel art through Aseprite. I also compose my own music through GarageBand and a little bit in BeepBox.
Weaknesses:
I have a hard time creating seamless UX and my menus aren't quite intuitive. I'm hoping to join a team with someone who has this experience and to help guide me through better UX decisions.
Availability:
My job has a bit of downtime, so I can try to work on the project then (job duties permitting). Otherwise I will be available for discord calls around 8pm CST and can work until midnight during the weekdays. Weekends I will spend with friends and family (so I may not be 100% available then) but the schedule is flexible and willing to move some things around just for the 2 weeks.
(Cross -posting in the Discord)
I can see this being extremely fun, but the fire is hard to notice; it's so dark! If I could play this without the fire, I would enjoy this game even more! I go and give someone a drink and pick up some coins only to be greeted by a game over screen because there was a fire I walked past because it's dark and the neon lights were moving everywhere. I still found it fun though!
I appreciate such an in depth reply! As I mentioned in previously replies, quality of life changes such as better path finding, appropriate monster quantity spawning, enhanced GUI, better feedback to the player, and better interaction for switching between bases are all things I've wanted to do, but ran out of time.
I also would love to expand the mixing lab where combinations of all sorts could be made.
Again, I appreciate all of the work and effort you've poured into your comment! These are all issues I would love to have updated after the voting period is finished!
Wow! All I can say is wow! I appreciate all of the feedback! I can tell you've spent some time playing and even more in your comment!
I do wish I was able to spend some more time finding a way to communicate the specific details to the player better. For the monster mixing, the point is supposed to be a mystery. The blue and white is supposed to be a bit of a surprise, but I think it might've been a little too much, lol.
Something else I wish I was able to spend more time is the way my random spawning worked. Currently there is no check to see if some is occupying the area first, so the is so overlapping.
For the Fog of War, I applecrate the kind words! The Fog of War kicked my butt for a long while in development and time was sacrificed from a tutorial, gui, and tweaked monster mixing.
I am a little proud of the miner commanding. I wish I would've spent more time to have more advanced path finding. I made all of the art and music. The goal with the art was supposed to be more casual and not so intense. My thought process for the gameplay was "what if Starcraft was relaxing and didn't take as long".
Yeah. The issue with the monsters is how soon they spawn. I had the spawn rate a little higher in the beginning due to testing, but forgot to readjust before submitting. For the miners, the issue there is prioritization and path finding. Sadly the "Fog of War" took way longer to implement that it ate up so much dev time. I love the feedback and hopefully I can keep these concepts in my head for the next game I develop.
My last game was lacking the fun factor, so I did my best to focus more on playability this time, and I think it was achieved. I will make sure to create a good balance b between everything next time.
Very beautiful game! Even though it is very simple, I can see this type of game being a favorite among many. My only side not is that there isn't much alchemy? The shadows are very prominent, but perhaps I missed this alchemy somewhere? Either way, I enjoyed this game for what it is: social commentary on modern life and the ever increasing existential dread everyone seems to be victim of.
I am of the same opinion as SuperStudios. The overworld only really has 2 rooms. But I can see the fighting mechanics being really fun! I found selecting an enemy and then attacking to be annoying. It was hard to juggle that along with dodging as well as paying attention to the different elements. The animations are pretty cool, definitely reminds me of Earthbound.
Yes. It can be a little confusing. The total crystal count at the top is the combination of all bases. Even if you had 39 crystals total, one base may only have 20, while the other has 19, so neither could spawn a new miner.
If I was was able to create a more in-depth tutorial and more easily readable GUI, I would try to achieve better communication of these nuances.