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Master Builder

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A member registered Aug 04, 2023 · View creator page →

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Ah, I understand now. Knowing that does make the game more manageable but I still can't seem to get very far, I seem to get in a situation where I am surrounded by enemies on one side of the screen with no enemies on the other side so it's basically gg at that point. Probably there's some strategy involved to prevent that from happening but balancing the two sides is very hard and I always seem to get into a bad spot eventually.

I'm actually really impressed that you managed to create such a strong mood with almost no gameplay elements, really minimalistic art and no audio. The plight of the Salami Man kind of got to me. I really felt for him and didn't want to add onto his burden by dropping more salami on his head. This game is more fascinating than it first appears, the more you play it the deeper you get drawn into its bizarre atmosphere.

To be honest I didn't see if you could actually kill him with a thousand cuts (of salami) but he doesn't deserve that anyway.

Thanks a lot for playing and thanks for the feedback! I really appreciate it.

On Windows, the controls were difficult to puzzle out. I had to press R2 to enter instrument mode, then L2 to amplify? in order for any notes to be played. So R2-L2 every time I wanted to play notes, then R2 again to move.

Yeah, I was afraid that the control scheme might be unintuitive. I wasn't able to get anybody else to playtest it before the deadline so that was a bit of a blindspot for me. There definitely needs to be a better tutorial (or y'know, a tutorial) and more feedback as to which mode you are in.

I considered dropping the requirement of using L2 to control the dynamics as that would streamline the controls considerably. However, since playing your instrument makes noise and how loud you are directly influences whether you can be heard by enemies, using less pressure on the button to play softer was intended to be a big part of the experience. Then you get a trade-off between likelihood of being discovered and the amount of light you get (the lights resonate with the notes you play and the softer you play the less light they emanate).

Probably need to rethink the controls a little in any case. :) 

The next time, I was able to puzzle out the final sequence and play out the final door without that final book. I think randomized or longer passcodes would be an easy fix for the rogue save scummer.

Haha yeah, you're right. I was aware that the game can be speedrun in like 10 seconds (challenge accepted?) if you've played it before, so in that sense it is entirely optimized for the first playthrough and really has no replay value at all. It's sort of by design, since I actually put a lot of thought into the game's soundscape and the melodies. It wouldn't have the same effect if it was entirely randomized. For added replay value though I could just make more melodies and door types and make it impossible to cheese the game unless you've already discovered them all. 

spoiler:

The melodies should also probably be longer since there is a one in six chance you guess right by just mashing distinct buttons in a sequence. I didn't want to overwhelm people who don't have any experience with music since the complete melody is already relatively long.

Anyway, all good ideas that I'll have to consider, but that being said I was mainly trying to focus on creating a singular experience.

I experienced this bug as well.

Ah, I see.

Nice work. The level of polish on this is impressive. However, I think maybe there could be a bit more feedback when you cut enemies, more punch to it, you know?

Good job, this game is fun. I think it's definitely way too easy though. I really was not great at this game, it even took me like 5 whole seconds to get into the race because of keyboard issues and I still ended up in 1st place for the last two laps without even trying, the AI is pretty pathetic. :P 

Yeah, seems like it. Nice game by the way, I like how mellow it is but I would say it is way too easy. If you just dump all your money into more knights and don't think about the castle health at all you will eventually be able to finish a level in only a few seconds. Using that strategy there didnt seem like there was any difference between waves, the difficulty went down if anything.

Indeed, it does work in Chrome (but not Firefox). Anyway, cool game! The art and music are really good and the game feel is quite polished. To be honest though I have no idea how it's supposed to be played haha. I just mashed buttons until I died, it didn't seem like there was any way to prevent taking damage? But reaching a high combo speed is very satisfying.

Nice work, engaging game but wow the difficulty is brutal, you need to be perfectly accurate with your cuts, if it's off by even one degree you are done for. Couldn't get past the fish steak. I definitely think the difficulty could be balanced a little better.

It's also possible to get soft locked if you make cuts that produce too tiny pieces which can't be clicked on. I think an option to restart whenever you want would be good, as well better feedback as you're cutting, it's very hard to tell if the pieces you cut are small enough.

By the way, I experienced some visual glitches in the beef cake level. It wasn't game-breaking but definitely a little distracting.

But overall compelling, this is a challenging puzzle game.

I get the error 

Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
when I try to run the game. Do you know what this is?

Hi, I can't play the game, I get the error 

Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
Do you know what the issue is?