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cagibidev

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A member registered Jan 24, 2017 · View creator page →

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Whoops! Guess I forgot to set the minimum (…OR DID I???)
Don't worry, there are no multiple endings based on your score… for now. :p

I'm aware of the "on death's door" bug, but I only reproduced it when I spammed the controls and got out of a bush, staying in the same room. You might be right, if the web export has greater input lag, I guess the bug can be more frequent.

I didn't think about losing the elevator. Looks like I have to add some stairs, like a real architect!

Thanks! Looks like I didn't seal all the room boundaries :p It's definitely a project I'll expand in some form or another.

Really cute game! The difficulty curve is good, not too brutal but gets interesting fast. There's some potential for adding a few visual things here and there like making stronger clouds darker, but as it stands it's very well done.

Thanks for playing! I wanted the shot's kickback to be multi-use (as a high jump, double-jump, speedrunning tactic, etc) and predictable (so in terms of physics it's just a dumb omnidirectional velocity add). In short, playful, kind of? I guess that was at the cost of harder jump-shoot coordination.

Some high walls at room borders are just there to prevent being out of bounds (I know, I should make them unambiguously very high, but in daytime the sun would just be blocked across 80% of the rooms with the current directional light system)

I added keyboard-only shooting, though it was a bit of a last-minute addition.

Thanks again. I'll play your game later in the day!

I uploaded a new version in which you can shoot with the 0 (zero) key (I guess because it was close to the arrow keys). You shoot forwards by default. Down+0 shoots up and Up+0 shoots down (so that double jumps are just as easy).

The game might still be a harder than with the mouse but not in a frustrating way anymore!

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I guess it's more accessible, at the cost of precision. I think I'll go back to the prototyping phase or at least rebalance the difficulty / attack patterns / some of the level design once the new controls are decided. Maybe there's even some opportunity to make it more "musical instrument-like".

Thanks for the feedback. In my previous Super Note prototypes, I searched for better ways to do "platformer controls + shoot in any direction" controls on a laptop. Sometimes moving is tedious, other times shooting is awkward and imprecise. Do you have any games in mind that do it particularly well?

Yep! 4 years and still kickin'! Started in Godot 3.2 during the 1st Covid wave.

If you think this is old,  my current 2013-era laptop has a CD drive.

Android version is now on the Play Store! Though I gave up bundling it with the custom compiled version so it's from Godot 3.5, but it runs fine on my phone at least.

Hi! I used some of your fonts in my latest game, thanks for making them! The game is here: https://cagibi.itch.io/uproar

Thanks!

About playing more… Wish me luck in trying not to overscope things and making this project unfinishable… again. x)

The game has been submitted, thanks and best of luck for the bundle!

Thanks very much! ^^

Thanks! I'll keep that in mind, I have other pixel-art fonts of similar sizes.

Really cool game with a lot of potential!

Yep! I'm on Twitter: https://twitter.com/cagibidev

https://cagibi.itch.io/ace-of-rope

Thank you very much!

The "males and princesses" class includes all fertile ants, who usually have wings: males (or drones, now that I know this term), and future queens. The high-color part of the artwork is from the pre-Twine proof of concept made by another artist.

A background is a cool idea, and would be very easy to do (2 lines of CSS), as long as it's completely static. However, I'm thinking of changing the background during the story, like having a storm when you're at war, etc. Twine might show its limits for that :P

As for the errors, I might have done the English translation too quickly without fully testing it, I'll look into it.

Cool idea, though the dice are spawned randomly so I die instantly sometimes.

I can't seem to find the game on the game page. Did you upload it correctly?

That's a start! Next step would be to add win/lose conditions when either health reaches zero. Also, I only have 1 character in the character selection, is that a bug or normal?

Thanks! This is the amount of clovers you kept to the end of the game, I should have displayed the total amount of clovers collected.

Thank you! I have some ideas on moves that could be influential, like bouncing off ladybugs to steal their number, items/situations that bring "bad luck" and decrease your number, etc.

Thanks! Yeah, I never really designed my games around luck elements before. At least I made it so the next number is always different, so you technically have a 20% chance of getting the right number instead of 16.7%.

I'm a solo dev by the way, the submission form completed my answers as "we" for some reason.

Sorry for the invincible ladybugs. The spies in the wooden boxes can be defeated if you ram into them twice if that can help!

Thanks, fixed it!

Actually, I will be able to publish v3.0 in July 22, two days from now! I just have to publish the trailer, and do a final pass/test.

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Thank you! Lots of practice in prototyping, that's how! You can check out my other 2D games if you like this art style / gameplay.

Thank you very much!

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Thank you, steal as much as you want! This style is just great for "placeholder-style" graphics that can still look final.

Cool idea! I wasn't prepared for this XD

Cool game, well done! I went for a trial-and-error approach on the last level :p

Move the rope into the yellow zones, and avoid the stars. This battle is a bit… unconventional ^^

Thank you! It depends strongly on my spare time, but I have plans for completing it!

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Cool, it might come from the beta status of Godot 3.4, thanks for the info. I'll review the changelog of the RC1 and reupload if there's a fix.

Did you try on the web version, or on one of the native builds? Did you try to move the dog with the arrow keys, or WASD?

Yeah apparently. Or they downloaded one of the (bug-free) native versions after they encountered the bug on the web version.

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That was supposed to be the gallows. I must have messed up on the textures for the web export. Thanks for telling me!
EDIT: just fixed it, thanks again!