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Cloudbird

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A member registered Jan 23, 2018 · View creator page →

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I'm a little confused. Does the combat ever end? Also, I had to keep hitting Enter and Space for the combat to do anything otherwise it just stalled out, and I was never clear which of those keys were doing anything. Some instructions on how to play the game on the Itch page would be appreciated in future. I'm not sure how much of the game is there versus how much of the game I can see, so I have to rate on what I can see.

I can see there was definitely more planned, for sure!

I liked this! The aesthetic is nice, and while I can see where you wanted to put more effort in places I have to say just simply getting a game into a game jam is an accomplishment of its own, speaking as someone who failed miserably to do that last year and in many jams prior.

The time limit get-things-done-as-fast-as-you-can-while-unlocking-shortcuts-for-next-time formula is one I don't think I've seen as often as I think probably exists (although the only major recentish example I can think of that I've seen outside of other jam games is the second Turnip Boy game). I like the idea but the moving pace with such a harsh time limit did get a bit frustrating, especially as I was increasingly in the belief that I had to spend as much of the loop inflated as possible.

Full disclosure, I did give up trying to finish the game after getting the left-half of the pendant, mostly because I got stuck and couldn't figure out what I was doing wrong after getting into the crystal room and not being able to interact with anything but the screen, and I couldn't figure out what to do with the hint about the observation room not being monitored. 

Also getting the same bug as reported with seeing the title screen and nothing happening beyond that.

Holy shit. I love this game.
I adore the soundtrack choices so much, real tracker module flavour. Sound design is also great. The visual style reminds me a bit of whatever aesthetic they were tapping into for Invader Zim, and I love the icons on the blocks telling you what you need to do to clear them (although I was a bit confused by the cyan face blocks). Simple concept executed with great polish. I liked the interactions between captive and captor, too. 

Sadly also getting the sky blue colour clear screen and nothing else. Using Windows 10 and a Radeon RX 6700 XT graphics card. I also get sounds when I press controller inputs from a gamepad. Trying to run the demo of Bouncing Beauties, I do in fact see visuals without issue, which makes it even weirder as to why this one won't render correctly.

I have a barely updated gallery on FurAffinity (same name there as here) but I am duty bound to warn you it is riddled with excessive dark kink nonsense, fortunately they finally implemented a tag blacklist feature though

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There IS a dialogue log button in the bottom right. Genius that I am, it's a blue button on top of a blue background. It blends in perfectly into the background. Things I'd like to change if I revisit...

I had a lot of fun with these goobers. The gameplay itself was very sort of point and click without the point and click, and it did get a tiny bit tedious checking every room for things that were different, but I don't think the game overstayed its welcome and I did enjoy the characters and their interactions. Good stuff!

Short and sweet. I found the spinning out felt like it happened pretty arbitrarily, some feedback about speed would have been nice. The execution is a bit too plain and simple for my liking, but I think the foundation is solid.

I love the concepts in play and the graphics are well made and adorable (and a nice satisfying sound for the modules bouncing on the floor too). It is, sadly, just a tech demo at the moment, like you said, but it's a neat one.

It looks like either there was a problem with your Windows export merging the PCK with the Godot exe, or the PCK wasn't uploaded to Itch. The game won't open either way.