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Cparadis777

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A member registered Oct 17, 2022 · View creator page →

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Recent community posts

Wow, what a fantastic review! The most interesting thing to me is seeing the game called a Visual Novel, as that wasn't the initial intention! 

We ( I think I can speak for my fellow teammates) are extremely proud of the result! We were slightly disappointed in some more details we couldn't get in to the game. We actually have a weather changes with Thunder and hail in the game but they are not linked to events, so it never actually changes. Variety in daily events and in event vignettes was something we would've liked to increase too!

Most of the credit goes to the art side of the team: Writing, graphics and sounds do most of the heavy lifting!

I'm glad you enjoyed it!

Thank you, we're glad you like the game! 

Balancing and resource strain is the main point I'd like to rework for a definitive version. At the genesis of the idea ( a few months ago, actually), the main point was to force the player to make really tough decisions for resources. In the end, we prefered to have players be able to experience the story first and foremost!

Fish maxxing and saving the cat. Eating the cat is the worst lost condition

Thank you for playing! We're happy you liked it! 

Return of the Obra Dinn was a big inspiration, both for some of the ideas as well as visually. 

The idea of making a "Definitive edition" with some more balancing, a longer story and some bug fixes is definitely on my mind.

Praise to the Outsider!

Thank you for your feedback! We were rushing to get a complete story out, so balancing got de prioritized until the last few minutes (litterally). I wish it was harder too, it would make reaching the climax of the story more  impactful!

As for the graphics, I only know it's shader magic, maybe our in house graphic wizard can answer you!

Thank you! We're glad you liked our game!

We're happy you had fun! Shout out to SirSunstone and Cyanone for their writing and art!

We're really happy you liked the game! Thanks for including it in your stream, it's awesome to get "real-time" feedback!

Thank you! We're really happy to have been able to deliver an immersive experience using a really restricted amount of gameplay element! In the early days of the jam, we were joking that there was basically no gameplay per se, and that the graphics were there so it's doesn't look like a word document! Most of the credit goes to the writing, graphics and sound people, they always make the magic happen!

We're so glad you enjoyed our game! We aimed at making the player as immersed as possible so that they could feel like they were the keeper, not playing as the keeper. It was the first time trying out such a narrative heavy game for most of us and we got slightly caught off guard by the amount of work that is!  I personally feel like this game is something that could be expanded upon into a full game!

In this case, I hope the bad ending was bleak enough for you! We all had fun writing it!

Thank you! We're glad you liked our game! 

During development, we had to choose between getting a more fleshed out narrative or going harder on the resource management aspect. We chose the former as we felt lime the narrative potential was better than strategic aspect of it. More experience, slightly less game!

Thank you! We're glad you liked our game! There is indeed multiple paths, with 7 endings!

Thank you! We're really happy you liked the game! And you managed to get the bad ending organically? During playtesting, we found it hard to trigger! Let us know if you're able to get all 7 (!) endings!

Thank you! We're glad you liked the game! 

Survival is winning and as whether your ending was good, we'll let you decide ;)

The shovel allows you to refund partially bloodened crops!

I'm glad you enjoyed! I found myself coding while having a debug build running because the mood was really chill!

We did realize that we were pushing the HTML export to it's limit. I'm glad you liked the little you managed to play!

Thank you so much! Our artists knocked it out of the park! 9 days did feel short with the ambition of the game, and we did slash a lot from the game.

Yeah, sadly we couldn't remove some last minute bugs in the game and we had a lot of issues with the HTML export. I'm glad you still liked the gameplay!

Thank you! That's basically how I pitched the game to the team: "Potion craft, but metals instead!" We had to make the tough call to scrap an in game tutorial in favour of a detailed game page and an in-game encyclopedia. I'm glad you liked it!

No aiming, different spells attack in different ways, but they all auto-attack!

For the low health sound change, it's as easy as having an audio bus with a low pass filter that you activate when the health is low enough. It removes the high frequencies from the sounds and gives you that classic "i'm low health" effect! Thanks for your good comment, we appreciate it a lot!

Thank you! It was my first time working with audio in Godot, and I was surprised with how much you can do in engine!

Yeah, we went for something not super innovative as I did most of the gameplay coding, and it was my first game. Thanks for the feedback!

Thank you! I'm still surprised on how much polish we managed to get in, mostly on the graphics and animation side!

Thank you! Yeah, we ran out of time to balance the late game. we actually had the opposite problem until late into the jam, where the player could wipe the whole field with 1 or 2 fireballs!

Pretty good for a first game jam! My team and I did a similar concept ( we even have a big pentagram in the middle of the playfield!) so good job on getting over some of the hurdles that come with the type of game! My advice would be to increase the size of your tileset, the small bricks are a bit eye-straining.