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davidesocol

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A member registered Jul 27, 2017 · View creator page →

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Thank you for the feedback! There’s definitely a bunch of stuff I would have done differently with more time/experience, like items use and combination.

Spoilers I guess:

The ending is just kind of a cheeky way to show what the main character (and the player) discovers in the throne room, and explains how do they already know ​some stuff about the place and puzzles (and how they are able to see the mechanism of the spike traps behind a solid wall​).

Simple but fun, as others said it's a good foundation to keep working on.

About the combat, I would probably allow actions that drain stamina even if there's just a bit, of course with the stamina going (internally) in the negative so that you can't spam. This makes it so you don't have to guess if you have enough stamina to atttack or dash.

As it is, the dash is kinda useless, just sprinting for a moment moves you faster and further consuming a fraction of the stamina. It could be useful if it gives invulnerability frames (when facing actually dangerous enemies)

I've updated the game to scale with the window size, not it should be playable even on lower resolutions (it will still start as a 1080p window I think, but I can be resized down after)

It should be fixed now, let me know how it goes!

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Glad that you like it!

Yeah as a first time with Godot I didn’t really now how to deal with resolutions and stuff, so I stuck with a 1080p window (should have gone lower probably)

Interesting that you were able to skip some puzzles, did you do anything specific or just entered the room and collected the pickaxe? I’ll look into it.

Yeah the “sort of” start over is the end, there’s only a difference connected to what happens at the end, considering the time I made it like a prologue for a bigger game/story.

Thank you for the feedback!

I still have to find time to fix the crash, really sorry about it.

The only workaround I’ve found for now is to be slower with the inputs, trying not to drag when clicking on interactable stuff.

I’ll fix it as soon as I can, but I’m really glad you like it even considering the issue!

Wow. Really good use of the medium, especially the forced narrative corridors.

I have a small nitpick regarding the gameplay:
Moving by clicking around with a follow camera meant that I kept holding down left click to keep moving, but that also meant that when a dialogue came up, half the time I would dismiss it without reading it because I didn't stop holding left click in time. It should be an easy fix to cancel/ignore the input when dialogue appears.

Btw the credits really took me by surprise and the song was just perfect to complete the story and the emotional journey, it just fit so well.

Fixed it!

I'm really sorry for the inconvenience, it's my first time with Godot and I didn't notice the .pck file that was generated.

Oof that’s not good. I’ll check first thing tomorrow morning.

Apparently it's Z to confirm

Pretty cool! Maybe a bit too trial and error tho. Like, I didn't have to think about what to do, I just kept interacting with whatever I could and ended up with the solution.

Btw, there's 6 "secret" slots in the ui, but I only found one, is there more?

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Unfortunately it won't start :( 
It works now!

I explored the shipwreck and the town, but after opening the chest the Elder still won't speak to me. Am I missing something?

Ok, so first the criticism:

The premise is great, but there are essentially no decisions to make. I put the combat on auto after I got a few characters, as each of them had only one skill at the time, and I got around 30 characters so there was no reason to try to protect or heal anyone, as they were expendable and too many to keep track of.

Choosing paths wasn't really a challenge as well, shortcuts just dealt a bit of damage.

After finally reaching the first goal, I was expecting the game to reach a climax of sorts, but it was only 3 waves of enemies (30vs10 so no challenge) at that point I got bored.


Still, the experience is pretty polished considering the jam time (but please add a volume slider/mute button, the background track is super loud), and the idea is cool.

Suggestions:
I would show the player what the choice they are about to make lead to in advance, like taking an optional encounter to get a gear upgrade, or having to decide between getting a new party member, or healing the current party.

For the combat, I would bring the focus to less characters, with more skills to choose from.

I would also shorten the journey length, with more frequent challenges/boss fights.

Also, I would weight the randomness of the encounters giving it more structure (during my game I got like 10 "party join" events back to back)


After all of this, I would definitely like to see more from it in a future version!