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Deadly-Cicada

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A member registered 10 days ago · View creator page →

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Enjoyed the art style and sillyness. I was unable to play because my laptop screen wasn't big enough to see the playing area even in full-screen mode.

Really enjoyed it and the premise had me chuckling for a while. Thank you for making such an interesting game.

I really liked the game the innovation, the art style, the puzzles.  Only feedback I have is:  the controls were challenging for my hand to do comfortably.

Way to go. This is top tier. 

I like the concept and had fun scaling up the chaos .

silly and fun haha. I had almost forgot how to play minesweepers. 

Nice vibes. I had fun listening and finding little parts to match :)

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Really fun game once you get the hang of it.  I loved the music, art, and feel of it all, just wish there was a 3 strikes rule for the duration of the game or something like it.

I like the gameplay but am not a fan of the premise. I'd have loved to just wander around the house with the satisfaction of cleaning up my own place and watching it all come together for its own sake ;)

Agree with Dogloaf. Do your best and if you're not compatible, let go ;) 

Top Notch! I really like how much content and craft are in the game. Only feedback would be that I'd like a little more spacing on the buildings in the top left corner so I can see all the cool art and pick which one a little easier.

I really enjoyed it. A lot of times the pieces wouldn't pick up when I was clicking on them. Other than that, I could've played more of it :)

A well polished and fun game. I really liked it. I'll have to get used to how to balance the sickness, healing, and cauldron stability

Fun visuals and mind melting mechanics.

One of the funnest games I've played so far. I really enjoyed everything about it. Great job!

figured out that holding the click cast further. First casts all ended up in boat. Wasn't able to catch a fish, but I appreciate that everything was made in house. good job

fun visuals, interesting idea. My screen was really small and didn't scale up and I couldn't get it so that I could brew any potions

The look is great. I kinda wish there was a sprint/run button or that the character moved faster. 

I like the game. I could beat the outer two people, but the middle character is still unbeatable at 3 plays through

The screen was a bit busy, but I enjoyed the pacing of trying to click on the right path of nodes. Cool idea!

Laughed a lot. Thank you for making this :)

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First time making a game. First time using Godot. I've read and re-read the godot docs, watched videos and asked ChatGPT to help explain it. I feel like I'm missing something super simple.

Here's where I'm stuck:

 I've got a red button that the player interacts with.  The intended function is: The player can press the button multiple times to make a different character (Scientist) explode each time the button is pressed. 

The nodes are connected via the signal red_press. With ONE instance of the scientist scene it works fine. With two or more the first scientist will explode then the signal stops sending. I'm hoping to have lots of scientists in each scene.

If I print "pressed" via the button script it will print each time the character jumps on the button and even count up.

If I print "pressed" via the scientist script (receiving the signal) it will print pressed 1 time for the scientist that explodes but not for the rest of the scientists.

I've read about signal busses but can't seem to find anything that specifically teaches me how to set one up and I've attempted to make the signal global and it works the one time then stops.


I'm seeing in the Godot docs 4.3 under Methods:

Connects this signal to the specified <span class="pre">callable</span>. Optional <span class="pre">flags</span> can be also added to configure the connection's behavior (see ConnectFlags constants). You can provide additional arguments to the connected <span class="pre">callable</span> by using Callable.bind.

A signal can only be connected once to the same Callable. If the signal is already connected, returns @GlobalScope.ERR_INVALID_PARAMETER and pushes an error message, unless the signal is connected with Object.CONNECT_REFERENCE_COUNTED. To prevent this, use is_connected first to check for existing connections.


I think this is what's causing the issue. I'm pulling my hair out trying to get my central game mechanic working. Any help is appreciated. I'll post this on a godot forum as well and hope I can figure it out in time to have a functioning game by tonight :) Thanks all

Red_Button.gd

signal red_press 
var press_count = 0
func _on_body_entered(body):
    if body is CharacterBody2D:
    red_press.emit(press_count)
    print("button press count: ", press_count)
    sprite.play("pressed")         
    sound.play()

Scientist.gd

func _on_red_button_red_pressed(press_rcv):
    press_rcv += 1
    print("red button signal received")
    check_number(press_rcv)  
func check_number(press_rcv):     
    if press_rcv == scientist_index + 1:         
        explode()         
        say_random_phrase()