On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

ditiem.games

68
Posts
5
Followers
8
Following
A member registered Jul 20, 2023 · View creator page →

Creator of

Recent community posts

I liked the idea the balls can go on the gray part and you cannot kill them. I think they could could have paths inside that will force you to go around. But then the square become double it is much harder to find the route, so I dont know if it would be too frustrating. Overall it is a fantastic game! Congrats

Definitively! Thanks a lot for the feedback. The idea of the game is much more complex that what I tried here. I hope I will get the time to make the full game.

Next jam I will try something much simpler :D

Very interesting concept! I feel keys 1, 2, 3 to change between characters would be better as enter is a bit unexpected and sometimes you hit it too fast. A jam is a jam, but for a real game I would feel that you need some strategy component. There is no time / need to change between them now. 

Graphics and animations are all great. Good job!

I am not sure if you can navigate or you just stand there and kill them all. After some time no more aliens game :).

Interesting concept. Hard to level the gameplay, but with this or any other theme, it may came out some nice commercial game :D

By capsule I mean the image of the chicken :).

Do not worry about your blender skills, keep practicing and things will magically improve. You did great by delivering something. That itself is a great achievement!

A very casual game. Some people may use it to decide who will pay dinner this time :D

Did you also draw the main capsule by yourself?

You gave me an idea for one of the puzzles for the current game I am developing (Dungeon of Astaroth). I think I will call it "dont be a chicken" in your honor

A very casual game. Some people may use it to decide who will pay dinner this time :D

Did you also draw the main capsule by yourself?

You gave me an idea for one of the puzzles for the current game I am developing (Dungeon of Astaroth). I think I will call it "dont be a chicken" in your honor

Interesting idea. Probably having an isometric view and avoid the camera to go out of bounds will helps lots. I felt lost about where to go, but I guess exploring is part of the game, but then, slopes (or any other thing you come out with) could be use to increase speed and give you some advantages to run faster and take less time.

I felt the same with the controls, but did not come out with anything better. I forgot the main keys: 1, 2, 3, to put full power in engines, lasers and shields. So basically the game is cursors, space and 1, 2, 3. Under a heavy attack you may use "s" (as in shields) to toggle the shields.

Thank you a lot for playing!

Agree! 

I never thought of UI scaling. I will think how to make UI less prominent.

Thank you so much for playing it! I completely forgot to mention about the keys 1, 2, 3 to divert the power to engine, lasers and shields. There are on the screen but I notice they are not perceived as keys. I should had put it in the messages that appear too. Too much rush!

If you dont turn at the beginning you reach an area (yes, the yellow point in the minimap) that has pieces to enchance the ship. There are lots of bugs that I will fix after jam.

I like your suggestion of putting and indicator on the main screen rather than the minimap. It will be done!

Thank you for giving it a try! I found some people do not see the play button. If it was your case I am sorry for that. Did not have time to work on the visuals. I did wanted to put controls and letters on the screen as you suggest, but again, no time.

Than you for playing. Those puzzles are to introduce mechanics, so I agree, very easy. 

I am working in a more elaborated demo now which I hope in about month you would be able to play it.

Thank you! May I ask, how do you feel the music?

Nice puzzles!! The main character moves a bit too fast for me.

Nice Job! Creative mechanics and nice presentation. Cannot ask for more

Reminds me to The Secret of Monkey Island. I am curious whether something commercial could come out of this, it looks interesting.

Good job guys!

Thank you for playing!

Agree with you, the teleport effect is not clear (just not time to do everything), there should be sounds and animations giving some hints.

Lovely! Sokoban puzzles with light. Great prototype, interesting mechanics. Push it a bit, I think it can become a great game.

It reminds me to Lapse: A Forgotten Future

But I was not able to understand what the game (lets say the mechanics) was about :(

Levels could be improved, so much space to move around for no reason. Initially I thought allies were enemies. Also I dont know which property has each one, so no idea how to use them. Concept can be interesting, but need to polish mechanics.

Congratulations for the submission!

I feel this game is for multiplayer, as when the beam happens you dont have time to move them all away. I cannot distinguish the animals by the name, but I can by the color. Overall it is an interesting idea.

I do not get what the game is about :(. I was thinking you will be the bait and the projectiles should hit the enemies, but I think that was not the point.

As enemies dont move, the easiest thing is not to move. 

I tried this mechanic before. The main problem is that the light should bounce the walls, otherwise you are close to a wall and cannot orientate yourself. It should also follow the mouse, because moving to flash again disorientate you. 

I think the "corners" to pass or move to another area are way to tight, making it hard to keep moving.

Interacting to pick up the key is a bit awkward, I was expecting taking it while I pass on the top of it. Probably you wanted to the player to be aware that the key was there? maybe a "shiny" effect when you flash it would help too

You could use the idea to look for ghosts :)

(1 edit)

I like the mechanics! Interesting puzzles. Great job! I found the shooting a bit hard, I was expecting to shoot in the mouse direction

I feel the player is a bit slow and you have to get really close to collect the hearts. Overall it is an interesting concept!

Very creative! I like it! it was a bit hard to distinguish the elements, a tooltip would have help.

Nice music and art.

Congratulations!

There is some good job there. Music, postprocessing, generating the dungeon... good job!!!

The idea of using the mouse and first click is hard to control when you have a mouse pad. Maybe if it automatically "defense" while you walk will be better :)

Interesting, weapons do not harm, walls do :D

Drawing the assets by yourself and making the game has a lot of merit!!! so congratulations. I like the style, it makes me feel relaxed.

I also thought about the mechanic of turning "enemies" into something hi hi hi

I think if you work out on the story telling / mechanics you may get something interesting. Feel free to contact for brainstorming!

Thank you so much! I am really glad you liked it. I did not have time to do the 3rd level, and there were more mechanics I got in mind, but no time to implement them either. 

I hope next time I see you game!

We can join if you are still available :)

Well, technically speaking, no. For instance,  putting a game in Google Play it will take you easily one day. You have to make graphics, descriptions, fill-in forms, compile like this or like that. Then just wait and it appears on the store. Same for Apple Store. There are also collateral things, like you need to have some website where you have to put the privacy policy and terms of service so you can have a link from the stores to those pages. But once the things are published, is when the marketing enters in action. And that itself is a whole new beast.

Lovely you noticed the details :) I could not resist to put the propeller from Flappy plane. There is some kind of bug when godot export the game to HTML and the speed bar does not show (it works in the windows executable). Every time you press right you increase the speed (constant press only changes speed to 1). If you press left, it decreases, and there is where you get the reverse gear. In the windows executable the bar will be blue for "forward" and yellow for reverse.

I will do a commercial version of the game in a near future, if you want to be a beta tester and give some feedback I would love to share a copy with you. Just let me know!

I feel the player is a bit slow. Maybe running would be a nice feature. Overall it feels robuts, so good job!

Thank you! now I understood!. I played again. I do not play these kind of games so I am really bad at it. I did not understand how the different friends will help you. But I like the idea that you will need them to pass the levels. I hardly scored 100 points :)))

Glad you understand. I completely disagree with you in the "terrible" thing. There are many more words that means much worse than terrible. In my dictionary are: atrocious, horrendous, abominable, disgusting, a piece of sh*t, useless... the list keeps going on.

Now, focusing on being productive. I believe you used some body physics 3d / 2d. Although that seems the natural way to go, in most of the cases it is not, specially in platform games where you want to control dash and so on. For something simple like the one you were doing I think something like this could work nicely:

https://kidscancode.org/godot_recipes/3.x/2d/platform_character/index.html

(this guy also have really nice videos about controllers for other things in the game, you should have a look in his youtube channel).

I feel you are more artist than programmer, but you manage to finish the game, so that is a great achievement. Keep working hard and you will succeed.

I cannot understand what the game is about. I found after several tries that the rabbit can drag the pig. Beyond that I still do not understand what the game is about.