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Dragon1Freak

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A member registered Jan 30, 2014 · View creator page →

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Thank you! Yeah lots of backwards kiting, I tried to break it up a bit with the guys that shoot the diagonal shots, but still just a lot of running lol. I do plan on taking what I did here and expanding on it this year, so I'll make sure to keep that in mind! Thanks again!

Sweet, posted in the live submissions channel and tagged you, same username as here, thanks!

how do we submit with the link now that the submissions are "closed" on itch?

interesting, I'll have to look into how to adjust that, I've got no way of testing the index controllers so I just assumed itd work out of the box.  thanks for playing!

I'm glad to see some fishing games getting submitted!  Honestly it was really nice that the rod would freeze in place when letting it go, meant you could cast and then just vibe until you needed to reel in lol.  Nice job!

Awesome job!  The haptics not being there on the web version really does make it harder lol, other than that the only comment I have is that the overall brightness of the table area could be tuned down a bit, but thats really the only critique I think I have, well done!

Thank you!  I'm gonna clean up the jam version a bit, theres a couple bugs and some stuff like saving I want to implement, but the current plan is to take a step back and get a design document going for a fuller version.  I really enjoyed the concept so I want to take it further.  

honestly i really enjoyed the concept, something built on the whole build the level in a small space and use it to solve a larger puzzle would be neat.  nice job!

Simple and fun, nice work!  

On the FunctionPickup node on the controllers there should be a range and grab distance variable to adjust

Once you have access to the controller, you can use the `button_pressed` signal and parse the actions in a similar fashion to the Godot input system, ie (if pressed_button == "trigger_click"), getting the controller was the tricky part at first.  I'm not sure of all the ways to get the controllers, but theres a nice helper called like `XRHelpers.get_xr_controller(<controller_descendant>)`, so I just created my own action node, made it a child of the controller, and did `@onready var _controller := XRHelpers.get_xr_controller(self)` and then connected the signal in on ready and handled it like normal.

I'll try it out after work!

no worries, its a super common VR pitfall.  if you dont want to do snap zones, or dont want it to snap back all the time, you could reset its position to default either through a timer that starts on drop or when it enters an area3d or something, i did something similar for the tools and flowers for my entry.  great job though, it was fun!

I'm definitely going to clean up the jam version a bit, and add stuff I wanted to like at least saving your current inventory state, but I've really like this project so I'm planning on expanding on it for sure, gonna start over to support VR and flat though, but that shouldnt be a big deal.  I'll try to remember to reach out to you when I get to that point!

great job!  very simple and easy to play, only issue i had was losing the sponge to the void lol

Nice!  Only comment is that not having any sort of motion controls outside of walking IRL makes it difficult to get the positioning right, even just being able to turn would be helpful.  Very relaxing game

Nice job!  Only critique is that strafe isnt enabled for the direct movement, but thats just me being nitpicky

yeah 100% agree, the initial intention was that youd have more to do day to day, including some flowers to start you off, but as i simplified things and was testing yesterday I realized how quick each day could actually be.  something like a button on the controller being held down would probably be better.  thanks for playing!

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No worries!  While I somehow was able to keep all the systems I wanted, I ended up having to cut stuff like in game tutorials that would probably have been more important 😅  thanks for playing!

Watching your video was actually super insightful, so I really appreciate you recording your playthrough!  Confirmed some stuff I figured needed to be explained better and pointed out some other issues I overlooked as well

Yeah i think its an issue with the 2d in 3d viewport thing, i set mine on ready so it updates correctly and that might be why?  not sure

This is amazing news lmao, really thought I was losing it when I noticed it was only 6 days when it started

Nice job!  Being able to change the mouse sensitivity would be nice, unless I just missed that in the settings, but otherwise it was good!

Awesome job!  I'll give it a try once its out!

Well I can definitely recommend Godot, I started gamedev back on GameMaker 7 way back and Godot has been my favorite for a while now, great for 2D and 3D is getting better every update. Either way good luck with the post jam polish!

Nice job!  My only real critiques are mostly a lack polish, but thats expected in a jam like this when running solo.  I'd suggest dropping the pixel font for the text, especially since youre using high res portraits, readability/accessibility is more important than strict style, but if you can pull off both even better.  I'm not sure how you handled the buttons, either using Godots built in nodes or making your own, but Godots theme might seem a little overwhelming but is honestly pretty simple, so you should be able to get clicking on them looking good pretty easily.  This is all pretty subjective, in the end design choices like this come down to you, put some more effort into this and you could have something really neat.  Good entry!

Nice concept, my only real comment is on the controls, it was really difficult to actually get the slide to work for me, and jumping when next to a platform was trying to wall jump, so I'd just get stuck.  Honestly for something made in 48 hours thats not a huge deal, I'd like to see this polished up post jam!  Good entry!

Nice job!  Not sure what the hiding is supposed to do, I couldnt seem to get it to work, but everything else worked fine.  Only thing I have to say is real nitpicky, for your UI elements in Godot,  specifically the buttons, you can set an empty StyleBox under the Theme or under Theme Overrides > Styles you can set a style for pressed/focused so you dont have that box outline when selecting a button.  Thats basically all I've got, and its more a tip than anything lol, good entry!

Nice job!  Simple and clean, I liked it.  My only comments would be on the bombs having colliders that youve already seen, on one hand I get that a player taking random damage from a bomb they didnt see is bad, but I was also blocked in a few times by random spawning bombs.  Maybe have them spawn a set distance away to help mitigate that?  The icy movement style isnt my fave but thats all subjective, and honestly I think it works fine with this.  Overall I dont really have any feedback you havent already heard, good entry.

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I'll be honest, I'm not sure I see the role reversal here.  You are playing as a a zombie instead of a human, but mechanically the game is the same.  But, this is one of the few entries I actually played to completion.  Honestly if you polish this up a bit youd have another fun survivors-like, even if you went back to human vs zombies.  Only issues I noticed was that the sound effects slider doesnt seem to work, all my attacks were still at full volume when it as muted, and when dashing your character still tries to go to the last clicked point, so youll usually turn around after dashing.  Otherwise this was great, keep it up.  

Oh and just a suggestion for future jams, I'm sure you've noticed that having a web build makes it way easier to get plays/reviews, but if you cant do that its better to add the game as a zip file instead of a RAR, until windows 11 is more widely used you can assume most people wont go through the trouble of extracting it with third party software, I honestly wouldnt be surprised if thats why your ratings are low, cause this game was solid.  English not being the main language might be another one, but I had no issues.  I'm not sure if you rated and commented a bunch either, or if you posted a lot in the review my game channel.  

You know idk how I forgot about the shooting aspect, that makes much more sense. Yeah getting keybinds right can be a pain, especially with such little time. My experience wasn't really hindered at all, just had to get used to it, so honestly it's probably an issue with me lol

Nice job!  The controls felt a little weird, mostly with the layout.  I kept hitting shift to dash but swapped instead, and then forgot that the mouse button did anything pretty quick.  You could try consolidating them to the keyboard more instead, but that could also just be a me issue.  Otherwise youve got some fun mechanics and good puzzles, you could polish it up post jam and have a nice little puzzle game!

The art is great and I love the interpretation of the theme, but the overall loop is too quick so its hard to really understand what was happening.  In the second phase, I'd lose before I was able to read the tooltips and really know what was happening.  If you could slow it down and polish that loop this could be really cool.  Overall it was a solid entry though, good job

Nice job!  Honestly was a little confused on what the role reversal was until the end lol.  Neat interpretation of the theme, and I like the whole dying raises the health thing since that makes the second phase harder.  Controls for the first phase felt a little floaty, but thats pretty subjective so mostly just my opinion.

Ooooooh ok, yeah this might just be me being stupid lol. I thought if I won with three in a row it was an instant loss, but I'm not sure why I thought that. Ignore all of that the game was good good job 😂

So in the picture in the just comment it says I cheated, which means I won that round for real right?  I didn't get three in a row that round, but I had on the previous round, but the previous round counted as a win instead of being told I cheated. I'm pretty sure it's something to do with how fast it checks stuff at the end, seems like it's carrying over the loss from the previous round

Nice job!  Cute idea, nice execution.  Dont really have any critiques, if you expanded on this post jam I could see other blocks to place and environmental obstacles for you and the scientist to change up the puzzle dynamics.  

Nice job!  Everything is pretty polished, only comment would be that the target for the eye blocks seems to be above the player so hiding lower than them usually means you dont get hit, but that also might be intentional.  

Not a bad concept though the execution might be a little too simple.  The enemy variations was a nice feature though, only issue I found was that the enemies touching the sides of the platform counts as a game over, which doesnt make a lot of sense if we just want them off the platform, but thats mostly my opinion.  Great job though!

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Nice concept, the only issue I found was that sometimes it seems to miss you "cheating" then carry it over to the next round.  Other than that great job!

Edit: That game worked fine, I just need to not review games first thing in the morning lol, great job!

Loved it, really dont have any feedback outside of more tutorials and whatnot, great job!

I totally get that, keeping the scope in check for the time limit can be rough, better to get something finished than go wild and miss the deadline lol