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Elaneus

22
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A member registered Mar 16, 2022 · View creator page →

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Thanks for the report! It seems to be a problem with Godot 4 and macOS. I can upload a mac build after the voting period.

From https://docs.godotengine.org/en/4.3/tutorials/export/exporting_for_web.html:
"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0."

We ended up not using SharedArrayBuffer since performance difference didn't seem large and it would have required a new pop up on itch.io. But it seems the WebGL build is still broken for macOS

Thank you! :)

Great game! Went through multiple rounds, quite addicting! Managed 2:00 on my best run :D

Only slight complain is that I didn't quite understand how much health I had left while playing. Was often eaten alive while trying to fit my ship into a matching position

Enjoyed the relaxing atmosphere and was immediately going for a second playthrough after running out of wood on my first one. Second one went very smooth :) 

The drag & drop get's a bit tiresome after long playing, hotkey + click could be one option

Nice idea! Would love to be able to zoom out to get a better overview

Caught my eye for the art style and retro theme. I got some traffic going! 

As already mentioned a bit more visuals to show failing hardware (e.g. blinking) would be nice. Also had a bit of trouble to find where to stand to get that laptop out and fix stuff.

Liked the art style! Bit bigger foundation and weirder building shapes would add some more challenge/other options than just stacking buildings on top of each other

Loved the story and illustrations!

Loved the story and illustrations!

I had fun :D Would have loved to have some upgrades for the turrets

Was fun! A bit challenging alone, but found a second player and we cleaned a good deal of the ocean :D

Fun little factory game, managed to write a couple letters!

Feels a bit like getting over it :D 

Took me a long time to get over these two L shapes. Fell off a bit after that and didn't want to do it all again. Was fun to figure out the controls and improve my jump precision.

Yeah, the timing is not ideal. The game ends when the thief exits the map (I mean he needs to escape unseen!). I was planning to add some feature that you would need to linger for a while at a waypoint to collect them to balance out the time the thief took to escape and the time you need to get the waypoints better but didn't get to it.

Made me laugh!

This actually kept me the longest from the jam's games I played so far. I liked the strategy setting, although I didn't really notice that it was my own last cards & moves - guess that's hard to notice. But it worked out well for balancing as I felt like it got harder :D I played 3 rounds. 

Is it actually doing exactly the same moves and cards I played the last round? If so, what do you do if the next round continues longer than the previous one?

Wow nice! This feels like a really complete game with tutorial, music and everything. I liked the idea, though at first was a bit too hesitant with calling enemies and run out of fuel very early. But there is a learning curve to it which is great :)

Nice one! I would have loved to see the final mood & have a replay button. First time I was very unlucky with the cards, got swings all the time but only had cards that were red for those. Second game the little knight was way more happy :-)

I like that the game has multiple stages, but the grind was too much for me for the second part, nice that there is a video :D

Agree that score would really add to the experience!

I like the idea, also got until the soft lock on stage 2. Somehow the speed of the bullet feels too slow, but then pressing up makes it go way too fast. Also, would be nice if there were some consequences of hitting the player character.

This made me laugh! Nice idea and implementation!