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ENDevour

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A member registered Jul 03, 2023 · View creator page →

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I agree with the blurriness. I just wanted the stars to pop out a bit more but I guess that I used a bit too much bloom.

I'm glad you enjoyed!

As for the music looping: i have no idea what went wrong. The track itself is 3 minutes long but it cuts out at the 40s mark. I noticed it when I was basically exporting so I wasn't able to find out what's wrong.

As for the juice: I am still learning Godot (currently week 2) and I wasn't able to find a fast way to make screenshake and I've just been starting and finishing game jam games over the last week so it wasn't high on my list of priorities.

Because of that I was only able to spend ~ 15 hr on the game itself. I could have probably implemented iframes here so that's a good point.

I didn't make the stars but I guess that I could've removed some of them since I also noticed that it's quite a packed scene overall.

In any case, thank you for your feedback and especially - honesty. We need more ratings like this

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I feel you. I got 9 ratings and from what I gathered only 6 of them have actually played through my game. 

I don't really think that game jams are a good way to boost awareness of your game. It's difficult to get any long term attention here. If there is a jam that gives people awareness of you, then that would be GMTK Game Jam. When people rate games they don't really put a long time on them - and certainly not on the creator. You should however market it more. Put it everywhere you can - even if it may sound cheesy. On your game's itch.io page you could put a link to it. Also on your profile page. I even saw people putting their games' titles in their nicknames on discord.

Your game looks promising at a first glance. What about YouTube? Twitter? Discord?  Are you making devlogs of any kind? That could help you gain awareness. Like making a video - 2 years of making my dream game. It is cheesy but it gives people awareness that a game like this exists and THAT is important. Maybe ask some streamers to playtest your games. A single playtest like this would bring a lot more people than a game jam entry would. A game jam brings like a 100 ratings at most (I don't even know what percentage of those ratings is even real but anything above that is wishful thinking at times).

No one likes marketting but it's a crucial part of making indie titles. You said that you started game dev on the Brackeys Game Jam? That's great! Use that. Brackeys game jam is in September. Admittedly it starts after the release of your game but thats's also good. You could for example say

If you enjoyed it take a look at my dream game that just released:  Castle of Lord Velimir on Steam.

Good luck, in any case!


P.S.: I suggest you watch this video. That's where some of that  advice comes from.

Spammers are everywhere and I have no idea why is that. Basically every submission has at least one comment like

That's a masterpiece of game. But rate my game, pls!

WHY? It's a game jam. I don't care if someone likes my game or not. I want feedback to improve and there are so many people that just ignore that. instead they just have some text that they copy to tens of submission pages and then they get like ~50 ratings and my game - it has 9 ratings.  The worst thing is that 3 of them are spammers anyways so I just got 6 players-worth of feedback.  I'm not even gonna mention those 3 people, because that would just give them the fame they want.

I mean, I understand that some people just want to compete so they think that the more ratings they get the more votes they will get, but at the same time, what's the point? There isn't even any real prize from this jam. I would prefer 3 comments worth of pure feedback than 100 comments-worth of mindless commpliments

I really appreciate your feedback even if it's harsh. I agree with moat of the points. Honestly, I basically made the letters and the story in the last 8 hours of the jam, hence the rush. The ending was quite sketchy to me too but you know - time constraints.

This game was supposed to be a lot more ambitious. I planned another enemy type that explodes and a final boss that after defeating it turns into you - this was supposed to really be the main implementation of alchemy: facing yourself and fighting your negative side. That's also why some of the letters have red text.

As for the combat I planned a sword dash that increases your movement capabilities. It would have allowed you to reach places you wouldn't normally. And the enemies? Not animating them was really a big part of the problem. I just didn't have time or the resources to learn rigging for non-humanoid creatures.

Shadow-realm was originally supposed to be schizophrenia connected with trauma. The main character was able to move into this world that's dangerous because HE made the monsters with his intrusive thoughts. In the end I tried to make it so shadow-realm is the man being in the coma and the "real world" allows him to connect his thoughts.

I'm quite new to making 3D games since you need a lot more assets to do them, but you always need those first steps even if it's crawling-steps. A whole week of burnout didn't allow me to do a lot in the final days. I love when people give detailed feedback, so thank you!

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If anyone want to downvote his submission to oblivion then his name is Psyheal. I also posted this image on his entry but he deleted it.

What thing is wrong with the freezez powerup? I need details

For godness's sake

You didn't play through my game. You just commented on it. You're just posting those comments every minute without giving any actual feedback:


You're not even trying to be original. I don't even see you on the leaderboards of the games you rate. I'm not gonna play through your game if you didn't even play through mine.

Honestly, I kinda preferred it that way because you could only over on one option. This gave the game a sense of movement (you needed to active anticipate your mouse placement). Maybe your option would have worked too, but that's just my interpretation.

Thanks for your feedback

The ui is offset. Movement feels floaty - in most platformers gravity should be set higher than normal. This increases responsiveness. The explosion delay should probably be closer to 5seconds. Not sure why it was so high. I liked the destructible environment though.

You're right. I'm sorry, but I've been making a bunch of game and didn't have time to make the page for this entry. I'll try it now, though!

It is already like this. After you release the jump button your acceleration increases

I didn't think about that. Mechanically I thought that it was really simple to execute but I guess that I have experience in games like Hollow Knight or Celeste where you use wall jumps all the time.

I made the acceleration so big to avoid wall jumping infinitely high. Once again thank you for your feedback!

So why are you posting here?

Sometimes it may seem like finding a theme is impossible, but don't worry. Sometimes you need 2 seconds, sometimes 2 hours or maybe 2 days to find a theme. If you're even able to find a single idea that fits the theme that's a win in my book. 

This theme right now - Overheat - it doesn't have to be a pc overheating. Maybe it's a car engine that overheats? Maybe it's a volcano that's overheating? Maybe you just have something overly hot? Maybe it's a man going through a desert without water that's overheating? There are a lot of possiblities and no worries if it just doesn't ring that bell immediately. It happens to everyone sooner or later. I often feel like I don't have any good idea and sometimes I just find that sweet-spot. 

In either case good luck! It's a process, so don't give up. If you want it, you can do it!

I did all assets myself and also mixed all the sounds that I gave in the description. 

Honestly, I also struggled with wall jumps sometimes. I wanted to implement jump buffering to make wall jumps more responsive but didn't have time for it. It probably could've really helped though. You can at least wall jump on a single wall without any problems  if you keep bouncing of off the other one like this


I will post a patch without the particle stuttering and wall jumping issues after the voting period. 

Really appreciate your feedback, cheers!

Cause they can't take their eyes off of you

Unfortunately I ran out of time. I didn't even get enough time for a menu so you restart the game with r.

I'm glad you enjoyed it! There is no way to actually increase the health of the temple. Since it's a fast experience I wanted every attack to the temple count. Healing could easily break the flow of the game. I did however want to implement a church building that would increase the regeneration time of your god powers.

Was he the first enemy you attacked after starting the game?

I also don't like the swimming sound but it was a last minute addition. I got royalty free sfx into the game and then I realized that I have to make everything on my own, so with 5 hours left I did a bunch of rehauling, but it is what it is :) Same with the music, but it's nice to hear that you liked it. I was deddicated to adding a bunch of dialogue options (even if not all of them worked properly) so I'm especially glad you enjoyed them. Thanks for playing!

I wrote about it in the notes section. I didn't have enough time to change it ingame so I added it on the page. Sometimes it's important to read the page. 

Appreciate your feedback! I'm glad you liked the characters. I spent a lot of time on them!

I love the visuals. They gave me that Megaman feeling. It was really nice. 

The music is a bit odd... I like how it changes when changing time, but it sounded quite consonant. Maybe trying to establish a stronger sense of rhythm in some parts would help. Also adding some more tonic notes (i.e. the notes the scale is named after). You're leaving the listener hanging a lot of the time, by avoiding them. I think that those two things could make this piece even better. Doesn't mean that they will, it's just that this piece sounds overly aggresive at first.

The idea is simple but I liked how it was implemented. The time grenade was nice, but I had too many of them which made it so I didn't ever want to fight the enemies. 

The movement was a tad bit odd. I didn't like the floaty jump. It made the movement feel unresponsive.

I got stuck in the end. You get softlocked if you come to the right of the red capsule enclosed with the pair of red doors if you don't have the keycard. My game crashed after that, so unfortunately I didn't finish the experience, though it was nice.

I'm kinda curious, so I'd like to ask. Why did you choose the name "Red Empire"? The soldiers don't really resemble any redness with their appearance. Maybe it could've been incorporated by adding some red symbolisms in their clothing (show-don't-tell rule).

Good job!

I spent 3 days from the 10 days we had, working on this game. Still, it came out pretty nicely.

https://endevour97.itch.io/the-child

It took me a while to know how to move the first window. I didn't realize that pausing was a crucial mechanic here. When I did get it, it was quite fun. I like how there are different approaches to solving the levels and you don't always have to use your time powers

The sfx and music were really solid. Unfortunately the movement was difficult to work with. You accelerate to full speed in less than a milisecond. That led to my death far to many times. That's why I wasn't able to finish the game, so that's unfortunate.

Nonetheles I really liked your game!

I love the abstract nature of those scenes. They add to the weirdness. There were many cool effects like the time text changing, the mother text, the smoke. I feel like I didn't even experience half of the game with how much it had in it. 

It's great that you also had a level select. It's always a plus for a game jam game. Some of the platforms moved very slow, but that's just a nitpick.

The music gave this game a depth it deserved. Maybe if you would fleshen it out, then it could work as a steam game. This topic is really varied and you could do even more with it. The graphics really pull people's attention to this game.

It was a very pleasant experience overall! For a first Godot game, it really blew me away. Great job!

As for a few hours, it's really good. I like the time stop mechanic, but there were some details I would suggest: the ghost movement is really slow and R should be a toggle, just like Q so you hold by pressing R and drop it the same way.

The level design was a bit peculiar. You can probably cheese the whole game with one box, since you can drop it and immediately after that, jump on it. Not sure how much of it is intended. If it's not then you could just make it so there's a delay after unpausing time before you can jump. 

On the second level you have another box. However, it's not really visible. You have to jump to see it. For puzzle's sake, you could've lowered the top floor so you can immediately see the box and think: "Huh, this box is over there above! Maybe I can use my time powers to get it!". Otherwise it becomes a guessing game of sorts.

I also got stuck in the level with the indiana jones-esque boulder. I didn't get hit by it, but it pinned me against the wall with the box and I got stuck in the wall. That's a bummer.

Still, good job!

Having multiple endings is something that I considered, but I guess that there isn't all that much that you can do in 3 days. Glad that you enjoyed the experience!

The difficulty is probably something that I should've decreased a bit, but I guess that it becomes a lot easier when you het used to the rockets.

 I had a bunch of plans for this game, but after a while I remembered that it's only 3 hours. Maybe I could revisit this project later if I have time... Thanks for your feedback!

I'm not that good at regular Tetris so having to focus on two seperate games on another conveyor was really something else. Interesting idea. Maybe some music would help.

In any case, good job!

The gameplay was really fun. The way how you incorporated the theme in most of the minigames was cool. It's refreshing for your progress to be shown as a game of pulling rope instead of a simple progress bar. It was also fun seeing two AI battling each other. The difficulty was really suitable.

The graphics do the job. I don't think that there is much to say here.

Unfortunately no music. Having any music at all helps even if it's not meticulously chosen. Just having something to vibe with helps overall.

The lack of tutorial or description on the game's page made it so some games were unclear to me. Mainly, the ones with the big red arrow and 4 colored shape. 

Good job!

I really love Portal so seeing Bendys running around like this was really cool. I love the simplistic main menu. The dancing is great. As for the controls. They are really slippery and your acceleration is very low which is problematic for a movement based game like this. Also both of the Bendys didn't have their rotations disabled so they did occasionally turn a bit. The music is additionally a bit repetitive but it has its charm

Unfortunately it was really hard for me to play because the experience was really laggy (maybe around 5fps). You should take a look at optimizing your builds.

The sound effects and music was really cool. I also liked the button pressing animation (even if I didn't have a 60fps experience)

The idea has some potential. I liked it. It's hard for me to say what could've been done more in the hours, but overall, some more variation. Once I arrived at the restaurant to drop my guy off there was another one (I'm guessing that it's supposed to be someone else) He also wanted to go the restaurant. I was like, of course I'm going to drop you off, so I pressed the button for the restaurant and somehow the elevator still moved even though I was already at the right floor. That's some interesting elevator travel.

Overall, good job! It does take a while to make games in Unreal so congrats for finishing!

Really appreciate it, especially the page! It took me a while to make.

No worries. Art can really take a while even if you're trying to do it fast. I was barely able to finish the sprites for my game.

I originally didn't really like the incorporation of the theme, but after a few replays I did actually start feeling it. It's not the same experience when you try to play it slowly, so I'm glad that I tried it again and again.

The robots got stuck in walls, which was quite irritating. 

With the pixel art, it's hard to distinguish details, but at least the color scheme was nice. The mine explosion really surprised me. It's great, but you should give it more time before destroying it.

Unfortunately, no audio and music. At least adding some energetic music would go a long shot in making the player feel pressured to play more like I did on my later playthroughs.

Great job!

I love (no pun intented) your usage of the theme. It had its own personality. 

The final level was quite frustrating honestly, because you needed to act quite fast. The mobile version would be easier in the sense that you don't actually need to move your mouse. Here, playing on a pc, it practically feels like a limitation where it actually takes time to switch the attitude.

I really liked the sound effects. The lack of ambience sounds was a bit weird. Music would probably ruin the atmosphere, but instead adding some other sound (e.g. wind howling) would help improve the atmosphere.

The graphics also gave this game so style of its own. The final baloon looked odd, but I guess that there is a certain charm to it in a way. It looks nice!

Really cool game! I thoroughly enjoyed it!

Even though there were 4 levels I really liked them, especially the last one, since you needed to use everything that you learned before.

The initial vo was really long and having some text with the spoken text could also help. I understand though that the time may not have allowed for this.

Really cool puzzles. Good job!

I love how the bidirectional aspect was implemented here - you actually have to think about where you are, not only on the rail, but also on the train itself. Really cool idea. Maybe there could also be some smaller stations inbetween the main stations where you are protected from the rain. Like this you could want to completely back off into hiding.

Visuals don't really have much going on with them other than a cool font, but the music was nice.

Good job!