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fernsssssss

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A member registered Feb 12, 2024 · View creator page →

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Ah hey I get it, no worries. I also dev with the volume low just. 

Good job with this game!

hey churros!

Yeah I definitely needed to indicate better when it was the players turn to repeat the song. I was hoping the timer would be enough but that is something I could fix asap.


thanks for playing! 

Love it but my jump scare for the day was on launch when the music just blasted my ears off my head XD

Haha! Apologize to his animal friends that you left as stone for all eternity!

100% agree! If Discord works for you, you can find me @_ferns_ I appreciate your willingness to help out! 

Hi there! I am a Godot dev making a rhythm game and am running into issues trying to sync up the player animations to the song beats. 

I tried your game and noticed how the platforms and spikes etc. are synced so well and was wondering if I could pick  your brain about rhythm game things sometime. If so, let me know. It would be a huge help!

Hi there! I am a Godot dev making a rhythm game and am running into issues trying to sync up the player animations to the song beats.

I tried your game and noticed how the platforms and spikes etc. are synced so well and was wondering if I could pick  your brain about rhythm game things sometime. If so, let me know. It would be a huge help! 

Hey there,

Glad you got some enjoyment from our little game. We definitely had too many systems, so next time we will keep things a bit smaller. We appreciate all your other feedback!

Thanks :D

You're the man, Dennis! 

Cool, I think the progress bar is a great idea!

SFX here are pretty good and the reload animation is very stylish. This was really fun and I enjoyed the NES look the game has going. 

Like others mentioned, the detection was a bit weird at times but besides that everything seemed to be working well. 

Great job! 

Dude, this made me laugh like an idiot. The voice over is hilarious, the lose song is hilarious, the game idea is simple and effective. All around, this is great. I was looking for a game that used the theme differently besides a blacksmith forge and this did not disappoint!

no notes man, this is just pure fun!

This was more fun than I expected, I played for a decent amount of time haha! 

I love just making a ridiculous abomination of swords. I think if you could cut down the load time and add in some more options for upgrades, maybe something like an AOE attack too, it would really fill out the game.

Is the game endless? I got up to wave 17 before calling it quits.

Such a cool game, really what a good job! 

We also have a rhythm game in our submission that I'm pretty proud of for my first attempt ever at anything like it. Your game definitely gave me some inspiration to continue working on it. 

Art, music, gameplay, all nailed! My only feedback is that the 2nd level is difficult to figure out how it works. Maybe some clearer instructions in the tutorial section would be helpful. Otherwise, A+ job guys!

Hey Regal, I'm glad you had a good time despite some of our undercooked mechanics lol! Game jams are certainly tough, especially when trying to coordinate with multiple people.

Regarding the rhythm game, I hope you were still able to have fun with it despite it being a bit hit or miss (pun intended). We tried to increase the area that each note was registered in as a hit to make things feel right but maybe it still needs some tweaking. We can take a look soon. 

It has been encouraging to receive lots of good feedback on the idea of the rhythm game and general direction of the game, so thank you for your kind words!

I'm so glad to hear you liked our game. Were you able to get the end scene without beating all 3 enemies? If so, that was unintended and something that would be a quick fix on our end. 

Thanks for your feedback!

Hi there, I'm glad you liked the limb targeting system. We really wanted to try and get a sort of VATS system from Fallout working in a turn based setting.

There isn't any health bar for the player currently, just a percentage to show specific limb health. Do you feel as though a general health bar would be something we should include if we decide to continue developing this game? Let us know what you think! 

Thanks!

Hey DDAN, thanks so much for taking the time to try and help us with this issue. We truly appreciate it. We won't be able to get the time to try your suggestions likely until tomorrow. We will let you know how it goes when we get to it. Again, thanks so much! 

Hey UnseenFaith, I'm glad you liked the enemy design and our rhythm game concept. While we wish we had more time to flesh things out, I'm very glad to hear you got some enjoyment out of it! 

Hi there, thanks for this feedback and for playing. I hope you got at least some enjoyment from playing but I'm also happy to hear that you like the idea! 

I can't argue with pretty much anything said here, you're absolutely right. I did manage to fix pretty much all the bugs mentioned and more since the jam was finished. I think I plan on going a bit further with this game after the jam voting closes tomorrow and just seeing where it takes me. It has been a great learning experience considering it is only the second game I've ever made. 

Again, I really appreciate your feedback and kind words. Thank you :)

Hi there! Thanks for the feedback :D and I'm glad you got some enjoyment out of it. 

The combat was definitely an after thought added in just to meet the rules of the game jam. I should've put more work into it but didn't, lesson learned! 

Thanks for the feedback on the FOV, I'll look into tweaking it asap. It is something I honestly didn't notice all that much until you and one other person mentioned it.

Again, I appreciate the feedback, thanks! 

lol fair enough, I guess I was just using a common way of phrasing 

Hi there, I appreciate you playing my game and the feedback here. 

I think a lot of your concerns have to deal with balancing. It is something I wish I would have done more of before submitting instead of rushing in more mechanics! I lot of work since submitting has been done on balancing and I have removed combat all together, at least for the time being. I think the way you played was in fact, the most efficient way. I hope it was fun regardless. Oh, and like a bunch of the other comments have mentioned, I removed the pressing enter in combat lol! 

Thanks again for the feedback, it is greatly appreciated!

hey there, I appreciate your comments and feedback! 

This game didn’t actually start out as a survival game, it just sort of went there on its own during the jam! I agree that I definitely over scoped. I spent the last couple days rushing in mechanics rather than refining what I had which was a bad idea. This was my first game jam though so now I know better! 

Anyway, thanks again for playing and your feedback. I truly appreciate it!

Hey there, thank you for playing my game and for the feedback. Especially the video! I haven’t been able to watch anyone play it yet, so it was very insightful.

I agree, everything here needs polish and major balancing work. I regret not working on that last minute. Instead I tried to make a camping system in the rock cave and things that weren’t yet necessary. 

the combo recipes, while poorly balanced, are working as they were intended by having fruit give 5, fruit combos and fish giving 10, and the triple combos giving 15 percent hunger back. But yeah, really poorly balanced due to rushing.

the RNG rate for combat encounters is also awful. In your video you were getting way too many encounters, I apologize for that poor design and have already tweaked it quite a bit.

All this to say, your feedback was extremely welcomed and I am so grateful for the video to see how people besides myself approached it. 

This game was cool, I like the idea of being taken over by these personas at each level. I didn't see much difference when switching between these roles though, so if they were more fleshed out I think the idea could be really fun. 

Like others have said, the vending machine and ice machine idea was pretty clever too. I also didn't mind the reading like another commenter here had mentioned. I felt like it was fine tbh but that might just be a personal opinion. 

Fun game, I'd love to see what more comes from it!

I agree! Thanks for replying!

Hm, I wonder if you're right and dying caused an issue there. Thanks for getting back to me so quickly. I'll look into it soon and see what's causing the problem! 

Hey, thanks so much for your feedback!

The spamming fishing bug is already taken care of haha! I can't believe that bug slipped by me XD

Can you go further into detail regarding the building? Did all 3 ship part icons appear on the right side of the screen before you went over to the anvil? I just tested it out now and it is working ok, but maybe something got messed up in the build. 

Thanks for pointing out the issue around dying, I did just fix this issue as well! I plan on reuploading the game with all the bug fixes after the voting period closes. And I totally plan on expanding the cooking and building mechanic to be the core focus of the game. I also fixed camping and issues around respawning at the start of the world if you go into a menu. Lots of things to come on the next update!

Thanks again for the kind words and the feedback. I greatly appreciate it!

(1 edit)

You escaped! Yay! 

Yes, the balancing around the RNG for drops and battles when cutting trees and fishing needs a major rebalancing. As do lots of things in the game. I focused mostly on adding in mechanics rather than balancing, for better or worse lol.

I do plan on having some drops from battles if I decide to keep battles in at all. I'm working on implementing an inventory and storage system so, drops from battle can include things like ingredients for more recipes, possibly even materials for clothing and weapons to improve damage absorption and damage dealt.  What do you think?

Thanks a ton for your time and feedback! 

Thank you so much for playing and for the kind words! 

The combat was already removed completely actually lol. I am either considering a new direction for combat all together or having the game have no combat and be more navigation focused by building up the world. The stardew valley type dungeon is actually a really interesting idea I hadn't thought of yet! Thanks for sharing!

Anyway, I appreciate your feedback and time!

NikaKh, thank you so much for wishing me good luck. Since this whole game was an on-the-fly idea, it has been rapidly evolving! I really like your idea of color coding. I think a mix of shapes and colors could really be the ticket to communicating what I need to to the player. It's certainly a good though!

Crab meat and the like are things I hadn't thought of either. My brain went to iguanas and birds for some reason? Haha!

I appreciate your comment! I'll give your submission a try this weekend :D

Hi NikaKh! 

Thanks for your feedback on the game. I am actually working on the issue of being brought back to the ship today. It is very frustrating to have to start back at the ship every time, I agree! I also have put in a buffer to no longer allow fishing to be spammed. Overall, the game needs a tremendous amount of work on balancing, so thank you for bringing those issues up.

cooking any fruit + fruit should be increasing hunger by 10% while cooking them on their own will only restore 5%. Cooking anything with fish should restore 15%. It seems to be working when I run the game but it could be an issue I am unaware of. I'll look into it! Again, this mechanic needs balancing and I plan to add more options for combinations and explicit texts explaining all of this in game. Let me know what you think I should add in!

Lastly, combat came out more rough than I had hoped overall. I've actually removed the combat and random encounters all together to focus more on the survival aspect of this game. I envision a much larger world that focuses on survival and navigation more than anything. Camping has already been fixed in preparation for making longer journeys once the world size increases.  I want the game to focus,eventually, on the fog aspect of the island and what is causing it. 

Anyway, thanks again for the feedback and for playing! I appreciate it!

Agreed, feedback from other devs is like gold. That is why I truly appreciate the time you took to play it. 

I'm glad the anvil worked! I just need to communicate that better to the player next time. 

Yeah, I actually hopped on this jam last minute because I got a week off from work and my wife went on vacation so I was home alone for a week and wanted to use it for a jam. This one was just right on time. 

Thanks for the compliment, as someone who has only played a small handful of crawlers, I was nervous I would totally miss the mark. The genre has a table top/old school feel to me that is the most charming in my opinion. 

Lastly, I see what you mean about the tile size now. I'll certainly look into it after some of my larger changes.

Anyway, thanks again! I'm planning on trying our your submission sometime this week! 

Hi SunSailor, 

Thanks for your feedback, I appreciate it! 

I'll definitely work on the controls as others have pointed out and plan on actually scrapping the combat all together as of now. Maybe replacing it with some basic simple RTC if needed. 

Thank you for pointing out the issues regarding contrast and readability. I'll look into messing with some lighting and color palettes. I just used the assets as is. 

Again, thanks for your time, for playing, and for your feedback. Btw, I played your submission and very much enjoyed the atmosphere!

Hey wolfheat! Thanks for your comments! They are really constructive and so I greatly appreciate it. I am sorry to hear you weren't able to complete the game. I was aware of some of these issue but just due to time couldn't get to them. I plan on fixing them soon though and I hope you come back after that to try it out again. 

The inventory being kept after death is actually something I wasn't aware of, so thank you so much for making that known to me. 

I agree, the controls need work. They took a bit of a back seat to other things that, in retrospect, weren't as important.

The store was an eleventh hour idea that I should've scrapped for this prototype. It doesn't actually work yet, I just left it in to convey the idea that there will be one in the future. I should've indicated that somehow.

Yes! The UI is actually something I am planning on getting to asap. My wife mentioned early on that the Ba, Pi, Co, and Fi were hard to interpret. It is among 1 of the many issues I have with my UI. 

The cooking does in fact need balancing. The fish are the only thing that give 10% health while all fruit give 5%. I thought that cooking fruit together gave 10% and and fruit + fish combo gave 15% but I might have over looked that so I'll give it another look. Either way, there needs to be a lot of balancing work done. 

Now the combat, I actually don't want my final product to have any combat at all. It was only added for the game jam rules! It seems like the cooking and combat system just need balancing overall, and I appreciate you pointing that out. My final product is going to ditch combat all together and make a much larger world where the focus is on navigation and survival.

I wasn't aware of the fishing spam thing, I'll fix that too. Again, I'm so glad you pointed that out. 

After completing the 3 ship parts, did you try clicking on the anvil in the ship? That should end the game for you, but maybe it is also bugged. Being unable to remake the parts in the work menu does not convey that at all though, so it is no fault of your own. It was my poor design there.

The spirit does nothing currently, again due to time constraints. If you hit him enough, he send you back to the menu screen after a short text box. That's about it for now unfortunately. I don't know if I plan on keeping him or the underground section at all in the main game. I might even remove the ruins. Thanks for mentioning it, if you have any suggestions here, I'm all ears!

Lastly, the view. I'm not sure how I feel about the tile size. This is my first dungeon crawler and I've never really played many so I don't have a ton of opinion here. Either way, thanks for mentioning it. 

Overall, thanks again for your time and for playing. This was a great comment!

I think this game does a good job with atmosphere and the story is there. I can see where this is going, I think, and it is cool! I don't know if I would call this cosmic horror, probably just horror, but I had a fun time with it.

Super solid entry. My only complaint is the movement speed being real slow, but that is personal preference. The music was good, the visuals were good. Combat pacing was fun and I had a good time upgrading my elf and beating up zombiana jones and fester stallone! Nice job!

This was a cool submission. I think the fleshy walls and tentacles did a good job of conveying cosmic horror. I would have prioritized adding sound effects to better establish direction (like the opening secret walls and corridors could have a directional sound effect to help with navigation) over dialogue. Overall, cool project!

I'm on it. Sorry about that!