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Fossinating

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A member registered Feb 25, 2022 · View creator page →

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Thanks for the feedback! I have an update I'll be releasing Sunday that fixes the spawn rates of the trending clothing which should hopefully make things easier so people can get to later levels. Also for the timer, I believe there should be a timer display on the left-hand side, but I definitely meant to style it differently and I'm planning on hopefully adding sound effects to indicate how much time is remaining which should also help communicate the time crunch  more clearly to the player.

Thank you for the feedback! Regarding the difficulty, I looked at the code again after we played the game in the workshop last week and it turns out I completely wrote the randomness wrong and on average the less popular trend will be at like 20-30%, which is definitely not intended behavior oops! I made an update that I'll be releasing Sunday before the awards ceremony that brings trending clothing spawn rates up to 60-70%, more along what I originally intended so hopefully people can actually progress then!

I really love the way your projectile grows as you shoot it, its a great case of how a small effect can make the game feel much more satisfying and clean as you play. i also love the stars in the background, they're very pretty!

As always, the art is absolutely beautiful! I absolutely love the lighting effects you have its so pretty and really helps with making it feel like the player is actually part of the game's world. I will say the windows build didn't work for me(it was saying it was missing the .pck file) and it didn't seem to let me jump, but other than that I loved the game. I think the meter on the player's ability to attack is really fun and makes it so I had to be intentional with my attacks, and not just spamming attack which is really common with this type of game.

gaming

I absolutely love the art style with this game! I think the fighting mechanics are easy to get started with but have a lot of room to develop techniques and combos which is great! Overall very juicy game!

I love the sound effects! I think you did a great job of building an atmosphere, the way that the enemy sounds help to indicate to the player that they need to be ready to run is great! I noticed you can kinda cheese the enemies by standing in the grass since their pathfinding has issues moving through it(it tries to climb it), but I think that was the only bug I found and honestly it's a great game!

Very interesting concept! I know games in renpy can be difficult so props to you for being able to make it work!

I absolutely love the visual effects in the game, the screen shader is absolutely perfect for the game! This might be a skill issue but I felt the attacks got the player stuck in an animation for a bit too long, but maybe that's just a sign that I need to be more intentional about when I attack. Also a few of the corners have wonky collisions and I was able to get outside of the world twice but I was always able to come back so it isn't that big of a deal. The animations for enemy spawning was really cool too, and the tutorial phase was great, requiring the player to learn how to play the game in order to physically move forward. Only advice I would give there is I didn't notice at first that there was a second wave of enemies in the tutorial, so maybe if you could find a way to make that more obvious that would make it easier on the player. Overall a really cool game with great mechanics and I think it was totally worth all the time you spent on supposedly out-of-scope side projects.

I love the mechanic of bringing around the "out of order" signs! I will say I think the mouse sensitivity was a bit too high, maybe adding a slider for that would be a good idea for the future. Additionally I noticed that the music was muted until I moved the audio slider, but that might have just been an issue with my computer.

Really good looking environments, although in the second environment there seem to be places that when the player moves into it all the light goes away, which I'm not sure if that was intentional

I love the art style here, the player character especially is very cute! I'm not sure if this was just an issue with my computer or if others dealt with this too but the game seemed to jump ahead every second or so, which made it slightly difficult to play since the player character was moving unexpectedly. But aside from that issue, this is a very polished game and I really enjoyed playing it!

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Gay mode :)

No but seriously this is an impressively visually polished game, I love the visuals all around, from the characters to the world around you it's just absolutely beautiful. This might just be a skill issue or me not understanding  patience gaming but I felt the boss was a bit too difficult since at least from what I could tell you had to time it perfectly to dash in, get a hit, and then dash out(maybe I was just supposed to wait) but luckily I was able to abuse a bug where I could just not consume the marbles for one attempt and then get double marbles the second time to pad my health. Regarding the marbles I think that was a wonderful method of displaying health, they look very pretty and I can see how it could be expanded to collecting marbles throughout the world in the future which would be absolutely amazing. Also the music was a great choice, it definitely fit the vibes I got from the art style so great picks there! One thing I might recommend for future games would be a volume slider rather than just an on/off switch, but since you didn't have much going on sound-wise for this one it was totally fine for me to just decrease my system volume

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This was a pretty fun game! I enjoyed the art style, although I felt there was a bit of a mismatch between the player character and the enemies/background. The music choice was great, I would recommend in the future to set it up to loop, I'm sure you didn't take long enough in testing in each level for the music to run out but for me who had to explore everything by the time I got to the end of each level the music had stopped. Another recommendation would be to add a quit game button at the end so players dont have to alt-f4 out of the game. The movement mechanics were fun, i think the roll could've benefited from being a shorter distance but jumping around the enemy attacks was very satisfying. I liked the intro dialogue, I might recommend in the future allowing players to skip/speed up the "typing out" period, since many people will be able to read faster than the words showed up. The boss fight was interesting, it may have been a skill issue but I didn't seem much of a way to avoid the boss's smash attacks aside from rolling but I still took damage each time since there was time between rolls I was vulnerable. Along with this I felt the health bar may have been a bit too beefy since I could just tank hits and I wasn't too worried about running around for health packs. I think the mechanic of having mana required for attacks is great, it makes the player have to be cautious about when they attack, particularly when there is one of the circular enemies that attach to the player, since they have to make sure they have an attack ready to dislodge the enemy. Overall a very fun game, and it's very impressive to be able to get a completed game with a boss battle done in such a short time period!

I absolutely love this game, it's a great brain teaser type game. I'm really impressed that there seems to either be a massive collection of puzzles or a random generation of puzzles, I know making a valid sudoku board is difficult, and adding in the complexity of one tile being wrong is very impressive that you were able to get it working. I think the main suggestion I'd give would to make it so that the space key can switch between pen/note modes, so that players can exclusively use the keyboard for the whole game and not have to swap between the two settings with the mouse since you then have to click back into the board to continue.

I love the concept, and love the way y'all executed it! I think the art is wonderful, I particularly love the character's design. I did find a bug where if you die as you get the last acorn for a level you get the death message but respawn in the next level, which was confusing when I got it after dying in the tutorial level, but honestly bad at all given the end result is still the same. Overall great game, only suggestion I might have is a way to skip to the end of the dialog for each line, allowing the player to read it without having to wait for it to slowly show up on the screen.

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I think the concept is great and the execution is incredible. I love how the music changes as you switch between the past/present timelines, it really helps sell the fact that the timeline has changed. Also great job with hiding objects that are out of view of the character, the line of sight issue with top-down games is an infamous one and I think your solution works perfectly for your game. I think the only suggestion I would have is to make it a bit quicker for switching between past/present, as there were times that I would be trying to switch between in order to attack an enemy but it would take too long and I'd end up taking damage(although this might just be a skill issue on my part, I could've dashed away/backed up and probably been fine). Overall a great game and incredibly impressive for a jam game, especially it being your first.

Edit: I remembered another suggestion for future jams: it's nice when games have an option to skip to the end of each dialog piece, allowing the player to ready the whole text without having to wait for it to all show up, so perhaps adding that in future games would be good and hopefully not too difficult depending on your dialog implementation.

First off I absolutely love the Godot splash screen you have, I really need to look into making a custom spash screen for my own projects in the future. I think the controls were a bit difficult at times, as sometimes I'd press an input, have the voice give the command, but the player wouldn't quite listen. I did notice though that the character was able to jump in mid air at some point, I'm assuming that was meant as a sort of coyote-time accommodation for slow reaction time of the character, which is a great addition. Overall a great job especially under such strict time constraints, hopefully one day you can come back to it and finish up what you had hoped to complete and we can get the Godot 4.2 bloom that I didn't even realize they had added.

I love the concept, I may have missed something but it seems that I was just able to spam movement and move just as fast as normal, maybe that was the whole "up to 2x BPM" thing though, I'm not sure. I did pretty much entirely ignore combat and instead opted to just run past all the enemies, since it seemed entering into combat typically did a lot of damage to the player(maybe that was just a skill issue on my part though). Also in the second stage when I entered the staircase I got a "you died" screen, idk if that's a bug or just the end of the game lol. Overall though really cool, although I imagine I'd be absolutely horrible at a full version of this game where skipping the combat isn't an option

Great job with this, I love the idea and as bbcc said it isn't as infuriating of a mechanic as one would expect. Not sure if the parkour options were fully intentional, allowing player to be essentially above the map, but hey at least if theyre up there they're visible and it isn't a bug where players can hide in the floor or something. Overall great job and it's really impressive being able to set up multiplayer within the scope of a game jam, definitely had a fun time when it worked properly.

I love the mechanic of having to balance both getting the bandit to the gold and making it possible to kill the bandit, it's such a great concept with a lot of potential and what you were able to do with it in only 3 days is insane. Also the fact that you made the the music, art, and code all by yourself is incredibly impressive, you should definitely be proud of what you were able to complete. The only real criticism I can give for the game is that with most levels it was pretty simple for the sheriff to kill the bandit, as you pretty much just have to step back and time your shot right as the bandit arrive at the gold, so perhaps if this were to be expanded at some point it might be a good idea to move the sheriff to somewhere else and have the challenge be increased by requiring the player to move the sheriff to the right position. Overall though, both an incredible concept and an amazing execution, it's a bit short but it still felt like a completed game which is very impressive for something done in only 3 days.

This is such a beautiful story, I was engrossed in every moment of it. Every time I thought the story had to be over soon somehow it kept going. I've only done one go-through of it so far and I'm not quite sure if I should do another one or if I should leave the story as I experienced it the first time. Genuinely I loved your writing and I look forward to seeing whatever you make in the future.

Pretty good job! I was pretty confused by the random encounters all over the place, and with most of the enemies (at least in the early game) dealing no damage it felt kinda pointless to have the encounters at all. The story seemed interesting, although it was hard to figure out where to go at times, but that might just be me.

This game is absolutely amazing! The music choice was perfect, it did a great job of setting the mood for the game. The gameplay itself was also great, I loved the complexity of the puzzles, I'll admit I couldn't figure out the last puzzle so I took advantage of the water crossing bug you mentioned in order to "beat" the game. The art style is amazing, I love the little animations as the cats move and it all fits so well together so great job there!

Not sure if this was just because I was playing on the web export, but it didn't seem to capture my mouse, which made it relatively difficult to look around. Other than that I would maybe recommend a way of saving progress as it's annoying having to redo all of the levels if you mess up later on. Overall, decent game!

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I love the camera movement mechanic, it feels really smooth and emphasizes the combat mechanics perfectly. The usage of the destructable bushes to direct the player is really smart, along with them being used to block off the expanded area until after you collect the sword. The story looks like it has a ton of potential for a full game, I got the sense that the goal of the full game would be to get revenge against the "player" that killed your village which I love as a flip of the stories we're used to in games like this. I know you said you forgot about the theme, but I'd say you hit it well with the fact that you can't save your village and you can't skip dialog lmao

Also I don't know if this was intentional, but my game window was borderless set at a specific size which made it a bit difficult to play since it got placed to where the bottom of the window went off my screen and I couldn't figure out how to move it

By the way, its very likely that the current build may not work for everyone since I am not only using a third party build of Godot but it was also built on a beta for Godot 4, still let me know if you have issues running the game and I might be able to hopefully fix things for you!

Two things not hinted towards in dialogue:

  1. You can press Q to grow to the height needed to press the elevator buttons
  2. You can return to the starting area in the maintenance floor to repair yourself and save your game, useful before going to the second boss since dying will throw you back to the main menu.

Note: if you want the story to continue, make sure to wait until the dialogue finishes before killing a boss or moving to the next area, that is to say speedrunning will break the dialogue system

I'd say adding a mouse sensitivity control would be really nice, but other than that nice game!

Great concept and game, for some reason it wanted to open steam vr which was odd and I couldnt get the cutscene to play but other than that it was great!