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Foxysen

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A member registered Mar 22, 2020 · View creator page →

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Finally got around to trying it. It is a charming exploration. I have found the sexy bits a bit too in your face too fast, such as window peek at the game start, since I only like it with build up. It also doesn't help that tiny pixels don't hit the feelgood brain chemistry as well as high fi visuals of butts would be, so I wasn't playing it for the sexy.

But I do love the parody, the humor and all the character play and immature puns, those are very yes. Very yes. Sexy funny is the good mix in dialogue. Setsune one was the fun one. Honestly, the parts where the dialogue was going full in without any 'self-awareness shyness' were the good ones.


Also graphics are very nice as well for solo. Music is mighty even if a dat modern generic.

But with all the charm, I did get tired of all the exposition, as I was going through the content. I can see a lot of effort being put into the room, but it does get a bit old to read every furniture square and all the talk.

I think it would have been better off if the content present was instead revealed up over an overarching plot of few days, a hotel story to think and solve or just some overaching structure to pace you along. I think it would have been easier to make too, because what you currently have looks too overwhelming for solo hobby, all the rooms with low-key promise of changes over few days.

Yea, seems to be nothing to worry about as gamedev and player. Alright! Just hope such hanging(?) builds are no problem to your side.

Due to me accidentally closing butler process early, I now have a blank build in build history that has "Started" status on it stuck. I have uploaded a new build through butler, so the "started" build is now pre-last version in build history. Is this anything to worry about? It's not going to cause any database problem?

Oh, this is your magnum opus of your 2023 Godot experimentation. It has a sleek design and just as sleek presentation. Well, I am rather surprised at how neat presentation is, with dull dice sound, little increasing score popups, the way dice idles with popping up sides, the tips on each screen start. Good job.

I am not a puzzle man so I am not going to play this after trying this, but I like how it has both short-term and long-term thinking. For short-term it colors tiles properly so I can sometimes just not think too hard and roll myself all over place. And in long-term you can either go for simple route that has the least values or actually predict the sides that the dice will be on.

Not sure if you have copied something you've seen but it is very neat and could appeal to some puzzle people. Not me, since I don't enjoy when each step and progress just means more of same puzzles, but yes.

I got used to keyboard controls perspective very fast, my Landstalker experience did not go to waste.

I will just say that for me the shaders would break and just show flat colors anytime there was a score. I also think it may do multiple scores popups if you move onto same new and old tile very fast multiple times. And numpad keys controls did not work for me for some reason.

Good job 2023.

Didn't get to try this on the phone but I can see potential in this one. Like a mix of action adventure and point-n-click adventure games on a phone. Quite charming that it takes place around a circular island too. Dunno how far you will be able to push this one in core loop, but cute.

Henlo there too!

Godot 4 HTML5 that app downloads to run locally do not work. The error states that "Cross Origin Isolation" is missing.

It does NOT complain about "SharedArrayBuffer", unlike what usually happens on website when you don't have that enabled.

(This one isn't related to another issue for website I have just posted, it has been always this way, just got around to reporting)

Hello! Since today I have been unable to run Godot Engine 4 HTML5 games on itch.io using Firefox browser on Android.

The error messages states that "Cross Origin Isolation" and "SharedArrayBuffer" are missing.

The projects I tried on have experimental support for SharedArrayBuffer enabled. I have no updated Firefox app and these games used to run and weren't updated either. Thus I believe it's something on itch.io side or somewhere on the web.

They work fine on Chrome Android and on Firefox Desktop.

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Oh, this one is close to being the good kind of jank. The kind where you can see and recognize what it copies, but it has 'broken' mechanics of what it copies that get outplayed by its own brokeness. Ie, with all the camera shaking and hero barely keeping self to the floor, it's funny how you can sometimes barely squeeze by a ghost.

Not going to say that I would play it any more, but I think if outside of the maze was completely dropped (going for stars there felt like a waste of time, until one ghost surprised me into face and gave me a game over) and if it started 1-2 difficulty levels higher, that could be a very fine jank.

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The animal jpeg slowly shrinking as more dialog is getting added sure made me laugh.

It sure feels very janky. Probably could jankify more to add context, otherwise I couldn't understand whether it's a bug or feature. Though to be honest it could just be very slow on my laptop.

Didn't get past level 3 after many attempts.

Pretty chaotic and fast and took a while to figure out what's going on. Mostly because by the time I figured out what I am looking it, most of the planets were already flying in space far away. A bit heavy for me.

Might need to have it go slower overall to appreciate the movement of the objects and gravity.

But pretty cute, with background and all, toy simulation.


I don't think I can escape "pause" button.

Barely anything, but shaders use here is cute. Is it 2D or 3D? If it uses Godot.

Pretty heavy for my low-tier phone (Firefox Focus said froze on the part about seizing the production, so I guess that got seized) but fine on laptop.


hello!

Figuring out basic problems and optimizing them sounds like fun!

In one of my other games, I did something similar to what you suggested (rather than a menu, it was a grid of gameplay elements that could be navigated with mouse or keyboard), and a blind player ended up with focus unexpectedly moving around because they unknowingly had the mouse cursor over the playspace.

Thanks for sharing this experience, I actually didn't quite think it through. I will need to pay more attention to how other games do it. It still feels a bit off in Cloud Courier main menu for me personally but now I am not sure how exactly it should be.

A fairly well jam entry on a technical level, surely. There is a simple system, minimal gameplay loop, good stuff for a couple days of jam. I did mistake assets for stock kind at first but they do have a charm.

But I did feel that I didn't really enjoy playing after a while. Rather, didn't enjoy moving, exploring. The simplest explanation would be to complain that the horizontal thrust don't allow you to tap quickly enough, making you wait and mash and wait and mash. From a bigger view of things, having read postmortem, it's because levels didn't have the right amount of air currents in right spots to make it interesting and sometimes it would send me to deliver package to the very very close destination where I was willing to go up or down all the way through map and was stuck just thrusting horizontally. But of course horizontal thrust, in a full would be project, would need to have a different feedback or mechanic limit to make it more obvious that it's more of an exception.

Talking of postmotern, it was only there I realized that the levels were randomly generated. At first I kept pushing, in hopes of increased difficulty that will challenge me to appreciate the core idea, as well as not to disappoint dev that I haven't finished the game before making an opinion. Then after level 5 I met a layout awfully similar to what I had in level 1 and I figured that, due to seeing no big changes, the game was simply looping between five levels like old arcade games. Having found out more about project, I think that in hindsight it should have had 3-4 hand-made levels show off the core intent better. After all, the generation was not needed as game doesn't have enough replaybality value and good generations would have taken too much time. Albeit it's, of course, good coding practice.

Main menu behaves a bit weirdly when using both keyboard arrows and mouse. Perhaps game should set the "current choice" for keyboard control to the line that mouse had hovered over. But of course it's fine for a jam jam.

I also was not aware that game had dynamic music system, haven't noticed, having read postmotern. Perhaps dying was too rare. I can agree with composer that music was a bit too static. A level with simple color overlay to make it look like a dawn and some more mellow melody could break it apart, perhaps something cheap in workflow. Maybe. But of course it's merely a jam contribution.

On a cute side, I, for some reason, really liked how the vertical gauges on HUD looked, especially the second one, for vertical movement. The bubble in the middle made me a bit of nostalgic at gauges and tools that I would find at dad's room, ha. The game was polished for what it is and time being too.