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gcarlson

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A member registered Feb 08, 2024 · View creator page →

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Great looking art, especially for a first time pixel artist. I got stuck after finding the painting combination but I totally understand it's hard to balance a puzzle game like this so it's intuitive but still rewarding. If you're still looking for games to play, we could use some more feedback on our platformer, Heat Rises: https://itch.io/jam/godot-wild-jam-66/rate/2536792 .
Thanks and nice work!

Thank you for the input. We considered adding checkpoints, but it didn't mesh well with the level design since the player could be getting chased at that point. Having an extra hit point could definitely help as a difficulty option, which could definitely be an improvement. At one point we discussed giving the armor a hit point and destroying it when you get hit. Thanks for playing! 

Fun concept and well designed combat. I do feel that it's a little straightforward if you simply recruit everyone you can. I'd also like to see an indicator of who is attacking because that part of the encounter gets somewhat confusing. I really appreciated the Paper Mario-style "tattles" from right clicking, which have a great blend of flavor and useful info. Definitely a concept I'd like to see expanded into a larger project as someone who enjoys team-building RPG's. Great work!

I really like the song, especially the epic buildup partway through. I feel like there was a bit of a missed opportunity for vertical obstacles since the game allows vertical movement. The camera perspective makes it a little hard to see if you're going to make it through a gap near the sides. Having the camera follow the player might help this. Nice work

Very nice controls, feels very fluid. Wall jump in particular is intuitive and satisfying. One minor tweak I'd suggest: I was surprised to discover that you could walljump while on the ground, which most games don't allow. This led to slightly strange interactions in a couple places where I bounced off a wall I was trying to back away from. I didn't discover the glider until after beating the game and checking the controls, so you might want to introduce it and/or add some platforming that requires it. 

Possibly the best use of Betrayal I've seen so far. Level design is complex without being overwhelming. A couple suggestions: 1) the red background of the itch.io page is the exact same red as the game itself, which is confusing in some spots 2) the game is bright enough that the looking around and lighting up the room is largely unnecessary. Good work!

Neat concept. I feel like I'd prefer if the sun either moved gradually or had some kind of visible timer (maybe a clock?), since I always seem to take a small amount of damage when the shadows rotate. I feel like just a small amount of health regeneration would help counteract this too, plus it wouldn't make the game too easy since you still need to keep moving.

Cool concept and a fun game. As someone else mentioned, it took me a little while to realize that only full jumps would trigger rocks. I also ran into a bug in the second room where the rock landed on the corner of the character and got stuck there but didn't kill me, so I couldn't complete the room. Because this was before you introduced R as restart, I ended up just reloading the page. Very nice variety of puzzles and good sound effects.

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Thanks for the feedback. FYI you can visit the other levels from the selector on the main menu if you get stuck on one. We discussed adding checkpoints, but ultimately decided not to because not all of the levels had safe spaces for them, and I wanted to incentivize players to aggro as few enemies as possible on the way to the sun, and presumably loading a checkpoint would reset all enemy aggro. Looking back, maybe we should have added checkpoints at least to the tutorial though, since some of our playtesters also commented on the amount of backtracking in it. We originally intended to make more use of the smash by having breakable terrain, but we didn't end up using it in any of the final levels. It still stuns nearby enemies, which we decided to leave in as sort of a "secret" tech. We probably should have either properly introduced it or gotten rid of it entirely. Note definitely taken on the sound effects. That's something we were shooting for but ran out of time to fully add. Thanks for playing!

Thanks for the feedback. Coyote time was something we discussed at one point, then originally decided was unnecessary since we were picturing more of a puzzle platformer. However, we probably should have reconsidered later, since as we started to finalize level designs the game turned into more of a precision platformer. Looking back, that's definitely something I would add next time.

Very catchy soundtrack and funny cutscene. Cool visual design too. A couple minor bits of feedback: I think it would improve flow if dying restarted the level instead of returning to the menu, and personally the hitbox placement on the enemy attacks seemed a little unclear to me. Good work!