Really loved the animations, intro, and story. Too bad about the web export issues... Got to #2 in the scoreboard after dying in the boss battle. Could see this being fleshed out a little bit in the future and being a pretty solid game. Great work!!
Goblin Mode Games
Creator of
Recent community posts
Wow, this is a really fantastic game. So fun I kept playing and playing, finally got up to #2 on the leaderboard with ~7000 points! I think if it was a little more forgiving it would be easier for people to get hooked. My suggestions would be either an indicator that an enemy is about to appear, or the enemy doesn't kill you if it spawned less than 0.5 seconds ago. Plus a smaller hitbox for the player as sometimes turning corners would push me into an enemy on a nearby opposite wall. Those are small details though, the game design and art style is really great. Keep up the awesome work!
This game is addicting!! got to 69 (nice) while using a trackpad, probably going to come back and go for a higher score using a mouse. Every time I died I got the feeling of "Noooo, that was so close, if I try again I'm sure I can do better", which makes it a perfect scorechaser. Nice graphics and feedback on hits and such. Really well done.
Really great game jam submission. My feedback would be that the ball bounces so much and is hard to retrieve, so a lot of times i would shoot a spawner, run around for 30 seconds trying to get my ball, then repeat 2-3 times per spawner. Maybe if spawners died in one shot, if the ball retrieval area box was larger, or the ball bounced less, it would feel less cumbersome. Other than that, the visuals, level design, and overall gameplay was really good. I appreciate the time you spent to make indicators showing where the ball and enemies are, that was a really nice touch. Fantastic job!!
Nice entry! Did you make the world generation infinite? I kept running to see if there was a boundary but it seemed to keep going for a long time, that was cool. The description of the game made me think there was going to be a few more levels and bosses. I think implementing some Y-sorting would make running around the forest feel more realistic. Overall definitely something to be proud of, keep it up!
Nice submission! I ran into a bug where after respawning i just appeared under the ground I think, and my character could just run forever. I got to 10,000 but nothing seemed to be happening. I was trying to reach the moon to see the ending but couldn't get there after a couple tries. I think if the camera didn't move up with the player it would be easier to see incoming obstacles. Great work for the jam!
thank you so much for the comments and feedback! I’m really happy to hear you talked to the NPCs and found some of the little Easter eggs like the mimic. I don’t think I made things linear enough for a game jam entry, so only people who are willing to take time to read and explore will get everything out of the game. Really appreciate you and your comment!
Thanks for giving it a shot! There's a definite progression of dungeons, but you have to talk to the NPCs to hear about the intended order. So if you go into a high level dungeon, you're right, it isn't balanced for that. The weapon upgrades increase damage really fast as I wanted people to feel like they're getting a lot more powerful and see big damage numbers.
Difficult controls but addicting gameplay. I think if the levels were a bit more forgiving in terms of hitboxes, and maybe the red/green/blue circles being replaced be Q/W/E labels it might have been easier to get through the levels. That said it was really fun to get through and glad I can say I made it through all the levels!! Great submission!
This is a fantastic asset pack, thanks so much for making it available. I used it in my submission to Brackeys Jam 2024, would love if you checked it out! https://goblin-mode-games.itch.io/storm-the-dungeon
I really loved this game!! It seems like you had a really clear vision and executed really nicely on it. It was a beautiful game too, nice animations and parallax layers. I couldn't believe there was a boss fight to top it all off, well done! Some more "punch" for the bullets would have made it feel even better. Not sure if that was left out due to time crunch, but if not, this is a great video on adding particles, lighting, and impact animations for bullets. How to Make 2D Pixel Bullets with Collision Effects in Godot It's helped my games out a lot.
Really great job here!
Nice take on the prerequisite, plus overall just a really fun game jam game. Scaling of the window seems a bit messed up in the export, the instructional message wasn't in the right place and there's a big gap of empty dune area, but i think that's something maybe the window stretch mode setting would fix? Nice submission!!
Very nice submission! The art for the ships, especially for the boss, was outstanding! It had a great oldschool arcade-game feel and I played for quite a while. Simple but addicting gameplay.
I think the difficulty could be adjusted to make it easier for the player. Some common tricks are just to make the hit box smaller than the actual size of the ship - even though it's less realistic it will make the player feel better. And for the sound effects, a trick I like to use is randomly scaling the pitch every time a noise is played if there is a noise played very frequently. Also I'm not sure exactly what the RES bar was for in this game, maybe I didn't use all the tools I had available to me but it didn't seem to go up or down.
Overall a great game for the short jam. Nice work!
Thanks for the feedback, yes I just added more info on the rules. The "health meter" is supposed to be the "shadow meter", which if fully filled is the loss condition. The monster randomly attacks and removes cards, as well as moves the lantern. Cards have different effects if they are in the light or dark. Unfortunately the font being screwed up on the export makes it impossible to know what some cards do... Should have exported prior to 10 minutes before jam ends :D