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headgopher

29
Posts
5
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A member registered Jun 14, 2023 · View creator page →

Creator of

Recent community posts

That's a great idea! Thanks for the suggestion!

Thank you very much! And thank you for letting me know where you had a hitch, I'm really working to improve the onboarding experience.

Wow, this is really good! I really liked this, would definitely play it as a full game. You hit a really delicate balance between the puzzle and platformer aspects. I definitely think there's a great deal of potential here, and what's already here is great. Very nicely done.

This was a really well done puzzle game! The puzzles were thoughtful and intuitive, and their progression did a really good job of easing you into the mechanics. I love this kind of game, where developers really explore the depths of their "gimmick" (which I think has an unfairly negative connotation). There's some more technical issues, with some strange hitching (in the web version) in level 10. Additionally, it's a little frustrating to be booted out to the main menu whenever you die, but these are very small issues. Well done!

Never noticed any fireballs, and I never got very far before dying. The acceleration and friction on the player are way too low, it makes it hard to move around. The idea itself sounds kinda cool, though, and I liked the look of the dragon.

The first time I launched it, it didn't work. Some bug prevented the tree from getting decorated. I launched the game again, and it worked. The scaling on the snowball's speed seemed strange. For the first levels, it was completely irrelevant as a threat, then I lost all my lives in the level 9-10 range. The snow trail effects are a nice touch. The game probably needs a bit more chaos to it, more obstacles which interact with each other or something, to add some skill that's not just predicting the path of the snowball.

By the way, I had a bug on one of the levels where the snowball got stuck in the bottom boundary and just went along the bottom of the screen until I finished.

There's not much to comment on here, but if I were to leave you with some advice, it would be this: Right now, I assume you're using some sort of series of if/elif statements to get player input. Try using the get_vector() function or other similar offerings from Input. This will get you much smoother movement (on a keyboard, 8-way instead of 4-way), and can even be relatively easily tweaked to allow controller gameplay.

Documentation: https://docs.godotengine.org/en/3.5/classes/class_input.html#class-input-method-...

This is pretty nice! I think you use the theme well, better than I was expecting at first. The introduction of the focused light was a really nice touch. The game is very short, but what was there was working for me!

Thanks for the kind words! I'm sorry that the game frustrated you. The game clicks for some people, and it doesn't for others, so I'm trying to research how to improve my tutorials and my readability right now so that it can click for everyone. Do you think pictures of example setups would have helped better? Or was it a different issue?

Thank you very much for the kind words! I hope to make the tractor beam a little bit easier to use in the future, as it definitely can be a little annoying right now (oops).

Thanks for playing, and thanks for the bug report! That's a real mysterious one, haven't seen it before. Guess I've got an investigation to make!

Primarily the actual setup of the control layout. Why are mine and attack different buttons? They are also placed in a very idiosyncratic location on the keyboard.

The twist behind this is pretty interesting. It's very simple, but does what it sets out to do very well.

This is a fun little puzzle game, but it has some mechanical annoyances. The pushing and pulling is finicky, and I managed to softlock myself on one of the levels by blocking myself into a corner with a mirror.

Something to consider is the time it takes a player to implement the solution they've found for a puzzle. In many of the greatest puzzle games, it takes a very short time from the discovery of the solution to its implementation by the player, such as in the Talos Principle, which this feels somewhat similar to. In this game, the mechanics make it a real chore to implement solutions, delaying the actual fun part of the game.

Best of luck next time!

The controls on this one feel really clunky, but the resource management puzzle works pretty well. I feel that the concept of darkened areas could have been expanded on more, but I'm not really sure how I would've done that. As it is, the game feels simple enough that I wasn't really compelled to try again after dying a couple times, but I think the underlying ideas form a decent core, they just needed to be fleshed out a little more.

I recommend considering the principle of risk-and-reward deeply. As it is, the most rewarding places are also the safest, because you can see what's going on, so there's little encouragement to venture into the unknown.

This game's got a really neat vibe to it. It reminds me of Highfleet in some ways with the UI, but unfortunately also in obtuseness. I get that some of the puzzle is figuring out how the UI works, but a small in-game explainer of the objective would do wonders to get people over that first bump. I like how you used the thruster(?) mechanic in two quite different ways.

I think this game could do well with quite a few more mechanics added on, and they should probably interact with each other more. Layering your mechanics is a good way to add depth to puzzle games.

This is pretty neat, but it feels too easy. I do like how quickly the guards and the player move, though. It's unexpected for a stealth game, but it adds to the tension a fair amount. You've already mentioned the idea to add static lights, and I think that really would have helped the difficulty a lot.

Additionally, in the darkness of the levels there's a small readability issue. Important fixtures such as doors, keycards, and objectives can be somewhat hard to spot/differentiate from the rest of the level. It might've been useful to give them some small glow or something to help them stand out.

This is pretty nice. It looks and sounds really good, but it definitely needs some work on the platforming mechanics, as the control scheme felt just a bit unforgiving and unwieldy to me. Additionally, the difficulty spike on level two is pretty massive. Maybe get some more playtesting from family + friends before publishing?

The idea of this game is interesting, but it gets quite boring waiting around for something to happen. I think the game needs a greater sense of urgency overall, from the character's movement speed to the atmosphere and to the actual threats themselves.

The atmosphere of this game is nice and well done, but the requirement to wait by the campfire is definitely way too long. It's a simple game, but it's a nice experience. This was a creative way to blend the theme and the wildcards of the jam.

Thank you!

Thank you for your very kind words!

Thank you so much, that's very kind of you! I'm just really glad that people are enjoying the game, and it's so gratifying to hear that the game is making something which seems unapproachable fun to play around with! This really meant a lot to me, thank you.

Thank you very much for your kind words! I really love the concept of this game, so I definitely want to see how far I can push it.

Thanks so much for the feedback! I've tweaked my build to address these, and the game already feels much more fun to play. I have buffed the normal attack significantly, but it is actually an intended mechanic for the dash + swipe attack to be much more powerful than the normal attack. This was really valuable, thank you.

Thanks for the feedback! Always looking to improve everyone's experience. Could you elaborate on what parts felt stiff?

Would like it if there was a way to try again from the current level. Other than that, cool idea! It feels well-executed, but I think it would benefit from some more tactical depth, such as if the garbage cans were more impactful.

Really liked the game! The deceleration feels a little loose for me, though. We had similar ideas, so it was fun to see a very different take on it!

Leaving credits here, too:

Programming, Music, & Game design by me, Sebastian Waterhouse.
Art by Megan Waterhouse.

Font used is Alagard by Hewett Tsoi.