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HullHound

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A member registered Aug 23, 2021 · View creator page →

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Could you please link it to: https://www.youtube.com/@HullHound

Hi All, 

I noticed that the linked starter Template for Godot is for Godot 3, not Godot 4.

As such I have forked it and updated it for Godot 4.

For those who would like to use it; it can be found here: https://github.com/HullHound/nokia3310-jam-godot-starter/tree/master

@phillip @Avis Do you think this is worth adding to the resources page for anyone that might need it?

Thank you!

Thank you!

Thank you! It's really great to hear that! 

I suspect I won't make any updates post-jam to the movement, mostly because the engine I'm using defaults to the configuration I've used. But I can see from playing some of the other games that a and d for strafe is a lot more common! so I will keep that in mind for future projects.

Thank you very much (though I have Kenney to thank really for his amazing art packs).

I'm still considering if I'm going to continue the game, on one hand, it was really fun to make, and I do have a more fleshed-out story that I originally wanted to add to the game but I'm also pretty happy with how it turned out and thinking about what my next project could be.

Thank you, I was really happy with myself for the tutorial :D

Good point on the sacrifice selection, that should be straight forward for me to resolve.

Thank you :)

Thank you for the feedback! 

I was aware of the orientation bug, and it's only just now I've realised how I could have fixed that! (Typical right!)

I agree with the puzzle room being a bit too large, I really should have shrunk it, I don't really have an excuse for that one :D

And thank you for the other ideas that I could incorporate as well.

Thank you very much! I made a deliberate choice to keep the monsters grey scale, but I agree I think it would have been clearer if I hadn't. 

Thank you for your kind words. I had really hoped to get volume controls in, but unfortunately didn't have time.

I really got into this! Very well made game. Definetly the complete experience!

The game was enjoyable. I nearly died against the first enemy, but after I realised dungeon dancing was the answer it was a much smoother experience. Solid graphics and audio, and fun gameplay. Great job!

Interesting game, I managed to clip outside of the map at one point, but still couldn't get to the end! The duality of the character had a definite jekyll and hyde feel which worked well.

I'm also up for a swap. My link is https://itch.io/jam/dcjam2023/rate/2007130

I loved the feel of the movement. It felt perfect. I especially liked the way you made the movement between the two characters feel so different.

Very strong game. The art style is impeccable. The audio works well, the movement feels fluid and the overall quality is high. My largest issue is that it feels very short, and I was very excited to see what was going to happen next.

This has been my favourite entry so far! I died against the dragon with 1hp remaining.

I think the general art style works well, it's cohesive, the audio works well. I don't really have any complaints about it.

I enjoyed playing this, I felt like the graphical style worked really well, and I enjoyed all of the puns. The thing that I think would make the biggest difference would be to reduce the cooldown before being able to make additional 'attacks'. Especially as the fights can be quite frequent.

I really enjoyed the game. I felt that the overall game was very good. I especially liked the feeling of frustration at the high-powered items being taken from you after that small window of excitement!  I was also impressed that you managed to get a cutscene in a game jam game.

I think the concept is good. I did struggle with the gameplay overall, not because the game itself was difficult, but because it was hard to navigate. I played it a few times and other than the first key / door. Whenever I found a key I couldn't find the corresponding door. To echo, catdotjs below I think a minimap would have helped with that.

Other areas that I think would benefit from some additional time would be the audio, I do think the general hum in the background works as a non intrusive base audio, but I think that is the only audio in the game. I think some audio on attacking, absorbing blood or picking up items would be beneficial.

Theme wise, the game very clearly hits the mark and I think the core game loop has potential if it is fleshed out a bit more.

I really like the combination of the 3d and 2d elements. Though I think the lighting is a bit dark which made it hard to play.

I wasn't able to equip any items, and items that I got from chests seemed to disappear before I could collect more than one of them (though I did manage to get 2 on one occasion).

I wasn't able to get past the blue slime (it died on the trap). So I wasn't able to complete this unfortunately or get to the stage where the theme became clear.

Looks like it has a lot of potential though.

Enjoyed playing this. The elements were put together well and the theme was really clear. As mentioned on the game page, there is definitely a rendering issue that gets in the way in some cases but the game is enjoyable despite them.

I really enjoyed the game. Clean art, simple and cohesive mechanics! Great work!

I quite enjoyed this. I'm not sure if i finished it or not. Art is cohesive and I can see a few different systems have been implemented.

Unfortunately, the game did not load for me. Just got a loading screen.

I struggled with the movement system and didn't really have a good idea of where I was. I thought the art was cohesive and worked well. I must admit I didn't really work how the combat system was supposed to work so resorted to just rapidly changing the colour of the torch! I thought that the theme was well incorporated.

Thank you! That's really helpful!

Thank you, For clarity does it need to be available in a HUD, or can its updated value be displayed only when the value is being changed or used?

The rules specify that the game must have some basic stats and then highlights at least a single health / power bar. 

So my question is, do we need to have the stat(s) readily available / visible or is it ok for them to be hidden most of the time?