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Imre Barta

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A member registered Apr 22, 2017 · View creator page →

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Good presentation but needs work. I think its way too simple, it doesn't really grab attention or do anything funky with the mechanics presented. The multiple switch was cool, but ultimately does not matter at all. Electrons spawn endlessly, thus electron collision isn't an issue as well.

The level selector only reacts to keyboard, not mouse clicks, a bit annoying

Turning things the other way with the right mouse would be cool, even if its impossible to do it by keyboard. You sacrifice quicker reactions but gain the ability to spin the other way.

Sound stacks when multiple nodes are present.

Good luck with the project!

Thanks for the input!

Yeah I had a bit of trouble with the engine being a bit fucky about lighting so I ended up having a lot less lights overall (even though a simple increase on the global diffuse light would have done wonder, oh well)

I didn't really thought about the duration of the light being an issue, it kinda bleeds into the monitor (or your eyes idk) and I picked up basic shapes fine. A "flashbang" effect where the flashed image would linger on the screen sounds like a good fix for it.

Yeah, so originally the roof was made of planks as well and the blue thing on the floor was supposed to be a sweat puddle. There is actually dripping sound that plays with too big of a gaps, there is also a light shining on the ceiling. A dripping sprite animation was in the design as well but time constraints and such

Thanks for playing and the input!

Yeah the lighting is bit of an issue. Originally it was supposed to be quite a lot brighter, but due to how godot's barebones OpenGL implementation handles lights, it started to glitch out and just digging its own grave. Now that I think about it just a simple increase on the ambient diffuse light would have done wonders but oh well

Thanks for playing!

Well the problem was the modeling. Since the main point of the game is to be this hunter type dude, exploration is the bread and butter. But due to time constraints and my inability to model it got cut down a lot

Thank you for your comment, I appreciate it a lot!

Yeah developing a skill takes time and humility, which I often wonder if I have. Or not necessarily those qualities but more like the drive or the determination to have / develop those qualities. its a funky thing.

I actually enjoy these types of jams more, effective time management is an important skill to have in my opinion, and while quite a few borderline dogshit games will come out of it, its a necessary thing to do. And while addressing the shortcomings of the game / dev process at the start of the game seems like being hard on myself, which most probably isn't false by any means, I think it helps me to process and somewhat try to grow from the experience.

At the end of the day when it comes to things like this, the only thing left to do is to work, stay vigilante and have humility, things which aren't the easiest things to do. Good luck with your blender endeavors!

Thanks for playing! Yeah the dropped tutorial should have helped a ton with the whole understanding part

Thanks for playing and the kind words!

Thanks for playing!

Yeah the gamejam deadline really bit me in the ass on the whole difficulty thing. Originally it was a lot more punishing but I figured going into the easier side couldn't hurt... which it did. However it can serve as a metaphor or something lmao

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There is a "enable [whatever]buffer (experimental)" option that you can tick in when editing the game details. It makes it work on all browsers and as far as I tested it it works fine for being "experimental"

Yeah I know about those (after scuffly making it of course) But apart from that the main issue wasn't the rotation part, it was when to rotate and in which direction, but thanks for the tip!

Oh I am duuuumb. Jesus Christ thank you! For some reason I always had this idea that its impossible to export to HTML5 in Forward+ mode, which was a super sore point for me, being most comfortable with 3D. But now I realize the issue is the .mono support for web, not the Forward+!

I see,  thanks for elaborating! Well the main point what I was going for is that you need to keep up with the sword by placing the mirrors, so one of the fun of the experience imo is the hecticness of trying to place the mirrors fast enough, but I see how can be a problem. I think the whole deal with the difficulty is that, the mirror issue might be solved by slowing down the sword, or, the "sword 2 fast" issue might be solved by more mirrors.

I see. In Overcooked the movement is one of the core experience due to the obstacles and hurdles, which here it isn't present, but I get what you're going for. Maybe even for the jam a simple C shape room or something that would drive the point home better imo.

Neat, thank you!

Yeah thats fair, I think that the immediate retry is the only reason why its not rage inducing on the last level, but it is bad in a way that I wanted to have the player frantically place the mirror instead of pinpoint accuracy, but I guess thats what 1 am level design does lmao

Really dope game!

The gravity change is a bit too incremental, could be more smooth, and having the shift button speed up the mass change could be nice, but it may fuck around with the balance a bit.

I would have also loved to see a bit more chaotic gameplay, where a bunch of ships and meteors would spawn!

Interesting concept!

I had fun, but I don't think that the movement concept is working. It feels like moving the character is just busy work for the sake of busy work, a Pappa's [whatever]-eria or even a Papers please style interface would have been more suitable for the game.

The crafting mechanic isn't that well explained (well I accidentally skipped the cutscene so maybe it was in there who knows, the cutscene needs a speed up or "go to the next dialogue" option) but once that was figured out it was neat. The names of the combined items were good however. I could deduct what two things needed to be combined from the name alone for the fist time, so thats great.

Was the music made in house? Its alright but feels a bit all over the place.

Really cool puzzle game! The music reminds me of the original Escapist, which is really neat. Difficulty curve is a bit wonky but beatable so its all good. Some special blocks like bomb or some other type of funkiness would have been nice to see.

Neat game! I hope I'm not the only one a bit taken back by the fact that Godot 4's compatibility mode has absolutely no shadows lmao.

The gameplay is satisfying, a bit more variety in the size or shapes or the enemies could have been cool, like they require more hits but they do give you a bigger mass. I also feel that the rocks are kinda cheating, from the starting area you can make some long boys.

Thanks for playing!

Was the bouncing of the swords wildly unpredictable in your opinion? Yeah the deafening silence only broken by a few thunks and screams could use some tunes.

Thanks for playing!

Can you elaborate on what you mean by "time gated events"?

Thanks for playing!

Are the mirrors hard to place or is the sword unpredictable? I think they feed into each other in some regards.

Thanks for playing!

Yeah originally the game would have been made with a grid-based system, but having never used 2D in Godot before, in the interest of time and not figuring out the tilemap system in depth a free moving thingy was implemented. But I think this free-floating system wouldn't have been that bad, if the swords were predictable. Which they aren't, there was another system in place to make the sword a lot more predictable but that wasn't implemented in the end. Another thought is that, when things get hectic, I think level design that caters to "im hectic pls give me more space" would have been helpful as well.

Thanks for playing!

Yeah due to rushing the game wasn't playtested at all which is extremely dumb on my part but whatever, a difficulty slider which affects the speed / level design that caters to an easier play / just slowing the sword down and relying on the speed power ups for more tricky design would have been better

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Thanks for the input and the drawing too!

Yeah, the bouncing is wack. Originally the idea was, just like in your drawing, where the tip of the sword hits the mirror, the center of the sword will be placed there as it goes on its merry way, effectively being predictable and nice and rainbows and everything, but I couldn't make it, the mirror bounce was enough of a headache to make, took a lot of time as well, mainly because it wasnt just a simple "rotate the vector 90 degrees" as I'd hoped for, so when the actual mirror bouncing needed to be changed, and it was all buggy, I just threw my hands in the air as I was already running out of time. Another option that was on the table before this free-positioning of the mirror is having a grid based system. Which would have ALSO solved this issue, but having never used tilemaps before, in the interest of time this was the best I managed to do.

Sure, they deserved it.... absolutely. No question about that.


edit: Also the current implementation DID use a big box collider like the one you drew, which was absolutely horrible, the current one used a small sliver of a capsule collider, which as you saw still far from perfect. Thinking about it now a simple raycast may have been better but oh well

Really cool game! I love metroidvania, even though I only played the old school Metroid GBA and the early Castlevania games, basically not (yet) playing hollow knight, or atleast I only played very little, the issues I state are probably solved in Hollowknight, it seems to be in the same vein, but as I havent played that game much yet, I dont know man.

However, the game looks great! Sounds great too! The main menu transitions are slow but fine, the death menu transition is a bit long too but again, not much of an issue.


Movement feels unatural. there is a slowing down / airbrake effect when the button is released but when you press the other direction it immediately goes that way instead of yknow, slowing down first then picking speed up in the other direction. A lot of games use dash for this quick direction change, using it for normal movement feels really unnatural. Gravity seems a bit too high as well in my opinion.

The spitting enemy is weird. It shoots where you are, which feels a bit weird. In my experience and opinion, enemies in these types of games should be predictable. Like, attacking in one direction, or pattern. In this case it would be shooting side to side. Or atleast only in 8 directions. Shooting in ANY direction where you are and you only being able to attack side to side (or i guess up and down as well with the mid-jump attack) feels kinda bad. Especially when contrasted with the other enemies, which do nothing. The flying wisp is cool to block off platforming things, but the standing or floating enemy just feels unnecessary.

I guess its because its a demo, but it feels extremely weird without it, but a core part of the metrodivania experience is exploration. There is none here. You do platforming and slaying enemies in a linear fashion, which is fine, but in my opinion exploration (and a bit of backtracking) is all part of the experience, and the demo in some way should include that.

The boss is cool. I couldn't defeat it after a few tries but its well made. The arena is a bit simple but it does the job, the wisps are unnecessary there though. Health is fine for the boss, a few of his attacks (mainly the "homing scythe throw" thing) are not that well telegraphed, but others such as the pillar strike is good. 

The dodge is weird. Its fine, does its job well, but I do not know if its the level design, the enemy design, or whatever, but I did not find a use for it. With the boss, its good to like evade the pillar attack, but outside of that, its basically just a platforming tool, instead of a combat dodge, as in combat, its just simpler to smash attack and be done with it. But maybe thats the intended combat.

Good luck with the project!

From the screenshots it doesn't look that bad, but playing it, it has some flare!

I really love just the feedback of everything, the soundeffects, the music, the sprites, it all feels great! Good stuff!

The gameplay itself is a bit of a mixed bag. I don't have an issue with this infinite runner type of deal, but it feels all over the place. Why is there a score when defeating the flying manus thing is a lot better of a goal and what I immediately gravitated towards? 

Powerups would have been nice instead of the timer mechanic, dodging things would be enough of an obstacle alongside with the terrain.

The fighting thing also cancels out when the blue bar is only half ways, I do not know if its intentional or not.

Cool little game, style is on point.

For a game made in two days it looks great! I missed some soundeffects or the talking "durr durr" sound of whatever, but I don't think the game works. This type of deeper meaning or just more heartfelt stories need time and place to evolve, it didn't feel natural, I think it was too on the nose and too short for it to work. I think "Emily is Away" is a great free to play game that really uses the  "saying less is more" mantra and the pacing of things.

Alright game, I would definitely suggest next time, to add some feedback. Jumping feedback, landing, respawning, all of those I think need an animation and sound effect. Some more variety would have been great, both in terms of obstacles and platforming challenges.

Interesting game! Graphics are nice, simple cutesy graphics. It shows that a lot of care went into it! The gameplay itself is fine, has a dead simple loop that gets quite satisfying once you get into a rhythm, even if once you've done 1 package you basically played through the whole game.

I'm just not sure about the UI. Hiding everything behind buttons probably isn't a bad idea, but the scheme kinda is here I think. It makes sense, for the Comment to be under the key C, or Destination to be under D, but for me It just doens't work. I would MUCH rather have just directional keys. Like the left menu opens with A, right weight menu opens with D, that sorta thing. The way information is presented is also a bit weird. The timer should be a thing that is always visible and reminds the player to hurry up. Hiding it kinda makes it a bit useless, like sweeping your problems under a rug kinda deal. Having all information under the comment except direction (and I guess weight if you dont know it by heart) feels weird too. I feel that the concept wasn't to make a hard game, but it just feels too easy with it. In Papers Please for example, all the data is in a different part which you need to double check, which is fun. And the datas are in a nice in-universe things like passports and not UI elements like here. I haven't got a single clue on how to try to better this UI design but it just doesn't work that well. The number thing is a nice touch, I liked that.

Really solid game! The design is my favorite aspect of the game by far! It has such a lovely 70s espionage jazzpunkish vibe, I love it! Music is great too! The whole game has such a nice soul!

The design is interesting. I think this is my favorite take on the theme from the LD53 games I've played! The movement and general faffing about does show either the rushed nature of the jam or just the general newness to the engine or game development itself, it feels a bet clunky. I'm not a huge fan of the "hold W to climb but release to drop" mechanic as well, it just makes staying on the rope to wait out a patrol all the more frustrating.

The doublesided nature of the letters is really nice, I really love the utility / combat ability of a single letter! Level design is alright as well, I enjoyed them. But this game does have the issue that most jam games have in my opinion, which is that there are too many levels. I think if there are isn't enough gameplay elements to make like 15 levels, then stick to a lower number. Here, enemies and geometry make up all the variables, having tools to deal with them both, killing letters for the enemies and ropes for the geometry platforming bits. Which is enough! I think with these elements 3-4 mid sized levels could've been created where most of the scenarios could have been covered. If the player does the same things as they've been doing for the past 3 levels with the only difference being is the placement of already explored gameplay elements, its gets flat quick. 

But then again, time constraints are a bitch, and for what the game is, its cool!

Sure! Playing around a bit with the menus, they do what they advertise, however, mouse selection is disregarded. For example, if you have the "start game" selected via keyboard and press options, the mouse press will activate the start game instead of the options. Same thing happens in the game over scene.

Nice game! It feels really polished for being created in 10 days! Music is bangin, graphics are cute, scene transitions are well made, really good stuff!


The gameplay itself is fun too!  Firing feels a bit "meh", feels more like spraying water than  firing a laser cannon but other than that its fine.

But I really dig the suck feature! Where did you take the inspiration from? I feel like I seen this feature somewhere. Or I might have not I don't know but its great. You trade in the ability to fire for a few seconds for a potential large blast of damage. I also like the fact that it cannot be cheesed by being spamable, since it basically flungs the projectile into you. I don't know if thats an intentional feature or just a side effect, but its neat either way.

There are other things like the menu buttons not doing what they advertise, but other than that, the game is good.

Wonderful game! I really enjoyed it! The music is repetitive, but its fine, the art looks gorgeous.

The movement, the firing is nice. I really love the two endings. The first ending really easy to achieve, which I like. The good ending does require quite a bit of retries.

I love the fact that what made the bad ending easy, the rings around the thing, become a thing that makes the good ending harder, although that fact is a bit underutilized.

The lose a life - remove all bullets is a nice feature as well, it can be used tactically to lose a life but get into a spot where the things wont shoot at you.

And thats really my only problem with this. I get that general "spew bullets into the room and let the player dance around it" is a feature of bullet hell games, but there is more than that. A lot of little bullet spawners can be cheesed by the player. I would have loved to see some things that targeted the player. It felt a bit frustrating at the end, because it wasn't a wave based player targeted attack, it was just "spew a lot of bullets and call it a day" which was annoying. For example in Enter The Gungeon, a lot of enemies have focused attacks. They shoot at you. And then there are the few "spew a lot of random bullets and geometric shapes into the room and let the player dance around it" which is fine.

But apart from missing player targeted attacks and the game feeling a bit cheesable, I think its great. But there was a typo of space being "spase to continue"

Neat concept! Graphics look really sleek and good, music is too repetitive but not that bad, the gameplay concept itself is cool! Especially the cigarette as a life and ammo mechanic, I really dig that.

 The difficulty curve though is a bit, funky. Im not a die hard bullethell or like "hard" game player. But starting immediately with a really tough level is weird. Its not that bad though, quick restarts allows you to experiment so thats good. However, its cheeseable. Like you can dodge the drips with sidestepping and the energy balls on the side wouldn't do anything because you dont need to go there. The hand does mix things up a bit. But I couldn't get beyond that, its just too hard for me. 

Even in a game like Cuphead, even though it took me a lot of tries to defeat a boss, it felt more engaging. It wasn't the same movement (sidestepping), it was a lot more involved. So even though I still sucked major ass, I could have fun with the movement and shooting mechanics. Here, it just feels too repetitive for me. The other bosses or even the tail end of the cat might be lot more fun, but getting the first few interactions that the player does within a game right, is really important.

The game looks cool! Moody little pixel art, the song is nice too, it doesn't get too on the nerves. There is a lack of contrast, colors, background and UI elements just melt together, especially the arrows, but its fine otherwise.

But Im just stuck. I did the book puzzle, I got the key, I did the slidey puzzle

(If this counts as "solved", I dont know)

I got the matches and the axe, but I just don't know what to do next. I cannot go out to chop some wood to the fireplace, fireplace cannot be lit. The only locked drawer cannot be opened by the key. The aforementioned puzzle apparently not solved or I dont know. I cannot chop down the barricaded door with the axe either.

Im definitely doing something wrong here, but for me, its just not obvious what. Which, for a puzzle game, its a good thing, but being left without any other seeming option, or just simply without a clue is frustrating.

Apart from me being stuck, I really miss reading random crap. I love point and click games because you can click on a whole bunch of random stuff and the character just blurbs out the most meaningless things. "A broom. Mankind's greatest cleaning device" or something. I just love that stuff!

The hint for the book puzzle within the portrait picture is a nice touch too.

Fun concept! I like how balls to the wall the story is, the graphics is cute, the sound effects sound muffled for some reason, but apart from that they are fine.

The game feels a bit wonky. My guess is that this is your first time creating this sort of game, because you apply velocity to the rigid body even in-air, so you can get stuck in walls if you run into them mid-air, the platforms don't carry you so you have to move with them bit is annoying. 

What I miss from this, being a metroidvania, is the minimap (which isn't a huge issue) but the enemies are overpowered. In Metroidvanias (in my eyes anyway) enemies are predictable. Since movement and aiming is limited to  6 directions (here, only two) enemies must be predictable. For example in Castlevania, one skeleton just does a normal swing attack, another throws axes, dogs jump at you, etc. Even with limited attacking capabilities, you can outsmart the enemies, which for me, feels fair and fun. Here, all the enemies just start shooting at you from all directions, which does feel really weird.

Also the bottom texts clip the screen, they do it more in fullscreen but it does happen in the small web window as well. Not a huge thing as the text is still legible.

I personally didn't like the game.  It felt  overwhelming. The how to text is short which is nice, but just for the first instance, the game could start slowly. Or starting the game slowly until a certain amount of materials are collected or something. A tutorial or a place where the player can experiment with their bodies is always a much safer and better bet to avoid confusion than a wall of text.

It didn't really spawned enough yellow crystals so most of the time it was just hitting a few yellow crystals if I'm lucky and just crawling to the halt and exploding with the overspeed thing, which I think is really cool. I do not know if its my incompatible or the game really just not spawning enough crystals. The camera is in a funky angle where you can't really see forward, and the exploding crystals clutter the screen, but that does add to the chaos factor. The exploding sound is a nice touch too.

Main menu was super cool, I'm a sucker for in-game menus! As well as the backdrop, it was neat.

I really like this game! It reminds me of those old Armor Games point and click pixelart games, made by Sleepwelder, the Deep Sleep Trilogy and the werewolf one. With a bit of Obra Dinn with the sea artifact and stuff but that is quite a general "Lovecraftian" trope I guess. Really good picks to draw inspiration from I think.

The art is good! It really shows that you're trying to make really atmospheric art. I do think that some parts that look a bit too flat or like cartoony, but others like the Lighthouse overlook looks stunning!

For being a point and click game, gameplay is basically experiencing the story and solving puzzles. But I did find the controls a bit funny. Doors don't always work, and I personally would rather have a one-click thing, where you'd click to a place and it'll move there, and if you click an object the player moves there and interacts, instead of this left mouse moves and right mouse interacts deal.

The story is a simple and a short one, I'm a sucker for Lovecraftian stories, so as short and simple as this was, I liked it. But then again, the game was made in 7 days, so I don't think that the story can be anything other than short and simple. 

For what it is, I personally really liked it! All parts of the game really support the moody vibes, which I appreciate a lot, nothing felt out of place.

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This made me remember Retro City Rampage. Thank you for that.

The game itself is great! The art is clean, the transitions between the directions of the car is smooth, music is absolutely bangin, the only weird part is the missing particle effects and such, but time constraint is a bitch.

My only real issue is that the game is a bit bland. For what it is, and what it sets out to be, its amazingly well made, but I feel like there could have been a little bit more. The whole game revolves around chaos and such ungodly UNSPEAKABLE things as stealing mints from a restaurant, so I'd love if the game played into it. So like instead of driving into cars make you slow, lets just go all out. Driving into cars just causes more explosion more chaos AND makes you faster. So now, you're not hitting cars because if you go too fast you'll end up painting a wall with... nothing i guess, just being stopped by a wall. Or flattening out people gives you their blood as Nitro, Similar to how blood works in Spelunky with the Kapala. For me personally, this slowing down thing just detracts from what the other aspects of the game really sell you on.

But then again, its for a jam, time constraints and such, and even with that, the game turned out really cool!

edit: The game also slows down with time. Don't know if its just a firefox bug or not.