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JeJuneCartoons

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A member registered Sep 28, 2021 · View creator page →

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Most definitely 🤠

Yes this big has eluded me for some time. I’ll try and fix it before next patch also.

Very strange, I can’t seem to reproduce this bug at the moment but I’ll keeping digging.

Thanks for the clarification, I’ll definitely add some QOL changes for these issues next update.

As for drag selection yes I’ve checked and it seems your correct it doesn’t allow you to drag when holding shift, likely because I’ve coded the nodes to ignore any other input beyond selection / deselection when shift is held. I’ll need to modify some things to change this behavior.

Are you on windows or a different version just to check? I may have to dive deeper into this bug.

Currently I find the feature works fine when I simply:

    • Drag (via LMouse button) a selection around the nodes (not holding shift or any other key).
    • Grab a node (via Lmouse button) within the selection and move the mouse in a direction (again without holding any other keys)
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Thanks you for your interest in the app and the detailed feedback I’ll try and address these either here or in the next patch / update.

  • If we’re talking about Jots there is a counter for whether to drag or enter text selection, on first click it will merely select the node and allow dragging, while a second click will enter the text box, this was implemented so that the card doesn’t get dragged when you’re trying to select text, if you make a habit of deselecting (clicking outside any node) before dragging cards it should be more consistent but I’ll take a look at possible changes.

  • At the moment this is the intended functionality, the title text box expands according to the text inside. If you expand a box but then remove text and want it to go back to the default or new smaller size you can click the right side of the box and it will reset if the box is currently larger than the default size, and double clicking inside the text box will reset it as you type again. I may be interested in redesigning this node later to include more customization properties for text sizes, fonts, colors, etc. Open to further feedback.

  • This one may be a bug if you can find a reproducible way to do this because currently on my computer this function seems to work for both drag selections and manual multi-selections using Shift+click. Once the items are selected (indicated by the highlights) you should be able to drag any item that is selected to move the whole group, and clicking outside of the selected items will clear the selection.

  • Noted I will definitely try and add more settings next update. I have a very high DPI mouse so I don’t feel it as much but i know that’s not the case for everyone, especially those with larger resolution screens.

  • In terms of pure technical level Zoom is using a hard coded number each time for both the icons at the top and scroll-wheel scrolls. There may be some jerkiness if zooming near nodes (especially jots) as they will steal the scroll-wheels focus for their own text-boxes when hovered. This is technically the intended function so that text can be scrolled when a jot isn’t selected but I’d be open to reevaluating this.

  • This one is definitely on the Long To-DO list for future feature updates, grid alignment and general alignment tools for selections, Idk if i can promise it next update but I’ll note the desire for it.

  • Yes this is a bug, I’ll try and fix it next patch.

  • I’ll try and add a setting for this, as I do agree it’s non-standard. Personally I prefer it for the typing experience.

  • If we’re talking about SubBoards, there actually is a feature for this, underneath the icon that activates the subboard is a text box for describing the purpose of the board and that text will take the place of the boards default title (Similar to the Plot Nodes).

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Thank you for the support, glad to hear the app is finding it’s audience. I too am tired of most useful software these days being online only, browser based, subscription services.

Thank you! Id definitely like to expand the concept in the future.

Thank you very much!

Thanks!

Yea it’s not exactly optimized to a perfect extent. I mostly just keptt everything low poly and resolution. Could definitely improve it a bit for even the most potato of computers.

Thank you!

Thanks for playing!

Thanks for playing! Sorry to hear about the camera issues, Ill definitely give more control over the visuals post-jam.

Thank you for the kind words and for playing! I’ll def add some more camera settings and things post-jam in a quality of life update.

Thank you for playing! Definitely need some more settings and QOL changes post jam.

Really? I’ve never encounter this before. Was this on launch or did it happen mid game, before / after a boss?

I enjoyed this one a lot. Fun art style and characters on display. Nice vibe all around.

Fun entry, I like the visual design and core gameplay mechanic. Combat isn’t the most in depth in this demo but i could definitely see the class switching being a good base for a full game, maybe more puzzle like in nature. Enjoyable experience.

Interesting aesthetic, and character designs. Well made for a month.

Very interesting style. The intro is a bit camp but nothing wrong with that. Gameplay is fun, reminds me of cuphead plane sections and is equally enjoyable to get through. I like The visual design for the bosses.

Very good art and character designs, definitely a highlight. Instadeath isn’t the greatest feeling with how long it takes to get back into a fight with a boss. The combat is fine, and the theme implementation is pretty neat. I like the theming going on, I went with a similar idea of fighting of sins/vices but only got through 2 of them lol. Good job

Very fun game! Duck hunt controls is a classic and has been implemented very well. i really enjoyed the gameplay and the boss has been designed well with his movement and attack patterns. My only critique is the way that the player is damaged. I know it’s mentioned in the instructions but it just doesn’t come across as intuitive as seeing a player character getting hit. If you are gonna keep it as the different targets that need to be defended while also attacking the boss, I would try and incorporate that idea into the themeing of the game, maybe make them villages or just bases or something that Implies “Don’t let this thing get shot”. Otherwise I had a lot of fun with this and could definitely see it as a full release.

Interesting game. I like the aesthetic and character designs. I did like the mapping of attack and dodge being the same, but with its current implementation spamming spacebar is the simplest way to progress through the boss as you’ll automatically attack and dodge.

Fun entry! It feels really good to play, especially the weapons. The exchange theme has been implemented well, I like the hook mechanic for stealing weapons, I thought it would be cool if you could disarm enemies temporarily with it but even as is it’s fun. I could definitely see this game be expanded to a full release.

WOW this boss certainly has a presence. The scale of him and that initial jump into the stratosphere left quite an impression on me. The actual fight and attacks were good as well, I could definitely see the potential here for a full release. The players attack is interesting, I enjoy the projectile rather than melee approach. The movement feels like it would work well with a finalized environment, at the moment it’s just kind of running and dashing out of the way of the bosses attacks, but i see the idea of the wall running and getting vertical to fight being very interesting for a final version.

Thank you for the kind words and playing! I had noticed most games tend to upgrade the player but also increase enemy difficulty essentially negating the upgrade to bring challenge, so this was a fun experiment in a different method. I definitely have future plans for more content and some QOL features like tutorials after the jam.

Thank you for playing! Yea balancing is always a bit tricky. With all the moves that a player can enter a boss chamber with or without It lowered the difficulty over time for some of the more powerful moveset combos.

Very nice art and overall aesthetic. Love the character designs. The story premise is interesting, could definitively make for a compelling tale in a full release. Movement and shooting feel very good and polished.

Cool core mechanic, well implemented switching and supportive objects for making it useful. The base combat is a bit sluggish, and while i understand that the focus is on using the environmental objects to attack instead, the projectiles collide with other things very easily and so even if you set up an explosive perfectly the shot you make to set it off might not connect. Overall still enjoyable, could definitely see a full game of this, maybe more puzzle-like in it’s design.

Always love some big ole chompy plants. The rendering and visual design for the game is very nice. Love the plant. Attack patterns are interesting but a bit hard to avoid, even with the dash as you can still hit / walk into attacks easily after.

Fun art style and boss designs. Interesting core mechanic, definitely a challenge. It would be nice if a hit with the bow also replenished health and the sword just does more healing rather than being the only way to regain health. ATM firing at enemies is just asking to die quickly. Could definitely see this as a full game, maybe more turn based instead of real time, as it’s kind of hard to strategize attacks and health consecutively.

Interesting aesthetic, I like it. The combat is simple but fun, I like the effects for the attacks. The boss could be a bit more challenging with their movesets and attacks, atm I was able to just constantly blow them up and laser them. Definitely worth expanding, I think a full version could be enjoyable.

Camera could definitely use a bit of smoothing, its a bit jerky and sensitive atm. Otherwise I feel like the mechanics work well together and the general presentation could definitely fit for a full release. Reminds me of classic arcade schmups, but 3D which is neat.

Tight controls and combat. The primitives have been arranged very nicely for the environment and character designs, very cubist. Animations and boss patterns are very cool, but with how much health they have the fights can become a bit repetitive, even with the color matching mechanic, which is neat.

Fun little game. Very interesting perspective and control scheme combo, I don’t think I’ve ever seen aiming done like this but it works very well. Could definitely see it make for a good full release.

Very nice animation and artwork on display. The combat feels snappy movement is pretty tight. The first two fights felt a bit one sided, the character switching mechanic is cool but I couldn’t really tell any different gameplay wise. I have no frame of reference for how far I got on the third boss, or if I was damaging him at all. I would love to see this style continued though.

Fun! Interesting control scheme, curious as to the origin of the turning movement system, very different. I like the art and character designs.

Good penguins. I enjoy the models, character designs, and environments. The Movement is fine, but combat feels a bit stilted from the get-go. Upgrades and the exchange mechanic can shake up things a bit but a nicer way to combat bosses from the beginning might help. Overall well made, and could def see it’s potential.

I won’t harp on the camera too much as others have mentioned it but yea it definitely detracts from the experience. The aesthetic and character designs have a nice feel to them, very charming. I do like the concept of the character swaps and different moves that balance one another out. The tutorial was a bit tricky mostly cause it didn’t seem like some attacks were working or I was in the wrong character. Overall i think there’s a very good base game here it just needs to lock the mouse to the screen and have some camera settings and its probably almost ready for a full release.