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JetDungeonDragon

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A member registered Jan 31, 2022 · View creator page →

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This is pretty neat- I'm a big fan of solo RPGs so I'll need to play it whenever I find the time for it. It's kept fairly simple which works out for how many mechs there can be to keep track of and has room for some fun if you manage to get a mech snowballing.

It wasn't clear, but magic does exist and it is possible for magic to come along with the pilots and mechs. Though Cydonia, the world itself, forces it all to work under its own rules.

Honestly, a lot of others here cover what I'd like to say. Making it a cooperative storytelling game is something that never would have occurred to me. I do find interesting that managing the accumulation of stress was something that came across here- it was something that we managed to finish in time and had to cut out for our release. I think the Commander is the most interesting role to play just because of how different it can become based on the player. I could imagine an entire solo game based around playing the Commander.

Dungeon pretty much covers almost everything I'd want to say, except for this: Inside of the mech, no one at the DMV will ever know that I passed while drinking. THERE ARE NO RULES AGAINST DRINKING AND PILOTING.

Everything started coming to together towards the end of the jam where we finally hit our stride. There was a lot more there, but we had to move a lot out of the document in the final day of polish. A few statements on GM guidance really should've been put in. Sometimes I forget that I need to write things like that down and not just let it stew in my head.

Game is not quite my kind of thing since I'm heavy crunch type of guy, but I can see a friend of mine who prefers lightweight games having a lot of fun with it. I think it's pretty neat what you have here and it's encapsulated in a lightweight package plus with plenty of art going around.

It was a fun little romp. I gave my mech a black and gold paint job and went right in.  Gotta say, though, the grenade launcher I think was the best weapon by bounds since ambassador pineapple made hitting enemies fairly easy. Old Mines was my favorite map because of how you used the lighting and fog withing the small confines of the map.

Been also working on a TTRG as well with a friend. Just did the first playtest last night which went well but  highlighted a lot of issues that need to be fixed.

https://jetdungeondragon.itch.io/kitchen-dragons

Can't be later than us.

I had fun reading it and I like how you used the art style to fit in with the low color palette.

I would like to second Heartbeat's content.  It's what finally got me going with using Godot.

This game is pretty sharp- though I stopped playing at the Sudoku section since I couldn't figure out what the clear condition was, even after managing to make all the numbers in the black squares turn red. The platforming feels pretty good to me despite the very short jump height. Though it is odd that Bao's wall jump has better height than her regular jump; it's usually the other way around in most platformers. Not bad, but unusual. When I got the boiler, the velocity changes seem pretty odd as well. Going down is an almost immediate change in direction while going up is very gradual by comparison.

Outside the platforming, I thought the VN portion was nice and I like the backgrounds and characters. Though for being an explorer, it does strike me odd that Ming-Hui, some one looking for adventure, doesn't tag along with Bao. I think it could be more interesting to hear about Buddhism from someone who was troubled and turn to that path- which I think would nicely entwine Bao's own story and what she learned.

Unfortunately for me, the game automatically enters full screen and it crashes while on the intro card. 

I think the other comments pretty much cover anything I'd have to say about the game. My favorite part being towards the end where the sounds of the violin are mixed in with what sounds like a vehicle while you're traversing an upward road with no where to hide.

It's pretty well done and I like the ideas that went into it. The palette is used pretty well and I imagine the technical aspects are pretty sharp with how it plays. I find the writing I find to be pretty fun. Unfortunately I don't really enjoy playing memorization games.

That shouldn't be happening. The in-game menu on my end should only be coming up when C is pressed. Otherwise, hitting X on title starts the intro for me. I can only guess this might have had something to do with how virtual keys handling were updated in the engine during development. I'm honestly not sure what is going on since my own local copy of what was uploaded doesn't have this behavior.

Nothing at all? After hitting start game on the tile, an intro should be playing.

Thanks for the help.

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I accidentally submitted my own dev blog instead of the actual game I made for a jam. Is there anyway to fix that?

It's actually something I've done with that action selection movement menu you see in the second screenshots(with Action, move, etc). The issue I saw in the future if I used that too much is that I'd have to manually order how these layers are drawn if I had to use this a lot. I found it easier to set up a variable and signals that would let me control that variable. I appreciate the suggestion.

Late reply, but I appreciate the support!

Entirely written in GDScript and thanks- I had quite a bit of SMT on mind(and on my playlist).

I like the twist at the end, and then the subtle twist that only makes sense after reading the email on Katiya on how she learns based on the user and the type of person they are.

It's a solid game and I had a pretty fun time playing it. Horbror pretty much covers anything else I could say about the game.

Aside from an issue where sfx suddenly stopped working, I had a fun time. Especially after I figured out that I can ram the right side of my propeller into building to gain forward momentum and then the left side for backward momentum.

The map and its accompanying fog and sky a lot, but unfortunately I never ended finding the creeper to get spooked by.

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I'm going to shank my Godot editor if it doesn't work this time.

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Updated to R2, which makes it functional now.

Apparently something broke after I exported it- I'll have it fixed later.

Yeah, when it comes to AI it's either a blueprint or placeholder for me. It's a fun way for me to figure out what kind of designs work for what I want.  Though for more complete works I tend to be picky and have a very specific workflow of editing and inpainting. I didn't leave myself nearly enough time for myself to even think of using that workflow unfortunately and the actual programming was eating up almost all my dev time. All I managed to get done unfortunately was Minerva with a few edits in Krita to get the hologram look and those low-poly lights in Blender.

That aside, thanks. Glad you enjoyed the experience.

Thanks for the heads up. I didn't realize I left some extra stuff in accidentally. I was cutting it close to the cut off time and probably missed those since it was late at night.

I think it's pretty well written and having some RNG involved I think makes it more interesting since it quickly becomes a case of picking your own poison. What'd I definitely like to see is some ability for the player have the option to take action to deal with future problems you're already aware of which in turn may draw more attention.

I'm having issues trying to figure out how a deck is built. I saw 60 cards, but I don't know if I'm missing something else.

Thanks. The armor and the two guns that fire rivets and bolts respectively would have textures that made them look like they were made out of scrap metal, parts and pipes. The firearms that actually uses chemical propellant would have looks like a firearm is very good condition. That one is based on the H&K G11 with its caseless ammunition.

I exported a copy called 'WindowsCompat' that uses Godot's compatability rendering setting. This causes the FPS portion's lighting to break significantly, but hopefully the rest of the game now works for you.

PianoRose pointed out a similar problem I had on my own game today.

Is there supposed to be a download that comes with this? Otherwise, I'm having a difficult time trying to figure out how to play this just from the one image posted.

Thanks for the catch. It should be open now. It was last when I was uploading, so I accidentally left new downloads disabled on for some reason. I wish someone told me sooner.

Hot damn you're right. I thought I uploaded them but the downloads aren't there! Let me fix this.