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JoshLmoa

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A member registered Apr 14, 2021 · View creator page →

Creator of

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Oh damn that's a shame for the browser, I had another friend who couldn't load it either, yeah. Thanks for checking it out though!

We had such a poor sense of direction for it through the whole project, unfortunately, so progress on the actual gameplay was really slow and just kinda thrown together. I've got a more functioning version of it now, with some more animations and balances. So, I'll upload it when it's finished, then bring the project to a close.

The brightness was also intended to be dark. Its one of the things I wish we managed to explain in the game and get looking right, but just ran out of time for it. There was never actually supposed to be a brightness slider with that strength, I just wanted it to effect what was already visible. Which was a lack of communication on my part, but that's kinda what came out of it. I thought I'd keep it for people curious and wanting to see more, but again, I didn't really get to write that note for players either.

Thanks again for downloading and playing!

Neat little game. Really liked the style. 

The mechanics were simple enough to understand too. I failed to deter the spirit with fish the first few times but I think I was just inaccurate. Eventually I got it though!

No worries on not playing too long, it's content runs out basically after the first siren, hah, with just more sirens to follow along as you get further.

I think I would have actually liked the idea of a smaller boat more, as well, if I'm honest. My original idea was more based around a smaller fishing ship or something, with maybe 4 or so people. But we ended up going larger, which made certain things a bit more tricky.

Thanks for checking it out!

I ended up endlessly following the other clues, while searching for the first cryptid. I restarted and read the dialogue again for a clue I might have overlooked. I think it's just not entirely clear where the "clearing" or "path" is, while all the others have such obvious and tightly spaced paths. 

Overall I like it, it reminded me of old games, like you'd mentioned in another comment, haha. The writing was pretty good and the ending was cool cause I totally expected it, lol. 

For controls though, I may have opted into arrow keys as well, for turning, since Q and E get pretty awkward. But I can totally forgive that on a crunch with lack of time for testing.

Thanks for checking it out! And yeah, there were a lot of things I wanted to implement for quality-of-life, but just didn't have the time unfortunately. That was definitely one I was thinking of though.

Indeed, very well done with this game. Very strong contender! 

I gave it 3 tries, and even sat the sub in a ditch to AFK and make food. High score was 3720! I read your other comment about not actually having a kraken or further story, which is a shame. Every 1k I was hoping something spooky would show up.

Super chill, audio was done beautifully. Art was polished and consistent. 

One of the issues was that, to me, the floaties felt more like a hindrance than a power-up after 2, as it was just kinda too quick to control. That, and the dialogue wasn't up long enough to read, while also trying to pay attention, along with it kinda taking up too much of the screen. I think a standard sub-title sorta thing along the bottom would have worked a lot better for that.

Nice work getting all the snapping and fitting in place working! It's a nice little puzzle game and well executed!

Dang expert mode was a rush! That's where the gameplay is at and it was really a lot of fun. 
Perhaps one addition could be a lower clamp to the increase to the debt. Instead of making it % the entire time. Having a $0 debt increment to $0 is really nice, but the sense of any urgency really dies down and you know you've won before you "win". So perhaps it increases by no less than $200, or depending on the difficulty

Genuinely had a lot of fun with this game though. Easy mode was a cake walk and not that engaging, but expert made me think about the best things to buy early on, and quickly switching between the gamble and bank pages to stay alive. Very well done!

Great work getting it submitted! That's an achievement in itself. Keep up the work on animation, Godot has some fun tools for mixing them together and it's totally worth getting into!

This was neat and funny. I really liked dying to something new and finding out what it was gonna make fun of me for.

Visually looks nice too. I liked the faded dithering on all the shading, and the audio was done rather nicely as well. Also, nice work on the voice acting!

Overall pretty standard experience, but nicely executed, and you worked the wildcards into it really nicely. Not sure what it was but I had to hold Left-Click on my first run to even look around. But afterwards it was okay and worked normally.

Thanks for checking it out! The loss of sail control might have been not having a crew mate by one of the masts. I did want to make them more obvious for when they're activated, but just ran out of time. Glad you had some fun with it though! If you're interested too, I added a map in the description.

Thanks a lot. I'm glad you enjoyed it! We did initially want to have a lady sailor on board who'd be immune to the song. would be faster and would do the slapping. But didn't have enough time to get to that, unfortunately.
Glad the idea of more sirens added tension! I honestly didn't really think about that side of it while designing/placing them around, haha, so that's cool to hear!

Omg this was really cool! It felt like it read my mind after the 2nd loop!

I enjoy challenges and speedruns, as well as hoarding and collecting everything in sight, so on paper, this game was quite perfect for me.

My only real gripe is those damn acorns. You have the jump grace period before-hand, but nothing after touching it. So it appears that you're only rewarded for timing "badly", being earlier. If you time the jump almost perfectly, it doesnt matter as it seems to not register the input any frames after the bounce. This was genuinely the only part that made me kinda annoyed. The floaty air controls are also there, but honestly, it's just something that can be utilized or gotten used to.

Not as bad as the corns, but the camera is a little frustrating, given that youre falling down a lot of the levels, and it's just a matter of learning where you can actually fall over and over on each attempt, and not really being able to react properly to it.

But yeah, the first stage was me wanting to collect absolutely every eye, stage 2 was the same, but I was getting tired of it, then I thought, "Ok, next stage, im just not gonna care about the money and just beat the recursion", low and behold, I now have to avoid the eyes, lmao. Then after that, it was "lets just see how fast I can do it"

Really love that mechanic! 

Final time was 30:34 | 408 eyes

Thanks again for trying out the game earlier! But I thought I would let you know that we were able to upload a fixed version, just in case you were curious to see it work a little further than before.

Thank you so much for giving it a go! I'm gonna keep trying my best to make it all work and have a final version uploaded whenever I can!
The slap does have a functioning purpose, but ideally, even with everything working, I didn't want it to be exactly clear. 

The brightness is also more of a dev tool, and was supposed to come with a warning/tip, but the game was meant to be pitch black, outside of the boat lighting. But I encourage everyone to increase it just to look around and explore, since we worked hard in adding little details around the world.

Damn, this one was actually really cool. I thought it was super sick when the lights turned off and I had to use my brain again.

Haha cheers. 3D web games do kinda rock

What a sick game. Everything was done well! Music was a vibe, controls felt smoove and responsive, and mechanics worked well! 

Unfortunately quite broken. It looked like a bit of fun otherwise

Fun game, spooky. Glad I could eat the old codger in the end.

Nice work putting this together! Was good fun to play around with

Unfortunate that it wasn't able to made further. Looks promising though, hope you publish to more jams!

Did not have fun, wasted all my time, beat the game and raged. Now I only have 2 of 3 monitors left, you owe me one.

5/5 stars

Nice little game. Was nice trying to get stronk. But it started to feel empty after a while and lost it's satisfaction. Then it kinda broke, and the circles were the sizes of planets and bugged out, lol

Traumatized. Worth it

This was really cool! I just didn't enjoy how slowly you moved while in balloon mode. I probably would have tried to collect all of the cake, but it was just such a drag to go back and forth across the whole level.

Other than that, the controls were simplistic and easy to use, and the atmosphere was really nice! The colours are great, too, whoever did colours needs a raise.

Not a bad concept. Controls not being very well explained are a real issue though and I could barely read the X above the lever, too.

I do like the idea of having to switch hammers for different challenges, but I never felt the need to build anything, and didn't even realize that breaking boxes adds them to your inventory until I was about to walk out the door!

Well done on the rage game, lmao. I couldn't handle much more than the first stage. The controls just seemed way too unresponsive for how quick and hard hitting all the enemies were. Conceptually I was actually really excited to play when I saw the very first tutorial room and the switching of elements. 

The animation for the spell wheel needs to be way faster. I don't think it requires you to wait, but it makes it feel sluggish.

Also, if there's a maximum range that you can cast, I think it needs to be displayed somehow, a lot of the time spells failed to cast and I wasn't entirely sure why.

Still, great work! This genuinely looks like a lot of fun to play, if it wasn't so brutal.

I got 1001. Totally didn't find an exploit, 100% legit 1001 score.

Jokes aside, good work! I think I noticed that the only lose condition is if the last cake placed goes beyond the abyss. If you keep clicking and creating tiny cakes, it doesn't seem to care that other ones would fall. Like others have said, some challenge would have been nice, but its a good concept.

Hey, cheers for the response! Good feedback too. Glad to hear your point of view on that! I'm pretty sure I rushed it out on the final day, so it certainly could have used more love and care, that's for sure.

Daaaamn man, the playground had it all. I've seen your comments on how you intended size to be use for getting faster speeds, but you missed so much in my opinion. 

I was cruising through each level like "haha, more like, size dOESn'T mAtter" as I was beating them all without adjusting. When I hit the playground and saw the uneven terrain parts I just thought "where was all this?!".

I personally don't want to include the playground as a part of the overall game experience, as it seems more like a dev testing tool, or extra feature. But man, if you added those uneven parts throughout the levels that actually required you to adjust mid race, would be really sick.

Another thing I expected, and honestly the only reason I changed size once, was cause I saw the sand, and the sign saying it behaved differently, so I thought "ahh, this is where we be big, right?" thinking the little car was just gonna get immediately bogged down. Naturally I tested both big and small, and I truly think that's a missed opportunity as well.

Bumps, Tunnels, Jumps, Narrow passages. These could have all drastically changed the use of the theme for the better.

Also the scenery of the playground! It felt so much more alive than the real tracks!

Sorry for the yap, overall great game. Car controls were okay, but it felt a little rubbery, and drifting counter-steered way too aggressively.

Not gonna lie, I was playing this one for quite some time. The theme is a little weak, but omg, could I switch off my brain and just go zoomies, lmao. I just didn't enjoy how easy it is to get stuck on stuff.

Good work on getting it submitted! But it really needed a lot more work on it.

I managed to beat it, but it really is a bit of a grind to get to the top. Enemies are way too tanky for how slow you shoot and how many there are. You shouldn't have to retreat back down an elevator and trick the AI to slide down the hallway to try again. I was also able to lure all the enemies down using the spawn point side of the building. Having enemies only become enabled when you reach their floor would be a good way to make sure they don't all coagulate on one level and make it almost impossible to get through without a tedious series of kiting underneath them.

Even during their death animation, they behave the same until they completely disappear. It'd be good to disable all their behaviors during while theyre dying, as it's quite frustrating that they eat your valuable bullets (in terms of time) for no gain. That, and they can also still damage you when you've already killed them. 

I still had a bit of fun with this trying to play around with what I could break though

Jee, give this game a month of work and I can easily see it being a Miniclip-nostalgia tier game. It's already so well done! I was unable to find 2 pieces, in the end.

Amazing work on this!

Thank you very much!

Thanks glad you enjoyed playing! I also brought up Dog's Life with some friends not even a week ago too! Glad it tickled that bit of nostalgia, cause it certainly did the same for me while even making it. 

Grats on 44 too!There seems to be a bit of an average score around that level, I'm noticing.

Thanks, glad you had fun! Also glad it made you feel like a cat. That's all we wanted to achieve.

This was fun to play! I love the art style a lot, it's really neat. The mechanics of the game are pretty solid too, but the one thing I think you could improve on is teaching the player in a better way.

I normally dislike reading long tutorials and like to judge a game on how well it teaches me how to play without the use of an external guide, but I had no idea what was going on initially and had to refer back to the tutorial a few times before I understood it. I appreciate the effort to make the tutorial look pretty though!

The layout of the game is a bit confusing too. I think too many similar elements are spread across the screen and don't really correlate well to each other. Going from under the boss image, telling  you how much mana you need, to your card in the center, to the top right seeing how much you had, could all be done in a much more compact and readable area, in my opinion.

Very well done though!

This was hilarious to play. Really liked the soundtrack you chose for it, and the noises were all very well done. If only Godot's physics weren't so freakish, but it all adds to it!

Nice game

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Thanks for checking out our game! But yes, unfortunately due to time crunching we weren't able to properly test if you can eat all of the treats. So it's just about high scores and finding the best routes. However 100% may still be totally possible, hah. (Tested it recently, and you can indeed get 100%)