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jtara1

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A member registered Sep 14, 2019 · View creator page →

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oh right, alternate between 2 colors every  row like how a properly styled html table is

Interesting concept. I was expecting it to be like pac-man ghosts hunting me down, but noticed that they move away from you if you move into the light, I like it. The game definitely needs to give some goal or incentive of something for the player. How do you feel about the player holding a light himself? Or are you designing around the player being blind to both what's around and the fog of war areas of the map?

Thank you for playing! I haven't closely measured the dps of weapons, but they should all be pretty close to each  in terms of dps. Laser gun shots go through walls. We'll see how hard it is to add controller support and possibly add it in the future.

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Super clean execution. The puzzles had me thinking and felt great to finally solve. The game was really difficult for me puzzle-wise. I was a little confused at the beginning figuring out what was required of me and how to use my orb and how to actually get in the mindset for this puzzle type.

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Thanks for the feedback. The twisting of the ground certainly adds to the fun factor :) We'll add arrow keys for movement in the next release.

I like the faces.

Thanks a bunch for playing! Yea we're figuring out what we can redesign the player model as. We likely will go with a more simple model that's closer to a primitive shape. The other dev and myself are programmers and have limited knowledge of how to draw, use blender, and animate. So, we're certainly going to tame our imaginations for what we want to do. I'll add the install instructions for linux too, thanks.

The game reminds me of Sanctuary RPG on steam, except you're actually going for an action and platformer here.

Super ornate world and intriguing intro. I love your usage of your engine and the world you built with it. I was a little confused what the purpose of the space bar action. I kept dying to fall damage while I learn some of the tricky platforming as I battle the fps and the sorta concrete/non-interpolated position the character moves to as you move him. I did manage to get 100 coins eventually after about 6 attempts.

Thanks for playing! It's always best to really hook people on your game with visuals then provide fun core mechanics and gameplay loop ideally ;)

If the game does become a medium or long term project, we really need to step up the models and animations and aim for a consistent art style here. Initially, we were super ambitious with weapons (5 types, 3+ per type), but I think it's better to refocus on the design and incentive to use each weapon.

Multiplayer would be fun.

Thanks for playing. You can thank @jaerei for all the implementation of the floor models and crazy shader code. It's had at least 3 major revisions. We don't entirely have a well defined roadmap; we're just taking smaller steps. We've hit some limitations of Godot Engine with physics and rendering which has been a bit discouraging for us on this project in particular. We still love the engine, editor, and gdscript, and look forward to Godot 4.0. Multiplayer is always a fun challenge to do correctly.

Thanks for playing, and I'm glad you enjoyed the visual! Yea, the design is pretty loose on our 2 levels right now. We're giving the player more than enough health, and he can easily beat the levels with any one gun. We're looking to better teach the player walldashing, and to add enemies that require you to use a certain gun to efficiently kill them.

It occurred regularly. I had no choice as the player but to take a leap of faith only to fall to my death twice. 

Why is a ghost driving the lawn mower? /s

Cool concept and pretty unique. I liked the phone layout for the ui. I think requiring 100% coverage for Lesson 1 was way too much. 

I don't know what's going, but that fun and intense. Got to 1.6k score. It feels like I need to acquire more resources to keep up with the wave. It's pretty trippy that the auto aim feels like it lets me walk through lower density enemies.

Very intriguing story. It drew me in with the audio, great visuals and presentation of text. I loved the music played at the pig pen and house area.

Cool theme, lots of great sprites. I really love that you made me rethink how I move in a game and designed around it.

That'd be nice to see some action a bit sooner. Between the forced intro text, the walking speed, and the openness of where to go or who to talk to left me wanting a bit more in terms of seeing or experiencing things happening instead of reading.

Super solid game. The color scheme and CRT-like warping effect were pretty neat. I got 300+ gold. I found a bug with the ui, when you reach the "You Died" screen, you mouse is behind the buttons on hover.

It was tricky to find my tiny character as the timer counted down. During my first run it was unclear as what was background vs foreground. I encountered a bug that caused all but the first building in the foreground to be rendered making the game unplayable. I played the web build.

It's a nice fun simple exploration game. I noticed I could swim above the ocean, and found that the bar of gold icon looks a bit like a shotgun bullet. Will you be planning on making the player feel threatened or curious in any way beyond what you've presented? The background, sprites, water, and use of color are very well put together.

Super solid aesthetic puzzler with intriguing graphics and theme. I love the consistent art style. I think some things can be communicated to the player a little better. 

In the main menu, it took me a min to realize I had to double click to start the level.

In level 1-2, you're dropping too many new level design and mechanics on me (pre-game action selection per turn, water action, line of sight, careful planning for 3 turns, when do doors open?), and the mouse hover over the actions on the right has a bugged dialog box. I love the isometric level layouts, but this makes it impossible to tell where I need stand to shoot targets that are far away (level 1-3 especially).

Thanks for playing. Shotgun is pretty good for a group of close enemies. We don't make it clear, but we're giving you invincibility frames when you dash.

There's free software you can download that provides text to speech if that's a style that's okay or have that be your basis then you edit it more in audacity. Your OS might already provide tools for text to speech.

Sorry about that, you're the first to test on macOS. I found the solution though. Unfortunately, this seems to be a common problem for macOS builds for Godot-made games.

1. Download the macOS release to your Downloads folder, should default to ~/Downloads

2. Unzip the contents in ~/Downloads so you can see the app file.

2.  Using terminal run this command on the file:

sudo xattr -rd com.apple.quarantine "~/Downloads/Neon Gensis- Magical Animals.app"/

as solved in https://www.reddit.com/r/godot/comments/nm5xtf/mac_export_wont_start_when_downlo... and https://apple.stackexchange.com/questions/372084/macos-catalina-app-is-damaged-a...

Your game was pretty fun. I had troubles understanding half of what the narrator was saying. I felt encouraged to try to quickly beat each level. Breaking doors and boxes felt pretty good. I found myself dropping boxes accidently at times.

Cool intro and character sprites. It's got some potential. I noticed I can play jump effects as long as I hit spacebar.

This has to be the best game of jam. I didn't expect to enjoy this type of wall jumping. The controls and level design are super tight and very well executed. I would expect at least this much from a paid game. One complaint is that I wasn't able to be the last part of the last level, and I felt a little confused what I needed to do differently. Fast fall for a frame or 2 then dash dash? It felt like spikes dropped on me if I was too slow and if I was too fast. So I may have just needed to time it perfectly. Dash soon enough but not too soon?

That'd be great if you can teach me your tips naturally through level design.

All the sprites are clear and cool looking, nice main menu too.  The air tower was visually a little ambiguous though. The gameplay was pretty fun. I found the mouse difficult to see and pretty small. I enjoyed what I played after my first trial of failure. A bug, couldn't switch from air tower, stopped me from getting a highscore :( I'd like to see sprites of the towers in the game hud and hotkeys for switching between them.

Pretty cool. I like how you slowly introduced smaller pieces of puzzles and mechanics then began to challenge me to keep me interested and thinking.

Thanks! I implemented the dashing, @jaerei wrote the crazy shader code for the floor.

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Thanks for playing our game. Could be a good idea.

This is definitely a speed-runners game. It's very sharp and crisp, I'm loving it. This has to be one of the most intense games of the jam. Nice tutorial too.

Incredibly solid juicy game. The sprite work is fantastic, and the game feels very fair. Got my score to 53.

Wow this is pretty amazing and innovative. The multi-purpose lance is really killer. It feels great to move and attack. The ability to use the lance as a vertical jump or horizontal speed boost is perfect. I could see this being a great speed-runner game if the level design is cleaned up and maybe there's more juice. If a level is designed for me to move down or left, there could be improvements in some way to help me feel confident I'm not jumping into a death pit or an enemy without knowing. The one boss is pretty solid as I found jumping 2 then boosting over him intuitive, but it was confusing whether I was damaging him or not and where his hurtbox was.

I love the upgrade system, but after beating 2 levels I had around 3k money while I needed 7.5k or 10k. What's the plan for giving the player more max bullets? Doesn't that change level and gameplay design quite a bit?

Great art style, modeling, and scene. The HTML build ran smoothly for me.