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Julian

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A member registered Jun 09, 2020 · View creator page →

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Thank you!! I'll definitely be starting a larger scale game soon.

Sure, I've uploaded binaries for a few platforms.

Thank you!

Absolutely outstanding entry!

I love the ascetic, definitely gives me strong N64 vibes with some Playstation 1 bits here and there. The graphics and music capture that era perfectly.

The player movement feels excellent and very deep. The game gets more and more fun as you unlock more. The animations make everything feel very satisfying. The level design also complements the movement with consistently challenging and fun platforming sections.

I'm amazed at how large the game feels. I played for a couple of hours and still have not quite managed to finish it. (Although I think I'm pretty close to the end. I'll definitely be coming back to finish it of at some point.)

A few minor criticisms: 

  • The enemies are not quite as interesting as the rest of the game. There's a couple of standouts like the sword which are fun to fight, but I typically found myself able to completely ignore most of the enemies and didn't really need to put in any effort to avoid them. (Feels a bit silly making this criticism given the time restriction. I think the selection of enemies is very impressive for a Jam entry.).
  • Not having a map led to me doing a bit more aimless wandering than I'd like.  I think I spend at least 30 minutes trying to figure out what I'd missed before finding the stomp / high-jump ability which would have been entirely mitigated with a map of some kind.
  • Some areas feel a little blocky, lacking in detail. I think the bridge is a really good example of an area that feels geometrically interesting and also has great level design.  It would be amazing if all areas of the game were similarly visually interesting. (Again, I realise its a bit ridiculous to expect more than you already have, given the Jam time limit.)

Overall I'm completely blown away by what you've achieved. If you choose to expand on it, I'd love to play a more fleshed out and polished version of this. If not, I look forward to whatever you make next! Hope you win the jam, full points. :)

Sorry about that! The particles are missing from the web build and you are being hit by steam. (An intermittent hazard that is completely made out of particles). Unfortunately I can't patch in another visual indicator right now because of the Jam Voting period.

Also, regarding the download, I have gotten in touch with itch.io support since it seems to be on their end. Nothing I can do about that right now either I'm afraid. :(

Thanks for playing regardless, and sorry you ran into those issues!

The save in the final boss room was actually a mistake haha. I put it in for development, and did actually remove it from the level files, but the Godot importer didn't pick up the change.  As you say, I completely ran out of time so that boss is pretty terrible. The accidental save might be a blessing in disguise!

The invisible damage is due to the missing particles issue. You should be seeing steam jets but unfortunately they don't render on the web build. Thanks for pointing it out, and I appreciate you making a video. I can't fix it at the moment because of the jam voting period, but I'll try to patch it after.

It's a bummer that the download doesn't seem to be working for a lot of people right now. Seems to be an itch.io issue.

Thanks for the feedback! 

Excellent game, played through all the way to the end and had a lot of fun!

Ridiculously high quality, even outside of a jam context. I would happily pay money for a full version of this. Can't wait to play the rest!

Very impressive! Love the graphics, audio and the general gameplay feels good. 

I did find the wall jump quite strange. There seems to be a bug for controllers with an analogue stick where you can move the stick up and down and rapidly climb the wall. Not game breaking by any means but definitely doesn't feel intended.

My only real complaint is that the map didn't seem to work for me. (Not sure if it's not implemented or if I just ran into a bug.) If not for that, I think I would have played all the way to the end. (And I think I was pretty close to the end regardless.)

Great work, I hope to play more from you folks in the future!

(2 edits)

I like the gameplay ideas in this game, they fit nicely with the theme. Dashing between shadows is cool concept. I think with some polish, this could be quite a nice little game. Good work, hope you keep working on it!

I think this is a nice start. I really do like the aesthetic and atmosphere. It's just unfortunate that you weren't able to flesh out the map with content. I hope you continue working on this, or something else similar. Plenty of potential there!

Really nice aesthetic and the controls feel good. I was really impressed by the introduction cutscene and the interesting behaviour of the enemies. (Especially the bats).

As far as negatives, I did find the difficulty to be a bit much. I possibly missed some upgrades that would make things easier, but at some point I was just running past enemies because I knew I would die in two hits. I stopped playing when I got to the purple (I think key shaped) item, and fell in a spike pit before I could grab it due to the darkness. That felt quite unfair.

Despite that, I think this is an excellent effort for a month long prototype. With the difficultly smoothed out, this could be a really cool game if you continue it. (And I hope you do!) 

Reminded me a lot of playing Kirby on the gameboy while also feeling unique and different. Really fun little game!

This is a super neat idea, it feels a little bit like doing a jigsaw puzzle. Searching through the keys to unveil a lovely bit of art!

Great work! 

Thank you!

It was great actually, Godot's quickly becoming my favourite tool to make small projects in. It feels super easy to turn an idea into a functioning game while also being very flexible . Coming from a C++ background, it's a breath of fresh air to be able to throw together something fun in a few hours!

Yep, fixed now, thanks

I really like the concept and I think it is well executed other than one thing: For me, the audio seems to be backwards from what I'd expect. For example, if the mouse cursor is left of an animal, I'd expect to hear the animal's call from the right speaker. (As if the mouse cursor has ears and I'm hearing from its perspective.) I double checked my speakers are setup correctly with an audio test so I don't think it's a problem on my end.

Regardless, I think the concept is really cool and the beast hunting you is legitimately creepy! Nice job!

I think this is my favourite application of the theme I've seen so far. The idea of frantically mashing your face into objects to eject them from the world before hurling yourself off the edge with them is kind of hilarious.

Excellent work!

This is a nice little incremental game. Needs some tweaking to the pacing since it only took me a few minutes to reach absurd numbers but still impressive for 3 hours development time.  Great work!

Very cool and unique little idea. Great work!

Nice visuals and idea but the platforming feels a little rough. (Catching on the sides of walls, etc). It also feels like the light mechanic falls a little flat when you can see all the platforms without it. (I suppose that will depend on different monitors but on mine it's not hard at all to see them).

Regardless, I think you did a good job for a 3 hour Jam! The main menu in particular looks nice and polished.

This is a really excellent entry. A little hard to understand at first but once you wrap your head around the mechanics it becomes super interesting. Amazing for three hours work!

Super cute little game. I like the sonar and pushback mechanics. Could probably do with a larger cooldown or some kind of limitation on the pushback because I found myself just spamming it and not really having to worry about any enemies. Very impressive for only three hours work.

Great work!

Cool idea to tell a story during the gameplay, it ties nicely into the theme. The gameplay is quite basic but I think the unusual control scheme makes it interesting. I don't know enough about Desmos graphing calculator to understand the implications of making a game entirely inside it. You guys have managed to make something quite impressive in 3 hours regardless!

Nice work!

I really like the design of this game. Having to manage where you want to use your matches and balancing that with how many lives you have left and how much you can remember is a cool mechanic. Unfortunately, it is let down a bit by the screen transitions. One of the screen transitions just would not work for me most of the time and I'd end up dying off-screen.

Overall, very impressive work for three hours, one of my favourites I've tried so far!

Feels a quite unfair as far as difficulty goes, I couldn't really dodge anything and had to rely on luck to survive more than a couple of meteors. Regardless, still very impressive for only three hours work! I especially like the extra effort put into the trails from the meteors.

Nice and smooth feeling, I love the little squash and stretch of the player sprite when they land on the ground. Super impressive for three hours work!

(1 edit)

The windows build does not seem to work for me. The game closes immediately and the console contains the following:

Godot Engine v3.3.2.stable.official - <a href="https://godotengine.org
OpenGL">https://godotengine.org
OpenGL</a> ES 2.0 Renderer: GeForce GT 1030/PCIe/SSE2
OpenGL ES Batching: ON
ERROR: Cannot open file 'res://default_env.tres'.
   At: scene/resources/resource_format_text.cpp:1233
ERROR: Failed loading resource: res://default_env.tres. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:282
ERROR: SceneTree: Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded.
   At: scene/main/scene_tree.cpp:2133
WARNING: _update_root_rect: Font oversampling only works with the stretch modes "Keep Width", "Keep Height" and "Expand", not "Ignore". To remove this warning, disable Rendering > Quality > Dynamic Fonts > Use Oversampling in the Project Settings.
     At: scene/main/scene_tree.cpp:1161
WARNING: _update_root_rect: Font oversampling does not work in "Viewport" stretch mode, only "2D". To remove this warning, disable Rendering > Quality > Dynamic Fonts > Use Oversampling in the Project Settings.
     At: scene/main/scene_tree.cpp:1244
ERROR: load_source_code: Condition "err" is true. Returned: err
   At: modules/gdscript/gdscript.cpp:813
ERROR: Cannot load source code from file 'res://Friend.gd'.
   At: modules/gdscript/gdscript.cpp:2239
ERROR: Failed loading resource: res://Friend.gd. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:282
ERROR: load_source_code: Condition "err" is true. Returned: err
   At: modules/gdscript/gdscript.cpp:813
ERROR: Cannot load source code from file 'res://Friend.gd'.
   At: modules/gdscript/gdscript.cpp:2239
ERROR: Failed loading resource: res://Friend.gd. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:282
SCRIPT ERROR: GDScript::load_byte_code: Parse Error: The class "Friend" was found in global scope, but its script couldn't be loaded.
          At: res://World.gdc:61
ERROR: load_byte_code: Method failed. Returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:785
ERROR: Cannot load byte code from file 'res://World.gdc'.
   At: modules/gdscript/gdscript.cpp:2235
ERROR: Failed loading resource: res://World.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:282
ERROR: poll: res://World.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://World.gd
   At: scene/resources/resource_format_text.cpp:440
ERROR: Failed to load resource 'res://World.tscn'.
   At: core/io/resource_loader.cpp:212
ERROR: Failed loading resource: res://World.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:282
ERROR: Failed loading scene: res://World.tscn
   At: main/main.cpp:1961
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
     At: core/object.cpp:2132

Very simple gameplay but I love the music and the use of the theme. The build up and then payoff of the massive wall of sound when the background kicks in is super neat. Nice work!

Thanks! Thankfully Emscripten has nice SDL2 support so it was relatively painless to make a web build.  : )

I really like this. It's a simple but fun concept that has been well implemented. The difficulty increase feels nice and smooth too. Great work!