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kiyodev

15
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4
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A member registered Apr 05, 2023 · View creator page →

Creator of

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Thanks for all the feedback! Definitely will look into the settings and map issues.


As for the difficulty, I agree. We did have more enemies and stuff planned but we didn't have time to fully implement them. There also will be more abilities n stuff later on, but I do agree we should have somewhere to display what the abilities do. it just wasnt a priority to get done over the actual mechanics.


Also no judgement, I still run an i7 7700k and a 1080 too lmao

Thanks for playing our game! We were able to fix the crashing issue, but we weren't able to get it out in time before the deadline. Stay tuned for an update and fix once the voting period ends!

Sorry about the crashing! We fixed it but not in time for the entry deadline :c once voting ends we'll push out an update with the fix and a couple more features!

Interesting. I saw someone else run into that but I was never able to recreate it. I'll have to look into that.


But yea thanks for playing! Glad you enjoyed it :D

Oops looks like I forgot to actually post my reply kek

But yes, coyote time/jump buffering does wonders for playability and feel! Definitely something worth looking into. There's also a lot of good info on the techniques implemented in Celeste if you wanted to look up how they got their movement so tight, snappy, and responsive.

Well done! The mechanics and controls were easy to understand. I also really liked the body levels, the pace of those levels was perfect. Even though you didn't finish all the levels you wanted to make, I still enjoyed what you did make and felt you still made a good amount of levels! Loved the take on the theme as well

Clever mechanics! Love the way you go about guiding the player.  The first puzzle caught me off guard, made me chuckle. Well done!

Mechanics wise, the only thing I'd suggest is adding coyote time and jump buffering (especially with the jump quest). Other than that, everything else was solid!

Love the atmosphere! A background definitely would've helped with telling where I'm moving. Other than that, mechanics were solid! 

If you were to implement an alternate control scheme, maybe being able to aim the cannons by following the mouse would be neat!

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Yea time constraint. IRL stuff caught up to me haha there was going to be more levels, but I had to prioritize polishing the mechanics and ensure the build works to get it out in time.


But yea thanks for playing! Glad you found that mechanic interesting. I wish I was able to do more with it but it is what it is

Huh. Well glad to hear you got it working! Wonder what that was all about

Hmm interesting. Do you mind telling me what browser you tried playing on and any other possible settings that might affect this? Other people had no issues with playing the game and SharedArrayBuffer is enabled (which will be not needed when the godot 4.3 update comes i think thankfully!)

Thank you so much! Glad it was fun enough to want to replay despite those bugs haha there's definitely more features that need to be put in and general polish. Thanks again for playing and reviewing our game!

Glad you enjoyed the game! The team put a lot of work into it. I am actually in the process of rewriting our danmaku pattern system and it is much more powerful and flexible than the old system! I'll be turning it into a plugin for Godot 4, so hopefully in the future I'll be able to release it for people to use it for their own bullet hell games

Thanks for playing our game! Glad you enjoyed it :D

That's so weird... the gamepad controls were working before uploading the build here. Oh well, sorry about that I'll have to take a look into that.

Thanks! This was in fact our second jam together, but the first one that we actually completed haha