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lethalgem

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A member registered Jan 13, 2024 · View creator page →

Creator of

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Sorry to hear the control scheme led to frustration :(

The ship is supposed to keep moving under its own momentum. W is more like increasing the throttle level and leaving it there. Doesn't mean that was the right decision though. I can see why it'd be better to have more control over the ship!

Thank you so much for the kind words!

Thanks for the feedback! Glad you liked the voice acting. We recorded it at 2am the night before submission as a very last-minute suggestion.

Agreed on the turn speed. We tried a higher setting and it made the ship feel soooooo much more nimble and controllable.

Thank you so much for letting me know! I never would have caught that.

Fantastic game! Love it. The voice acting, especially the sassy shopkeeper just adds the icing on the cake. Great job!

Cool way to work the art into the gameplay! Took me a while to realize that I could blow the bubble while in the air. Before that I kept thinking I needed to blow a bubble then jump on it to have the fan push me up.

Once I figured it out I had a good time going through the levels!

Fun game! I liked how fluid the movement was. I felt free to run around, grab stuff on the fly, dodge and aim the turret on the way back, and grow!

Fresh idea! Wild art style too. Had a good time playing it. Being able to rotate pieces is clutch!

Great mechanic with the scaling machine! I also though the presentation and level design to limit where a player could go were nice :) The puzzles did seem pretty straight forward though. More like following a specific path rather than puzzle solving. I'm sure in a longer jam, the levels would have been brain ticklers!

Very clever! I liked that the number of times I could copy an object were limited. It made me think 3 steps ahead when trying to find the solution to a puzzle.

So cool! I was racking my brain each reset to figure out the best spots for the sponges. I really enjoyed the challenge of thinking about how the sponges already placed would grow and how I could balance maximizing their size by not blocking their growth while still placing all of the square sponges I needed to.

Great concept and execution!

Entranced by the atmosphere. It took a couple playthroughs to realize what was going on with the falling cameras. Once I figured it out I couldn't stop playing until I was as big as possible!

Super cool take on the theme! I loved the visuals and just hanging out up top, floating, and vibing :)

Thank you so much for the feedback! I'm glad you enjoyed the presentation and general concept :) Next time we'll make sure we have more to offer in the fun department!

Thank you so much! I'm glad to hear you enjoyed it :D

Man, these shaders are putting in work! The visuals are fantastic. From the CRT filter to the subtle warping at the edge of the screen, to the little hats the botty's put on when they have a job.

I really enjoyed the game! There is a lot of potential here. By the time I finished up the last level, I felt like the game was just opening up. I wish there was more, I was just getting started! The only real critique I have is the speed of the bottys. The slow speed lets you be very precise which is nice, but once I've formulated a plan on how to tackle the level, it just ends up being a waiting game until the botty hits the spot I need to change command. Perhaps a fast forward button would aid here? The player could speed up until they need the precision and have it return to normal speed.

Also thank you for sharing the source code! Ended up downloading it and playing from godot just so I could check out the project structure.

The upgrade system was truly satisfying. Thanks to your tip about upgrading the lower cards first, I felt significantly stronger after every encounter. It would have been cool to see a popup or some information on what the enemy chose to do that turn. I found myself scanning the screen to see if they had hit me, or healed, or maybe just passed on their turn (not sure if that's possible, it felt like it was). 

Fun game! Great work :D

The animations are splendid! And thank you for the comprehensive settings menu. It's a lot more than most submissions :D I had some trouble figuring out exactly what buttons to press to follow the recipes (ex. press e after dropping off the ore at the smelter), but once I did it was super easy to get rocking on making some weapons and armor!

The shader work is great and the little touches like the changing beard color even when deselecting a dwarf was great!

No performance issues on my end except at the very very beginning :D

It was fun leading a big group around then just holding down the special attack and watching them all drop one by one. For multiple levels I spawned right next to the portal. I'm sure that wasn't intentional, but I enjoyed the fast progress I got from it.

I have a couple of questions. How do I get armor? And is there a reason that the max health is 80? Not complaining in any way, you just don't see that very often :)

Awesome take on the theme! It's really creative and it felt great to play. The programming took a bit of experimentation to understand, but after that I felt like I had a good command over it. I appreciate you putting in a skip room button, there were a couple I'm just not skilled enough to beat.

Cool mechanic and take on the theme! Plus some great custom music really ties it all together.

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Managed to get a 168 high score :) 

The game is well executed! It was cool slowly discovering things like prepping the dies with molten metal and storing extra metal in the crucibles. Plus it was fun just rearranging the forge layout how I wanted. Is there a way to take a piece out of a form? Each time my run would end because I'd accidentally put a handle in the wrong form and there was no time to fix the mistake.

Also the addition of multiplayer is awesome. This style of game really shines with multiple people and multiplayer support is something you just don't see much of in a game jam.

Great sprite for the main character! Definitely inspires the franticness of overcooked. I wasn't able to get even 1 star at the end haha

The animations are so charming! Especially the fire extinguisher one. I do wish the difficulty ramped up or there was more variety in the forging process. But such is the way with short game jams. Nice work!

Wow. The visuals are stunning, those shaders are really putting in work! The audio is great and sounds effects are well mixed. And the gameplay loop is super fun. Watching the forge upgrade, the shadows on the planet from materials, being able to see where asteroids and the forge are off screen so you can just throw the materials to the forge, it's really the whole package. It's clear you put a lot of thought into this, excellent job!

Definitely felt some performance issues early on that ironed themselves out. In the end it's a game jam, so I feel like that's to be expected.

For a first game ever, it's very impressive! The graphics and sound are great. It feels good to play too. It does become pretty easy pretty fast, especially if you just max damage. Would have loved to see the boss fight. Great job ya'll

Great game! The art style is fantastic and the world just feels great to run around in. The other people walking around are such a nice touch. I also really appreciate the forgiveness in the minigame. I am not near good enough to hit the green area every time.

I appreciate the cutscene at the beginning of the ship flying in. You don't often see that in jams and it's a nice touch :) And I got to see it a lot thanks to the hardcore wildcard and me not realizing you need to take the resources back to the forge to make turrets. It's a neat concept that I can definitely see the potential of. I'm not sure I've played a tower defense where the player has to gather the resources and take them back home before.  I felt a lot like a worker in Age of Empires, which was a cool new perspective to have.

First thing I thought was how cool the menu animation was. The vibe for the game is on point and the translator is a great mechanic. I found it a bit difficult because enemies can blend into the background a bit.

FWIW I played on chrome for mac and it worked great!

I love the visuals! It's a cool take on the pixel art style and the slime is super cute. I appreciate you giving us a bit of time to jump after walking off the edge. It was the only way I could get a shard :)

Fun to just haul around the map a bit! It did take me awhile to understand how to build the car, but once I understood how the forge worked, it was easy. Is there a button to enable sound in the game? I didn't get any while playing in the browser, but that may just be on my end

What a unique take on the theme! It really stands out among the crowd and it feels well polished.

For just a couple of days, you got a lot done! And the audio mix was great!

Enjoyed the puzzle aspects :)

I was able to bypass some of the puzzles. Not sure if that was intentional or not.

All I can say is wow. I enjoyed it so much, I wish there was more. I can't believe you did all the art, sound, music, and programming in just 2 days. Wicked good job!

Amazing! I loved it all. I didn't have time to beat it and I can't wait to come back and play again!

Cool and original concept! Glad to see something so unique in the jam. It runs so smooth, I have to admit I'm a bit jealous :)

The gun shot feels weighty and the sound for it is great!

Absolutely gorgeous game. The card design is fantastic!

It's cool that the beanstalk traversal is procedurally generated. Every time I died, I got a fresh start with new things to jump on and grapple to!