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lettucepie

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A member registered Nov 06, 2018 · View creator page →

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Toybox community · Created a new topic Toy Ideas

Have a toy idea that you would like to see? Share it here! Valid Toy Ideas abide by the following criteria:

  • Child Appropriate.
  • Can reasonably run on a phone.
  • Doesn't connect to a server or service.
    • Local Connection like Wifi Discovery for multi-device interaction might be okay, need to consider security.
  • Doesn't encroach on another Copyright or Intellectual Property
    • Can do things like X or Y but cannot look or be labeled as X or Y.

Thanks for playing!

Thanks for playing! Yes I agree, poor choice of color scheme/contrast. Weird thing is I know it's a bad combination, and had every opportunity to easily change the font color for the buttons in the theme template... Yet I never found it necessary. My monitor might have a weird colorspace setup...

Thanks for playing, sorry for the poor visible contrast.

Thanks for playing, and yes that is a good suggestion!

Hi! I liked the sprites and the idea of combining farming with tower defense.

I encountered some issues on the linux build. Game started just fine, however the ? in the corner doesn't show any help menu when clicked. It may not be a button however. Also the timer ran out on my second day/round and it never initiated night time.

Bugs aside, congrats on your first gwj submission!

Follow up; I didn't forget to reset the ramp layer...

https://github.com/LettucePie/gwj-62-harvest/blob/d34e12b14b68bad5fcfccd72c4a099...

So... I'm not entirely sure anymore lol... Probably some weird memory assignment bug where I should be only adding and removing values from the players array, instead of hard assigning them to be equal to the ramp they land on... Actually yeah, that's the likely problem. I'm addressing the ramps layer array onto the player, then resetting them from the player lmao

Thank you for playing and providing feedback. Funnily enough I do have a TextureRect in the help menu meant for loading an image along with each help page, but I never got to making the images and ran out of time lol.

Thank you also for the bug report. Don't worry I understood what you were describing. I had an issue where intended routes could break off at intersections if the player was traveling fast enough, so I had to make my own sort of collision layer system. I must have forgotten to reset the players collision state or layer to default when respawning, or something with that...

Hello! Thanks for trying and providing feedback. I'm sorry you couldn't understand it, however your assumption is spot on. The challenge is to be not just fast, but at the right speed level to avoid overshooting the next platform. Some scenarios also are designed so being at a certain speed level offers a different path to the end. Akin to classic Sonic games, but without the jump button.

I included a Help button on the menu describing the aspects of the game and the controls. I'm stuck in the situation where I have to assume you didn't read the help menu, because I can't understand any other way this game would be incomprehensible.

Noticed this was your first submission to GWJ, and first time making a project with Godot. Welcome! Hope you really enjoy Godot.

As for your submission, it's pretty decent. I especially liked the graphics.

Thanks for playing!

Hello! Thank you for playing and providing informative feedback. 

I was the primary programmer of this project until a couple months ago. While I have no idea what may have changed since then, I'm still sorry you had such difficulties with Kyzor The Serpent. 

If it has any meaning here is the design history of Kyzor The Serpent.


Before Kyzor existed, an ooze monster was set to be the 6th and subsequently 12th encounter in the Beach area. There was difficulty landing on a good visual, so it was scrapped. I prompted the artist to use the last boss as an opportunity to challenge themselves and work from anything of interest; and so we got the Pirate Ship of Goblins, and Kyzor. Overall I think this worked out best, as they're the most visually interesting encounters. (Personally think the Pirate Ship and Squid were my favorite to Script)

Kyzor's Gameplay design was a bit chaotic. As you noticed, yes Kyzor can be healed, and that was a planned ending. There was a lot of discussion about how to connect the moral of pollution to the encounters, and how to allow it so the player can be the better influence. The player would be able to Heal Kyzor to travel to a different path, instead of defeating them. With this scheme, the phases were to be:

Phase 1 - Normal Combat

Phase 2 - Enraged Combat

Phase 3 - Heal or Destroy

Shortly before I left this, the phases were changed by request. Phase 2 became a mini-game where you try to blast the garbage off of Kyzor's Fins. When I was working on it, any element-attack would work, however it was awkward as you had to wait for the animation to finish. Phase 3 essentially became the Enraged Combat. I left in the Healing functionality and the message "But could things have been different?" in case there were any plans to return to previous plans. Also felt "Could things have been different?" was vague enough that it could slide into the Pollution motif easily, but you saw right through that so... lol


As for the Completion Time and Icon not filling in, I had so many troubles with that throughout working on this. My instinct is to blame something else and call it a inconsistent pest, but the reality is with programming everything I put into it is my own fault 99.9 percent of the time. Computers cannot compute inconsistencies by design. Sometimes just relaunching the game would fix it.


Oh goodness, I've typed quite a lot here. Once again thank you for playing. I hope the things that worked brought some joy or entertainment!

I stole some bread, went home and ate the bread and went to sleep. I loved it!

I like what you have here, and can see a lot of potential. Animating the page flipping of the book, and providing some more scenery in the background could do a lot for the presentation. You could place the book in a 3D environment with some nice baked lighting, or even use multiple layers of images and have them parallax or some other fun shader magic.

Great work! Solid presentation and execution. I especially liked the CRT filter effect.

I had no involvement with this, but I would also like to acknowledge muffin

Good Read! Concise and insightful.

HTML Browser Version is Broken. Sorry for the inconvenience. I switched the project type from playable HTML to Downloadable. I figured this would prevent confusion.

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Thanks for playing!


I agree on the timing of the Melee. It was a bit of a design conundrum trying to decide how to approach that. I didn't want totally free movement with it, because I felt it provided more value to the dodge. I also didn't want it too fast from the start, as it would make the Attack Speed Boon less valuable. I tried to compensate though by making sure the dodge can interrupt Attacking and Vice versa. Also it suspends the attack-chain combo for a smidge of a second once the dodge ends, so you can one two dodge three, or whatever order. Like many things it for sure needed some more polish and tuning lol.


I love that you relate it to Hyper Light Drifter, that was actually a main reference Houndfall and I used when discussing the gameplay and visual design. Of course that team spent way longer producing a way higher quality game, but to be put side by side to it even a little bit is awesome!


As for the stress, yes. Oh my goodness were so many lessons learned on this lol. For sure the biggest thing is Scale. From now on, my first goal will always be to make sure the player can do a single thing, and that it relates to the theme. THEN and ONLY THEN do I dare contemplate expanding.

Thank for playing, glad you had fun! 🙂


I was surprised how painless it was to add controller support, was very worried at first but by using the Input Actions rather than Input Events it was a breeze. Setting up UI focus was a little confusing because some of it is being deprecated, but it too was pretty simple.

Thanks for playing 🙂

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Thanks for playing and providing a lot of feedback! I'm glad you had fun with it 🙂


Beside the Glyph that follows you, and the spore the mushrooms shoot, all the sprites were designed and animated by Houndfall. He also did every sound effect and the two tracks, so I'm sure he will be pleased to see they were noticed.


Unfortunately we only were able to supply one Boss and one area of randomly chosen rooms, we originally planned for 3, but I wasn't fully prepared for how complicated Procedural Generation would be in tandem with Enemy Navigation, and that really crippled our available time. So much so that we had to fall back to just some premade rooms that are presented randomly.


The 0 damage glitch is interesting, and exists purely out of last minute arrogance lol. Throughout almost all of the curses and boons, I was assigning variables and modifiers within clamps, except with my percent based damage reduction curse. By that point I had set up the system to provide; certain curses only once, some as upgrading off previous versions, and some that stack. The Damage reduction is meant to upgrade, and only spawn of the player doesn't have it already. By making multiple orbs, it amazing randomly provided you that curse multiple times since it wasn't yet owned and of course I didn't clamp it and of course, your damage was being multiplied by zero or possibly negative values lmao.


In general sorry about all the glitches and lack of polish. It's amazing to me that the game runs with any of the consistency it does. That Big Boss mushroom, didn't even exist in the game until 5 hours before the deadline, to give an idea of how things were going lol.

Very Original! I especially liked the smoothness of the different scenes and visuals blending into each other. A strange thing to praise, but I also really liked the Main Menu. The colors and layout felt like a professional modern webpage experience. There were a couple times where I had a hard time distinguishing the Left and Right Arrow were for the Mouse and not the arrow keys or A/D . That's probably the gamer-brain instinct though.

This game is really fun! I never knew how much I would enjoy being a half-naked warrior, piling people up on my shoulders and throwing them away. Music was just the right amount of frantic for the castle falling apart.

I had issues reading the text on the menus, and also the game would open slightly offscreen, but I figured it out eventually. (Probably a windows dpi issue)

Great Game! Found the Art to be the most profound trait.

Very nice! The game looks and plays great. (Ubuntu 22.04)

At first I had difficulty understanding what I had to do. I assumed the parts shown were what I needed to assemble, but I eventually figured out it was the other way around. Trying to grab the Arms and Legs before they fell in the trash was a bit challenging, but great game all around.

Checked out the source code, and it looks pretty solid. Good design and structure. Learned a couple neat methods too. I personally am way more lazy with my code and almost never cast or direct my variable types and functions, but I think I might start!

Thanks for playing and giving feedback!

Sorry you got stuck! That is unfortunate. The game is tragically short, I agree. I wish I had more time to make more levels!

** Google Translate **

** ¡Gracias por jugar y dar tu opinión! ¡Lo siento, te atascaste! Eso es desafortunado. El juego es trágicamente corto, estoy de acuerdo. ¡Ojalá tuviera más tiempo para hacer más niveles! **

Got it running on Linux (Ubuntu 22.04)

Very Hard Game! It looks like it has a lot of depth to it though from what I was reading in the guide from the menu, but I just can't seem to get very far in to see it.

Visuals are simple but effective, however the Red on Red might prove difficult for the color-blind.

Overall pretty neat concept, I like the combining demons aspect, seems very original.

Thanks for playing and giving feedback!

Sorry the camera gave you trouble! I probably should have put more effort into the camera system. Currently it's just some Areas that tell the camera to move to a new position. Giving the player some Camera Panning would have been smart though.

I haven't heard of Crayon Physics Deluxe until now, but yes I absolutely see the connection lol. Looks like a great game.

I liked the back and forth from the work desk to the drawers. It felt like I was stationed at a strange diner that serves robots which is neat lol.

Trying to understand what I was grabbing was confusing, and the timers felt fast, but I did eventually assemble a robot. I'm not sure if it was correct, since after dragging it to the output box, it closed the game.

Either way, the objects snapping around the center body was pretty interesting to see, and has my brain curious on how you made that work. :thumbs_up:

No Worries it's Easy!

First select your Mac OSX Preset on the Left of the Export Window. Now on the Right select the Options tab, and scroll to the very top. You should be able to see a Custom Templates section and an Application section. Ignore the Custom Templates, and look to the fourth entry under Application, it should say Identifier. Fill in the Identifier field however you like. Usually com.username.projectname. So com.skulltip.project would work.

Second, disable Notarization by scrolling all the way to the bottom of the Options tab, and unchecking the box Enable under Notarization. You don't really need to notarize unless you're planning on publishing to the Apple App Store, which usually requires a Mac Device, and $100 yearly subscription.

Thank you for playing! We have noticed the Vampire fight doesn't always work, and actually have a big polishing update very Very close! Please swing by the next couple weeks, hoping to have it uploaded soon.


As for the Vampire Weakness, it's not easy to notice, but when a Cards power is double or more of the Enemies Armor Class, the attack hits true, regardless of weaknesses and resistance. So for the Vampire, when he's in his human form, you need really big value cards.

Thank you for playing and providing feedback! I'm glad you had fun 🙂


Houndfall and I have a "priority list" and the Tutorial is at the top. We plan on adding less text, and more visual aid. Animated Symbols and stuff like that. The Health bar being a row of cards is cool idea! Just might draft that up if we get the time. Thank you again!

Thanks for playing!

I'm sorry, I know too little about Mac OS to help you get it running. Another person in these comments had error but got it working, so I'm going to keep the mac version uploaded for now. I suppose you could message them for assistance?

Thanks for playing, and also for giving some feedback! <3

You were right, I mistakenly uploaded a tmp zip instead. I have uploaded the correct one this time ( I hope. I don't actually have any macintosh device to test with )

Pretty cool game! I like how self-explanatory the controls are, and the way it introduces then implements different mechanics.