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Lord of Madness

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A member registered Feb 16, 2023 · View creator page →

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And why would that be?

I made a game related thing "Don't feel limited by the 'videogame' part of this jam."
It can be used if you are playing a 2d6 based TTRPG.

It is playable and done within the period of the jam. So what is the issue?

I mean it was pretty cozy and it was actually finished so I didn't have to mentaly skip over unfinished parts.

That said you hooked me at the start with the upgrades changing the café visually. - so I wanted to try and see what all upgrades do.

Shame the later ones (to my knowledge) didn't change the scenery. Though I suppose that would be too much visual clutter. But at least the beer kegs would be lovely.

Also thinking about it now I had the upgrade screen open for the entire duration of the game -> it was nice it didn't obscure the rest of the screen so I didn't have t oreopen it all the time but it was also a little slapped on -> having the upgrade screen be somehow more part of a screen -> even something like a sign hanging from the sky would be very nice.

That said I still think your game felt "finished" enough so I enjoyed my time in it.

Not bad. A little short on things to do. But I suppose it nice and chill that way.

Some people mentioned that hgihlighting the clickables would be nice and I agree,
tho you did mention them in the tutorial so it wasn't too difficult to figure out.

Overall I kinda miss something extra to do like in the Little Rooftop Café by Charlie Gray. 

Having some simple shop/upgrade system would go a long way, I think.

Took me a while to figure it out too. You gotta take the bugs back to spawn.

Its strange how when you are just the small bug you control differently than when mindcontrolling.

Otherwise pretty neat.

Visually pretty, but gameplay-wise a little bland. The big insects aren't really a threat and the map is big and empty aside from a few sprinkled bugs.

But I liked it. Good job

Yeah just like BigManBanjo said thats the project folder.

Also it looks like godot 4.2.1 but there is no godot.project file which means I couldn't run it even in editor.

You gotta go  project->export in the topbar.

Visually well put together. I managed to get to the sneaky button in the cave area to open two of the gates that were in places. There was a counter at some point that stoped at 39 and I didn't understand the purpose of it.
I don't think it was for depositing the bugs you caught or at least didn't get the vibe that it did.

Platforming mechanics were almost perfect. I would prefer snap movement when turning rather than slipping back for a moment. Using the net mid-air has bizzare parachute-like effect but I kinda enjoyed it - felt unique.

Overall great job

This is the coziest from what I have played so far.

Very chill. And relaxing.
Its little slow at the begining but it gets better as you progress.

I stopped once I had all the upgrades - 'bout half an hour I'd say it took me.

Enjoyable. Great job

Its pretty neat all things considered. I'd see it as an interesting wallpaper.

So I saw the flowerpot and was like: alright I can place plants. Thats kinda neat but nothing special but then...
I noticed you can put things sideways and not just horizontal. You can build the wildest random assortments of things and because they are attatched you can then pick them alltogether and create these bizzare art pieces of trees growing in different directions.

The lights were also pretty neat. Especially when the night came. - pros for adding day/night cycle.

I have one point of criticism and that since you are not making a monetized mobile game you don't need to have slowly replenishing money pool. Just let us order quadrilion trees and plant a fey forest

This game is absolutely wild.
The translation is a lil janky but it is kinda in tune with the crazy story.

The "frog scream" sound it horrifiing.
There are pelicans carpet bombing the village.
The story is bizzare and I am there for it.

Overall great job!

Completely understand that you didn't want to read too much text especially if you review a lot of games already.
Without reading it sortoff loses the point. If it were bigger I'd be able to make it so that you at least sortoff needed to read the text but with this scope it couldn't really be done. I could also hide the rewards/costs so you'd have to decide based on whats written but that just sounds like an annoying mechanic to me.

So a couple of points.

I accidentaly clicked on the send envelope few times before I noticed its not a zooming button to the requirements but a send button. Some final review screen before sending it would be nice (not expecting it in the span of a Jam, but it would be lovely to have it in a "full release" ) or at least "Are you sure its done?" popup.

It would be lovely to be able to drop things you accidentaly picked up. I know you can pick another thing which replaces it but... you know what I mean -> quality of life.

The fact its not prepositioned but placed by hand makes it difficult to know if you actually messed up or if the game just can't tell that it is correct. As Petra wrote - some feedback on whats wrong would be nice.

But I have to praise the uniqueness of the mechanics. Good job.

Hey there,
Its not a bad concept but it has a few issues.

First thing is that except for the water and fire there is no clear way to know whether a gem is valid or not.

There should be some kind of a manual how to tell a good gem from a bad one.

Also the prices are extremely volatile sometimes we talk double digits sometimes we talk thousands.

If you by chance manage to get a true gem, the gain on reselling is far from comparable with what the other tools cost. And it seems the other tools are the only way you can reliably tell if a gem is or is not true.

I tried to use the three tools you can buy at the begining.

I am still not sure if the scanners job is just to provide you with a list of diamond issuers or if it does anything else.

Overall the game funcions but its not much of a game as its a lottery.

I like the sound effects of the customers arriving tho. Thats neat

What I often notice about us developers is that we worry the games we make will be too easy.

However I feel like making it easier -> with respawnpoints in this case is a better choice in the sense that people who want a challenge will try to complete it deathless ->if there weren't jam time constraints I'd implement an ironman mode that allows for challenge runners.

Same thing with the bomb count -> I always think its better to reward player for playing optimaly rather than punishing him if he doesn't.
In this case if a person finished a game he'd get bombs used counter. If a person was serious in being challenged he'd try to limit himself.

You could even have like a system that bombs used would correspond to how many stars will the player get on victory screens.

In this way you open the game to people who just want to mess around ->like me after reviewing 15th game in a row XD.

I really enjoy how the game plays I really do think that within  the scope of the time you had you made an incredibely well put together one.

Most popular games are the ones that reward freedom rather than pose restrictions. An example that comes to mind is Portal -> you aren't limited by ammo of the portal gun. The level resets quickly if you fail and you don't need to play the entire game over if you do.

I don't want to sound like a jerk who thinks he knows better than you. Of course not. My game barely compares. But I feel like a lot of people worry that making a game easier is bad while often its the opposite.

I noticed you took controlers into consideration and I also think its way easier to reorient yourslef with an joystick rather then with keys (joystick is esentially your brain giving one direction to move while with keys its essentially 8 different combinations of movement options that are hardwired to us. Also people work with inverted controls on controlers which means its not unnatural to have it swapped. WIth keyboards its way weirder that forward doesn't go forward.). So I get the point.

I know that there are frustrating games that are popular and I am not saying its explicitly bad to have difficult mechanics like these. Nevertheless I wanted to point it out to make an honest review.

Thanks for the reply, conversations about gamedesign is what the Jams are for afterall.

Yeah I thought I could make more NPCs but given that there are around 1000 words for an NPC it just wasn't feasible.

I had a plenty of characters just pitched in a separate document and Jimmy Sleana and Timothy were the ones I eventually decided on.

Especially since the way its coded each storyline is separate and I had no time to code in interactions between them.

If you'd like to have a glimpse what was considered there was supposed to be an inquisitor who would come to check if you are doing your duty costing more lies the more lies you were giving rather than taking. But he would also no show up every day (which is also currently unsuported mechanic).

Another bigger storiline was supposed to be a love triangle where your actions on each of them could lead to different outcomes.

Unfortunately thats like WAAAAY beyond the scope of what I was able to acomplish.

Seeing a lot of the Jam games you can see how great could some ideas become if only they had more than a few hands working on them for such a short while.

I am not sure how you can tell normal bees from impostors. Also you have to collect something in the second level and maybe I missed something but I couldn't figure it out despite murdering the entire population.

The gun design is not the best. The extremely slow charge time with screenshake makes it really unwieldy.

Good concept.

The energy system is very punishing.

The time is VERY short. I can barely read my options before it runs out.

Graphicaly it really pretty but the gameplay is pretty random. Also. There is like a shadow person phasing into reality whenever a new customer comes (I suppose they spawn in front of the player and then teleport to the place they arrive from?)

Like the goal is: make number go up by hoping that if you click on one of the 5 similar options does that.

I am pretty sure some people seem to like quality and some want price but its not always quite reflected in the choices you have.

Also 5 is little excesive for the scope of the game I'd say. 3 would make things clearer IMO.

My greatest achievement of this entire Jam. Amazing work. Tho it is sometimes quite annoying that when you use powerup twice in a row the second one does nothing. Nevertheless the cursed controls are going to haunt me to this day. Great job people.

So first of all the jokes there are incredible.

Second of all shame it gets stuck and cannot be finished.

Also if I pick a dialogue option I don't need my candidate to spell it slowly out for me. Its kinda annoying.

The language options are strange ->some things get translated but most don't. I don't think localisation is a goal when it comes to Jam games.

Also you picked a font with no support for czech diacritics which is one more thing why localisation was a bad idea.

Its not quite clear what is the goal. And also I couldn't tell at first that I am the first candidate.

Also randomly accusations begun appearing but had no effect.

Looks like you just didn't manage to finish it but I really like the idea. Good job fellow humans

You got me with swapping the start and exit. That was vicious.

Otherwise its just harder Tetris. Nothing else to say I guess.

Very enjoyable experience. Non euclidian games are always a joy. Since I have seen a few of these already so it wasn't that much of a mindblow but I really enjoyed playing a game like this for once.

I really liked the: well I don't see any gravity pulling you down. That was neat.

The commentary was on point and I enjoyed it.

Overall for a short game pretty good. I'd love to see it expanded.

So I am not sure if its just a bug. But I picked the ticket you need to use for the door in the skyport and the door told me I needed a ticket anyway. SInce there is no going back from a room that means the thing I picked must have been the ticket.

Also in the starting area only one of the stairs are actual proceed-type-stairs and the other ones are just an image. Which makes it confusing.

I like the idea but I feel like you can breeze through a lot of the levels just by staying near the edges. I think something like checkpoints where you need to pass through some enemies is better than to hope the random pathing punishes reckless behaviour. Its a decent game.

Few bugs, like intangeable enemies and very sudden deaths but very nicely put together game.

As gasimo said the shoota-boys in tight corridors are a nightmare to deal with. You can sidestep them but very fast shooting and narrow corridors make them very good at suddenly deleting your existence.

I'd like to commend this one. It looks very well put together and functioning.

I'd like the checkpoints to be actual check points. 

I'd enjoy the game more if death didn't end the game outright. Also as a Doomslayer if you put a bomb near an enemy and then cross a checkpoint before it dies it subtracts a star. I know its obvious, but you made the controls so good I just want to be running arounds headlessly placing bombs everywhere. 

Which neatly brings me to another point. Why just 50 bombs? If you had a certain ammout per room (before checkpoint) I would kinda understand it but 50 just sounds very random. I haven't been able to finish the game (cause I was running as a luntaic placing bombs everwhere) so I don't know if the limit of 50 means you cannot waste one but that sounds like a challenge run mechanic and not a base game one.

Overall I really like how the design fits together. It controls well. So overall very happy.

Not a bad idea to combine the theme with change of controls.
But primarly its sortoff undoing the fun you could have. Generaly these mindbending things are what frustrates people about games rather than the opposite. Making a game based on this is... bold I'd say.
Also. Given the cooldowns on potions you are encouraged to chug them as fast as possible.
People like me reach for WSAD first. And its 100% not optimal to use WSAD when you have to mash numbers almost as often. I'd suggest disabling WSAD and keep it on the Arrows cause its otherwise mostly unplayable.

Overall nicely put together, it runs alright despite the initial freezing.

ZoooOOOooo

Really cool concept. I can see the potential in what it could become.
The game felt like a series of tutorials for some grand puzzle game and I appreciate that.

In the time you had you showed all the mechanics that are availible and boy there was a lot of mechanics.

Its hard to come up with a lot of advanced puzzles in short ammount of time so it feels like a demo for a sortoff puzzle editor. Which I think is a big accomplishment.

Polish graphics. Make the movement more precise(essential for a puzzle game). Ad some music/sounds and I think its a perfect setup to make a really interesting puzzlegame

Real cool concept. Tho I would like if also numpad ENTER(or SPACE) would work cause standart ENTER is a little non-ergonomic .

Also as already mentioned its REEEEALLY difficult to aim. I assume making it more lane based and less free-movement or showing the line you are going to shoot on would make it more comfortable to play. I also didn't figure out how to place the electric field. It appeared in the same spot every time and the pottery spiders always marched through with 10%hp unless I targeted them reeeeally straight on.

I like the enemydesign a lot tho and the spelling was really cool. (the granny with a gun is amazing)

I am also very appreciative of tutorial. Not many Jammers have time to spend on them so this was a really lovely sight to see.

Tho somehow after I played the tutorial the main game didn't work. I had to restart the program to play the maingame.

Pretty nice visual design.
At first I was kinda confused as to what to do. Some text dump would be appreciated at least.
Also you don't need to talk to the scientist. Which makes it a walking simulator. But damn when he started chasing me I was scared s*itless. Amazingly since there is no pathfinding for him he just f*cking  phased through the wall which was terrifying XD. Also it wasn't the best choice to add chests there. Took me a while to figure out the keys belong to the door at the end. Or do they? I have no idea cause it was quite linear so I am not sure if I needed the keys for the final door or not.
But I can feel you. I also did a game on my own and its tough so its commendable. Good Job!

Amazing stuff. I really liked how the doors weren't just locked but were looping through. It makes you feel more trapped which I think fits the game. Also given the "Sheep is a lie" it felt very Portal-like which is a good thing. The way the puzzles got more difficult over time and were building on the previous was also great. All in all I am very satisfied

For anyone who is going to try this: You cannot fight the demon. But he gives you sweet fireballs so you can return and annihilate the enemies.

1. I approve of your Godot joke.
2. I was testing the sound with earplugs which were running out of battery. I believe the thing I used for sound was actually a node meant to be used for spatial sound and I didn't attatch it to the player so its stuck in the (0,0) coordinates a.k.a top left corner.
3. The idea was to jump around the enemies. Get to the demon. Get amazing fireball powers. Shoot the enemies. And if I had the time to implement it - fight the demon.