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McNelly

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A member registered Jun 10, 2020 · View creator page →

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Stunning. Really immersive environment, I wanted to spend more time there. Very beautifully created. I'm so glad to see this as a demonstration of Godot's capabilities, this is the most beautiful 3D Environment I've seen in the engine so far and it's very exciting.

Stunning artwork, really really lovely, and nice sound design. The story didn't make much sense to me, might be that something about the translation made it harder to follow, but well worth clicking through for the visual experience.

Thanks so much for the kind review :3 I'm really glad the mini game mechanics felt so good to people! If I do a version 2 I'll definitely revise a little how the narrative bits get to play into it.

Haha thanks so much for the great review! That's awesome feedback and I'm glad you made it through the week in one piece :P

Nice little platformer! Art and music were really nice, would be lovely to see it polished up with some more sound effects.

Little feedback on the art-side: In some levels, the second especially, it's occasionally difficult to see the cat against the background because some of the trees themselves are quite dark. Having those a bit brighter would massively improve visibility, alternatively you could put a fog like gradient over the background to give it a sense of distance and helping the main character stand out more.

I really like the idea and atmosphere, your artwork has a lot of potential and adds a lot to the game.

I think this would make a really nice small puzzle and quest game. Unfortunately I found it almost unplayable, and I'm not sure what was being asked of me. Some description boxes showed up on top of each other and would never go away, when i found the lady and then the boy and then the lady again there was never any other dialogue to tell her about the boy, and I'm not sure what made me lose or gain health (or peace, I suppose.) Some things wouldn't do anything on interaction, and sometimes I'd open a dialogue box and I could walk away from it, so I think it needs a bit more bug fixing to be really playable.

A bit more general feedback for future game projects:

- The heart UI looks really good but because it's the same colour as the background I didn't register it as UI at first. Making that stand out more visually would help distinguishb the game environment from the UI.

- When you do dialogue systems with slow-scrolling text, it would be really great if pressing space or the continue button would skip the text to be completed, and then the next time you press space or continue actually continues to the next panel. As it stands, it takes ages to wait for the text to load, and pressing space just skips to the next line so I miss what was said. Players will get frustrated if they want to read faster than what the game allows them to do, especially if they're forced to trial-and-error with the same dialogue multiple times.

Absolutely, I wish I'd had time for a bit more of a tutorial, I realized watching some playtesters towards the end that it isn't as intuitive as I had believed, but that's always the case isn't it XD Thanks for playing!

Thanks for playing and leaving feedback! :D

There is an audio options menu if you press Escape whilst the game is active (no other menu open) but on Itch.io that never works so nicely because it takes you out of full-screen as well. I agree though that I should add one to the main menu next time!

I reaaaaally really recommend Godot, especially for 2D games. It's quite easy to pick up, once you understand the node system it's really easy to experiment with it, and there are more and more tutorials for it all the time. I find it makes 2D games much easier than Unity and it has way better UI options than gamemaker, and it comes with a lot of features that I find really helpful. And being open-source is a great plus.

Neat experience! The art and sound design works amazingly, it's simple but to very great effect. I absolutely loved how everything shifted once you went into the basement once. Great art direction!

Neat experience! The art and sound design works amazingly, it's simple but to very great effect. I absolutely loved how everything shifted once you went into the basement once. Great art direction!

I liked this! The art and atmosphere are really good and I like what you've done for the sound design. The idea of the gameplay is lovely and the house succeeds in being genuinely disorienting and a bit creepy. With some more polish I think this would be a lovely project!

I didn't finish all ghosts, and think the game could benefit from some balancing in that regard. It's actually quite difficult to find the right objects, sometimes I picked things up thinking they were what the ghost wanted because Iw wasn't clear on what the exact sprite would look like, and finding the RIGHT ghost once you have the right object is very difficult. I couldn't quite tell what makes them get mad at you - I guess if you walk near them at all, or walk near them with the wrong object? But that cut me off from continuing in the end because I couldn't check what the ghosts even wanted anymore. There comes a point where trying to hunt down ghosts when you have no idea where they are or which one they are gets a little frustrating and it's more tedious than fun. 

I wonder if there might be a way to make it just a little easier to identify the ghosts from a distance, maybe by a regular sound, particles, a different colour, etc.

For readability of your text, I'd also recommend having black speechbubble backgrounds with white text. Right now the text-background contrast is quite low and so visibility isn't amazing.

I really hope you take this a bit further and polish it up after the jam! Your character art is wonderful, really really loved all their poses and expressions, they told so much of the narrative. The potion puzzles are fun albeit a bit simple, I think you could make the plants effects a bit more generic so it's not quite as easy to apply them to very specific cases, or even require more than one ingredient for harder puzzles.

The order of applying water and mixture and flowers didn't seem to matter, and right now the water and mixture feel like busy-work - in an expansion maybe they could be turned into more of a mechanic on their own.

For the gamejam content itself my biggest feedback would be to change the font as it's not the most readable, both in dialogue and on the plant descriptions, and makes it a bit hard to follow along with things intuitively. I'd also suggest that dialogue with customers should start up as soon as you go to the dialogue screen, and that there should maybe be a way to record what the customer has said, because if you fail to pay attention once there's no way to go back and take another look. 

It has a lot of potential!

Oh yay! I had another go and got much further this time, far enough that I could see how nicely you've designed the level to take the player on a loop. I think that's really cool! I still sadly didn't make it to the end.

The final sliding section all in one go is awesome and really fun, but I think I'd have had to do SO MUCH in one go and I'm not skilled enough for that, there were too many walljumps that still didn't quite activate. The tutorials helped a lot, I was able to understand much better how to use the controls and what was expected of me. Definitely great improvements, though I'm sad to have missed the ending (I have a guess where you might have taken it with the story)

Great adherence to the theme, and really good job for your first visual novel! The art is really nice in places, and for a week it's all a damn good effort. I think the arrow symbols for the choice selection could have been a bit clearer and the font you chose for the main text isn't the very easiest to read, so a few small changes might improve the accessibility a good bit.

I like the art, theme adherence and mechanics for this one, it came together really nicely! 

Unfortunately I got stuck in my story playthrough because using the slide, if you dont slide all the way to the end of a channel, you can stand up and get stuck, and then no longer slide left or right at all. The intro is quite long so I didn't want to rewatch that and tried to speedrun version instead, and I got further there with all the powers already unlocked, but still ended up getting stuck in the same way.

The slide feels really good otherwise, I can definitely see the speedrun potential. I didn't find the wall jump very smooth or intuitive.

Not very theme related, but kind of fun and satisfying, more so than i'd thought. But yeah, once you just stand and jump in the middle there isn't much challenge to it, it would have been great if the pumpkin jumped in more unpredictable patterns, or occasionally sped up or changed something, or became dangerous to touch - there's expansion potential to make this a more fun minigame!

Also would have been nice if the bounce sound effect changed occasioanlly, even just up-and-down on the pitch a little, so that there's a bit more variety. 

I really like the idea behind this! I enjoyed the overall artdirection a lot, and the challenge of quickly picking the least suspicious answer is really neat. I think I'd have liked a LITTLE more time on the answers because I couldn't fully ready even the correct one, and as a result a lot of context was lost on me, and I didn't know what we were doing next or why. 

It doesn't matter for the gameplay so much because the path is easy enough to follow, but it was a shame not to follow along with the story fully. The conversation menus are really cool and the sound effects all worked very well. I enjoyed that! Would play more if the game was a bit longer and more polished.

I only played the once so maybe there was a good ending I missed! The image-rotating mechanic is really cool, I enjoyed those puzzles.

Pretty nice atmosphere, and you did a lovely job with the gamepage! I quite enjoyed the mechanic of having to run from light to light. I think with some tweaking and expanding it has potential. 

I struggled to see sometimes if my torch was even on because it didn't catch on anything. When approaching things up close, I couldn't shine my light on them, so i wasn't able to check out some of the papers you had hung up near the house. Everytime I'd walk close with the torch, the torch would kind of just go through and the area I was trying to light stayed dark. It didn't feel very intuitive to move my light around near the floor either, so getting the feel of that right would make a big difference. 

Could be cool to have more events or voice-over reflections or some regain-your-breath mechanic when you stand under lights because this does just force the player to stand around for a while doing nothing otherwise, but hugging the light on a forest path is a cool vibe!

Nice little game idea! I found it a bit unintuitive to play because the character has to stop moving to be able to shoot, and seems to drag a little when walking so precision is hard to achieve. A proper restart-game screen would have made a big difference too so it's easier to have another go!

Cute game and challenging platformer! The art is really nice, though I often had a hard time discerning platform elements in the foreground from the background. A little tip for making sure the game screen stays readable is to take a screenshot and convert it to greyscale so you can see if at a glance the values read clearly. Making the background a lot lighter than the foreground or vice versa might help!

I wish there'd been more of coyote time on the jumps as a lot of the time I felt like the response to jumps didn't feel intuitive and I got a little frustrated.

 The concept is adorable!

For sure, lots of people I watched play it struggled with the enter button. I'll have to figure out more about how text-edit works in Godot and I'm sure I'll be able to fix that!

This was really funny and super polished. Fantastic work, great take on the theme and genre!

I thought this was quite fun, kept my attention for longer than I'd initially expected! It took me a while to figure out how the upgrading worked but the core task of planting and feeding carrots to the machine meant I was able to trial and error my way through in time. As others have said the controls felt a little janky sometimes as placing a carrot down where I wanted it wasn't as easy as I'd hoped, especially when it was behind a coil, and sometimes I'd pick the towers up accidentally.

I think with audio and some polish this would be a fun little game!

Oh, i didn't know there was swimming either :,) Maybe that's why I missed the camp fires.

Nice short game, it explores the theme really well and brings its point across very simply. There are no winners in war! lovely idea and quite fun to have a quick playthrough.

Really cute game idea and lovely art and sound, so overall it has a great vibe. but I'd join the others in saying that ultimately it gets boring quite quickly, as comparing the cards takes a lot of time and after a while you just get the same responses. I was hoping that eventually, there would be another consequences to my matches (my mind went to the times I had brought carnivores and herbivores together, maybe!) and I couldn't tell if there'd be an ending state so eventually, after trying to click through at random to see if the heartbar would max out and give me a win-state, I had to give up.

Could be really fun with more polish and if the gameplay was elevated a bit.

Picking up the different fruit and finding out their effects was fun with a good bit of variety, and I really liked that there was a booklet to keep track of all our discoveries. The simple gameplay loop of running around, fidning new fruit and keeping the hunger bar full was quite satisfying. I got a bit lost unfortunately and never found the ultimate fruit - there was one area where a jump was prompted but jumping had never been part of the game before and I just couldn't quite get it to work.

I also wasn't sure entirely how the sleep mechanic worked as there seemed to only have been one campfire - was sleeping a lose condition or did naps (like with the sleepy fruits) not really do anything?

The art was all cohesive so overall the game has a cute vibe!

Some nice elements to this for sure! I quite dig the art-direction, I think the foreground and player don't feel entirely cohesive with the background and could be tied together a bit more, but the jagged minimal abstraction of the levels is cool and the colours create a great vibe. 

I didn't finish the game because the controls felt a bit janky to me and the platforms felt unfair at times. There were also a few points where I felt like I had to jump blind and just hope I'll get to a platform, which doesn't make me feel in control as much as a player. Music was nice, wish it wouldn't restart every-time I died though. The quick respawn is appreciated! 

Start screen is lovely and I like the chapter illustrations as well.

Great art on this little game and quite fun! I think I was quite bad at it and wish that the acceleration had maybe happened a bit slower so I could have gotten into the groove a bit better before it becomes a mad dash. Music was good, wish it had been looping because I was sitting in silence after a couple runs. 

Would also be nice if the money didn't reset, or there was more of a reward to collecting a lot of coin. I made it into the green once I think but that didn't get rewarded as a win state. Could see this expanded a bit with higher-worth stone tiles  to collect amongst the stones, a few more sound effects, and maybe even drill upgrades that give the drill a bit of health so the run can go on for longer maybe!

The music is really great, I think the atmosphere when the fire takes over and how you've depicted the fire works wonderfully.

I had fun with this game, but sadly didn't get far. (Would love to try again if you tell me how!) I get stuck because the fire staff when I get to it seems to be surrounded by blockades I can't get through, and when I come back into the room it is gone. I figured I'd need that to light the torches outside of the gate next door but I haven't ever been able to reach it, and there seems to be nowhere left to go without the improved sword. I don't know where to find the boss to fight to get it.

The art is fun and the music throughout is really nice, great entry! And it seems other people haven't gotten stuck like I have :P

Really cool game idea, some amazing puzzle design, and the graphics, theme and music all work beautifully hand in hand. I didn't make it the whole way through as I got stuck eventually but had a great time with what I did play.

My one source of frustration was that pressing space and then the arrow keys to mine a stone often meant that if I mishandled that interaction a little, i'd move through earth instead when that wasn't my intention. I would have preferred if the arrow keys were reserved for burrow movements and mining worked a little differently so I don't accidentally mess up my pathing and have to restart.

Superb submission!

This is amazing, can't believe you managed all that in 9 days! The art and audio are wonderful, I really love the UI. The general concept and its entire execution are super impressive, it's all really cohesive and charming. 

I can see the potential in this but sadly had too difficult a time working out what to do. The controls didn't feel intuitive, and I think a few times I just wasn't able to buy what I wanted to because the menu wasn't easy to navigate. It took me many attempts just to figure out the broccoli, and i still dont know if i could have used the shop during   a wave.

The pixel art is really nice and the audio was good - I think this would probably be quite fun if I had some idea of how to get a hang of it!

I can see the potential in this but sadly had too difficult a time working out what to do. The controls didn't feel intuitive, and I think a few times I just wasn't able to buy what I wanted to because the menu wasn't easy to navigate. It took me many attempts just to figure out the broccoli, and i still dont know if i could have used the shop during   a wave.

The pixel art is really nice and the audio was good - I think this would probably be quite fun if I had some idea of how to get a hang of it!

Great take on the theme, and a really interesting puzzle game! I would love more levels, I think there's a lot of potential with this and it's a great entry.

A few points of feedback from me would be that they movement maybe felt a bit too fast/light, and it was a little frustrating that death would reset the level entirely, though I suppose if at the start you open the door you couldn't just teleport back there.  If the game had been longer there might have needed to be another reset point but as it stands it was quite short and quick enough to repeat.

Good fun!

Didn't quite finish the game, but found the gameplay quite fun for a while! The upgrade menu and the start were really pretty, and I liked how the dialogue was set up. Would have appreciated a little more clarity on the bar being our health bar, and maybe some indicator of how much was left of the wave. 

Wave one and two felt very long, especially as you can't even kill the scorpions very easily to start with and I didn't know how to get upgrades until they started surprising me every few seconds when kills became more frequent. At some point they felt a little disruptive because of that, and I wonder if having upgrades around the map would have encouraged more staying-on-my-toes and repositioning to try and grab them. 

Once I had a good number of updates the combat felt quite easy, and then the waves just dragged on a long time.

Visual style overall is nice and the audio was good! Can definitely see some expansion potential after the Jam.

I really like this entry for the theme of unintended consequences. It reminds me of games like "Yes your Grace" where that was also an element that always worked nicely and required careful consideration! I thought the sleep screen was a nice representation of what was going on and I liked that the menus and options were presented through the phone and radio. The graphics of the mayor's room are lovely.

I didn't quite finish the game because I couldn't tell how long it would go on for or what the end-state would be and since the NPCs repeat a fair bit I lost steam on day 9. Obviously more variety if you keep working on it would be great, but it's a lovely scope for the jam!

Couple thoughts on improvements if you do want to expand the game:

- I thought the text box swaying left and right made the text at times a little hard to read

- whilst Y/N makes sense thematically, I don't find them the easiest keys to navigate whilst casually answering requests

- I found the  mayor's room and idea so nice, it threw me a little that so many fantasy characters keep coming in. I loved the alien, I think that works with the time-period the game has chosen to go for, but wizards and blacksmiths and necro spirits always took me out of the world a bit, and made the town beyond the window less immersive to me. I wonder if it would feel more cohesive to reskin these NPCs as something more modern-day appropriate. The potion seller could be someone who wants to set up homeopathy treatments in town, the dark spirit could be an official looking occultist, etc.

Great game!

The art and idea for this game are really nice! I found it challenging, but as there is an option to get back from death it wasn't too punishing and I got to complete the game without getting frustrated. The variety of attack options is very satisfying, and I liked the atmosphere of the game-over game screen.

I would have loved to have a clearer indication of how much health I have, as dying always caught me by surprise. In the sleep state, I couldn't tell if there was a way to lose, probably again because there was no health bar indicator though I think the player flashed blue when hurt?

I think each dead dryad became a spirit after death but because I struggled to understand how much danger they presented I couldn't tell this take on the "unintended consequences" theme until the very end, and only vaguely.

Walking down the path felt like an adventure though! Great entry!