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Morgoth

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A member registered Feb 27, 2018 · View creator page →

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(3 edits)

Lovely little puzzle game! I played web version.

  • I would love to see, or well, hear some sound effects ( fire burning, scratching of blocks/ice ) that would improve atmosphere, maybe also some background music
  • Intro seemed like quite long wall of text, though I don't have specific way to improve it - maybe put it over some animation made in game?
  • I played only some levels but I might return, looks fun and it has potential!
  • Animation would be nice, but I see you already think about that
  • blocks look nice, maybe Sammy could look nicer/different
  • some explanation of what blocks do at the start of level when they are introduced might be nice, though not necessary
  • for marketing you will be more successful if it has better thumbnail and some screenshots :)
  • I could imagine this as nice mobile game

Overall, nice job!

First tiny post-game-jam update - I just changed font to something more readable. Otherwise it's the same version as we did in two weeks.

We plan to do more changes in the future, we're very glad for this community and feedback they provided :)

Thanks for the review, you made some good points! 


Some of them I was thinking about, but didn't yet implement, for example running; but with showing of hitbox I need to think how to show it nicely, ideally without breaking immersion of medieval feel.




And multiple modes actually weren't that hard - after I parameterized spawning of rats and I was often making it easier to speed run testing of the game, I ended up having more modes - in larger ones rats were faster, more aggressive, and there were more of them. So, quite fun to implement, but we need more playtesting to tune various difficulties to be fun for various types of players.

Thanks for review, I watched the stream from VOD 😀

I'm glad it inspired you, I look forward to your project!

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Technically, he didn't say it about developers, but about all the people who play these clickers.
Which does not make it better :D
But I mean, what to expect from entertainer called Excessive Profanity?  It would be like being surprised that rappers behave like a-holes :D

And he at least tried to finish with some reasonable feedback.

Thanks for review <3

Thanks for review! :)

I am glad that someone played even the nefarious mode as well, and liked it!
Tuning game play in such short time was challenge, for next time it would be great to have some testers, because we didn't want it too hard not too easy.

Rat spread was limited in total amount, but I guess we could make that even harder so they spawn exponentially and player really can have problem if they won't kill them fast enough - but I was afraid this might make the game frustrating :D

Thanks <3 :)

Thanks! :D

I hoped our Piirate community will enjoy it, in case we will continue I will need to tune down a bit those references, because no one else will understand them :D

Thanks for playing! :)

This was our first game, there might be a lot of polishing 😅. Unfortunate with the rat outside of boundaries. I wanted a bit more randomised spawns. I hoped that I've fixed those spawning too far away, but I guess somewhere it slipped during last changes.

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Yes. Number of rats should be in top right corner. In first 2 levels it automatically transfers you to the next one - but in third, you need to go east (as text message suggest) and find... I won't spoil it :)
There's also text + invisible wall for few seconds, on hindsight, not best idea how to slow down player :D

I was also thinking to add something like "6th sense"/cat senses to point you in direction of next objective, but I didn't have the time to implement that. But I have it in backlog, maybe for real release.

Try again in story mode, you might like the end of game :D

Well, best tip is probably - make a ("kanban") board with all the tasks for nearest future that you need for your game. They should be reasonably small - finishable in 1-4 hours.

Then prioritize stuff, and after you make your MVP (in our case, character moving on tiny area, one enemy), every team member can work on things that will currently improve game the most.
Limit work in progress (ideally max 1 in progress task per person)
It's worse if there are too huge dependencies or some big task, but we had game splitted to about 50 tasks, from which we implemented 39. So most of them took 2-3 hours, with occasional quickfixes (10-30 minute tasks).

For some I did not have tasks but I could have - for example, improving levels, writing more texts and implementing it. That was kinda recurring improvement task when I had time and mood :D

I did not totally follow kanban methodology, but I definitely work better when I can create a visual board with tasks and nicely see how they are slowly moving from backlog to done.
Also when you don't know what to do, or have trouble with overscoping - first finish what you agreed to, do not jump into new tasks.

What you can do now is to prepare for next jam. Do a retrospective, take a look at what went well and what could you improve. Check what tasks you grossly underestimated and write it down, count to have more time for them for the future.

Thanks!

Sound effects were just first test, and regarding typography, I will probably change it, or give accessibility option in menu to swap it for something less historical but more legible :D 

First game jam, first time learning godot, working only after full time job... Butit was a blast and we have working prototype, I think qute well done, considering everything.

Very nice atmosphere and music! Though tbh even too dark for my taste - I have monitor set to lower brightness than most people :D Maybe in full game, gamma adjustment might be nice.

Thanks very much for the review, I watched the VOD :)

I'm glad you liked it :D We took sprites from historical manuscripts and animated them, if we had dedicated artist it would be awesome to have more made in this style :D 

Also I see that boss battle was a bit confusing - I didn't wan't player to jump too fast with all the information, but I think I should have done it a bit differently to let player know they should continue - but you figured it out!

Boss battle in story mode was indeed just those 3 rats - it's much tougher in normal("The hunter") mode :)
And yes, you correctly noticed that the rats are spreading - probably too slow in the story mode, which I wanted to be really easy.

Haha, thanks, I tried to have some nice storytelling and at the same time, some fun for PirateSoftware community :

Artwork is from medieval manuscripts, but I animated and edited it to get it in game. If this were a full game, it would be amazing to get it done better and create some of our own in the same style.

Another cat game, nice! :D

Cute, congrats to your first gam!

Good one! :D You interpreted the theme very nicely, for a prototype it's quite polished!

- That you can have working prototype in godot after few hours even if you didn't see it before

- making games is sometimes better than playing them

- editing art is hard for me, I prefer programming
- I miss unit tests and strong typing/compile time checks and proper IDE :D :D Having to quickly play my game just to check that I renamed variable correctly was a pain


I already knew not to undeestimate, so we managed scope surprisingly well.
And I already knew this community is amazing and helpful, but they continue to prove it again and again :)

As also told on discord, this was very nice game, looking forward to your next ones! :)

This was so cute game!

♥ Thank you, I'm glad you liked it! :)

Thank you, really appreciated! :)

Team of 2 programmers.
I used git-hours to estimate the code work, and it gave me estimate of 92 hours ( from 201 commits ).
It might be overestimating since there were lot of breaks and small commits (so lead time before first commit is small), but it doesn't count making of art or sound effects.
So I think around 60-100 hours during evenings and weekend is solid estimate.

It was our first jam, first time using godot, but we had advantage of being experienced programmers in other languages.

Check out our game! I think we managed scope surprisingly well.

Adventures of Muriceps on itch.io


Just do it!

We had some playable thing in 1/2 days even without knowing Godot at all before game jam. ( Though we are two programmers)

We told ourselves that worst case, we won't make the deadline, but learn new stuff and be ready for the next game jam.

Not weird at all, if I will download some other submissions, I plan to verify it through some online virus scanner.

And of course, I want to have my game playable in browser, since I expect people will be cautious especially in game jam channel of someone who often warns about security.

its a bit sad, performance is better in exe file than web version 😅