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Garrit

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A member registered Apr 02, 2024 · View creator page →

Creator of

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Enjoy this as a Trek fan. A great twist on the theme, interpreting it as "tow-er" never came into my mind.

It's got some nice charm to it. I had a few nit picks: If the game is mouse driven, I'd prefer to hold mouse to move rather than keep clicking. Secondly it's be great to increase the distance of interactions since some you had to be really close to.

Really solid game. The controls were intuitive and the audio was great. Really nice graphics too.

I might be a bit too dumb to play though, struggled on the first level haha. I'd suggest toning down the first level slightly and also allowing the player to mouse-rect/multi select pieces so they can move them in chunks if they're struggling to get the tower just right.

Great work.

It's cool when you can chain together attack and keep going higher and higher. Simple to pick up and play!

Thanks for playing Sesso. I can't take any credit for the soundtrack unfortunately, I had planned to write some music for the level, but I just wanted to get the game done slightly earlier.

This kept me engaged enough to finish it. I had a little issue solving the flag puzzle but only because I didn't know I could drag them, luckily a comment here let me know. Other than that it was fairly straight forward though some interaction highlighting would have been welcome.

Loved (what felt like to me) a deadpan stare into the camera at the end haha.

Hi Ille!

Thanks for playing. I've tested again myself but didn't run into that climbing issue and the code just gets axis input so shouldn't rely on either press or release. How bizarre, I wonder if there are some godot input issues I'm not aware of in certain cases or platforms.

In any case, thanks for the feedback :)

The concept of the tower being used as a skill tree of sorts is clever. I did get the weapon upgrade issue that others have mentioned where they disappear for a round, I'm not sure if that's intended as a cost vs reward style upgrade.

I like the slower pace of the weapons compared to other survivor games because you need to put a little more thought into your movements and the hit audio made it very satisfying.

I really enjoyed this one. It's incredibly satisfying to get the upgrades and destroy the tower more effectively until you complete the game. The polygon destruction was really cool.

Great polish on this game!

I think I spotted some of the art work on the discord and knew it was one of the games I wanted to try. This has a huge level of polish and there's a lot for me to learn here and apply to my own work to reach a higher standard.

Beautiful art work, atmosphere and a simple to understand and solid gameplay loop. The only thing I'd add is maybe some more interactive events e.g. part of the tower "creaks" and you have to investigate where the issue is on the tower and tap to repair it. If you leave it then that floor collapses.

I found this quite difficult but I bet it's a game that if you stick at long enough you'll master it. It was fun though, I like the moba style. A healing skill or a healing zone near the tower forcing you back when you take too much damage would have been nice.

I really like the art style too!

Thank you for playing and for the kind feedback. I'm primarily a coder but trying to get a little better at the art side when I can so it's nice to hear some of my effort paid off. Glad you enjoyed it!

As others have said the waves were a bit long and could have used a faster pace. I got to stage 2 with the very tanky mushrooms.

It plays nicely, the grid placement worked really well. I enjoyed the calm atmosphere and towers swaying.

Really enjoyed this. It took me way longer than it should have (over 7 minutes!) but I got there in the end. Really nice puzzles making great use of the teleport mechanic. The retro graphics and audio worked great together.

Played well for me though the audio for the lasers faded out after a while and didn't come back. Love the voxel aesthetic and the "fun fact" billboard on the base was great! 

Thanks man. I don't typically enjoy platformers so I've never made one before. I've been playing a lot of Mirror's Edge: Catalyst recently so I "borrowed" the particle trails from there. Really simple to implement as well, I'm glad you enjoyed the details! I'll give your game a try later, thanks for playing.

I really appreciate the kind words here. The air control was my bad attempt at fixing level design problems and unintentionally went a bit too far and as a result it doesn't feel as responsive and fast paced as it should do. Cheers for playing!

I always have the best of intentions to add various options menus and controls etc but I never seem to be able to get around to it. A bit more solo dev jams and I'm sure I'll get it sorted.

Thanks for giving it a try!

Thanks for playing and for your feedback. I wanted to stop infinite wall jumping so one quick way was to heavily dampen the in-air acceleration but I agree I was a bit too harsh and as a result it feels too punishing and float.

Thanks for the great feedback Maaack. 

Would you mind expanding on the control issues was there bindings you would change or was it the controlling of the character and them feeling rigid when moving against walls?

I'm also curious about the interaction bug. Was the grate in range of the candle when trying to interact? 

Cheers

A really fun puzzle game with a great visual style that reminded me of the dithering that Obra Dinn uses. And what I was hoping to happen at the end did happen so that was really cool.

I have a few nit picks but they aren't anything that really ruined the experience. The audio of the doors was a little loud and when multiple doors are opening/closing the sfx can layer up. The orbs when dropped can sometimes be difficult to see if you're in an already bright area.

Overall a fun game :)

I really enjoyed this one. Easy to follow mechanics and played really nicely. The implementation of collision based on being in range of the light is great.

A bit more audio feedback when lighting and picking up/dropping the orbs would have completed the experience but that's a nit pick. Nice work.

It's cool to see all the ideas for the theme. A vampire didn't even cross my mind so it was a really good idea given the mechanics you can build around them.

The last jump took a few tries but that's fine given it's one of the last pieces of the level. It's always satisfying to pull off a double jump so I don't have an issue with it.

Very fitting music too!

I admittedly did a pretty poor job on my character controller. The non-sliding being the biggest problem so apologies for that.

As for the 2nd issue, if I'm understanding it correctly, the ability to interact is tied directly to what the player can see in the light. So if an interaction is too far out of the lights range you wont be able to interact.

I'm glad you enjoyed the atmosphere, it seems a little rain audio goes a long way :)!

Really fun game. The idle animation for the duck is so oddly satisfying and the different death animations were unexpected.

I think it's a great amount of difficult just enough to make you hate your stupid hands but also the right amount to keep trying.

I really enjoyed this once I got the hang of it. It's one of those games that feels really difficult to start with but after a few tries the muscle memory kicks in.

The sketchy art style is great. It took me a few tries to win but I got there.

Thanks for playing. I'm glad the small candle limitation wasn't lost in my mad rush to finish the game. I very much wish I could have done more puzzles and have a nice ramp in difficulty. In a way I'm glad I didn't have the time because I'm bad at thinking up fun puzzles!

Thanks for the kind words. I'm glad you enjoyed the atmosphere, I wish I could have written more complex music but the deadline crept up on me :).

This was a really interesting one and fun to play too. I managed to complete the game, after it taking longer than it should have on the last level.

The swapping was really smooth and everything felt tight controls/movement wise. If I had to give any feedback it'd only be (as others have mentioned sorry) the collision for the spikes felt a bit unfair.

Really solid though. Nice one.

That's a shame. Reading about that error it seems to be a Mac specific issue with Godot's defaults.

My game is fully 2D with no complex shaders and only using the default 2D lighting. It's odd that the default project settings values are at odds with Mac. If this is a consistent problem for Mac users I'll see if I'm allowed to change that setting and rebuild.

Straight off the bat I love the fact that "quacks" sneak into the music.

I didn't run into any problems but as others have mentioned I did get a bit overwhelmed by enemies spawning which then got me killed. If you were to expand I'd say definitely some sort of combo counter to apply more damage the higher your combat multiplier or something along those lines.

I suck at platformers but I really liked the idea for this one. I got a time of 76 seconds... though it kept changing when switching between browser tabs :).

Really cool idea.

This was a fun one. I really liked the super fast pacing of it kind of reminded me of the chaos of playing something like Risk of Rain.

A cool addition would be an indicator that lets the player know which area is going to light up next. Then they can make an informed decision while playing through the wave.

This is really polished and satisfying to play. The art is great with the wing attack animations being my favourite. The intro that sets the scene was a welcome surprise and so was personalising your duck.

Lots of juice and things to take away for my own development. Great work.

Doh, I knew that might not be subtle but I wanted to leave some clues lying around. Ah well, lessons learned. Thanks for playing and for your feedback.

I ran out of time to improve the music, I wrote and recorded a rough version then only had time to make it loop and clean it up. I'm happy some of the atmosphere came through!

A fun dungeon crawler. I enjoyed the light heartedness of the character conversations and how the duck (which looks great!) was weaved into it haha.

Wasn't expecting the shift a separate combat screen which was really cool.

And having conversation options based on the dark/light of equipment is really interesting. Nice work.

Thanks for the feedback LGWV! I'm a programmer but trying to slowly get to grips with other disciplines. I wish I had more time this jam to fully flesh this out into a better game but I'm glad it gave a somewhat positive impression.

This is a cool idea for a puzzle game. I found it a bit tricky at first but once I learned to use the glow of the stars as a guide I got the hang of it.

Audio would really elevate this to another level but fun none the less.

This was fun. The pocket of space looks cool and the mechanics are quick to learn. I like the risk/reward of throwing the spike and having to pick it up before you can attack again.

I'd say a bit more reach on the default attack would feel better and maybe some less calming music but maybe that plays into the aspect of it being a void.

That transition between main menu and starting the game is really nice. The background stars during the game look great, I wish I'd improved mine to have the parallax feel to them.

Expanding as your consume would give some nice feedback to the game. 

A fun game that feels frantic and makes you want to do things as quickly as you can against an ever ticking clock. The tutorial text felt a bit heavy but I understand the need for them in a short space of time to develop.

I did get into a bad state after not reading how to drill and pressing space a few times it looked like it was reloading the current planet I was on and duplicating the music. I restarted and learned to read properly, the drill minigame is quick and fun which is a great balance for minigames I think. I finished it on my second attempt :)!