Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rad Codex

70
Posts
1
Topics
803
Followers
53
Following
A member registered Oct 29, 2015 · View creator page →

Creator of

Recent community posts

I like it! The art is very charming and there's a good amount of depth to the mechanics. I like that shields can block being able to click on the body.

Thanks! Mega Man X/Zero's flow of chaining dashes and blasting through weak enemies is exactly what I was going for. And you're right! I am a complete newbie to making music in general, so I didn't try to be NES-accurate with it. I used a handful of Genesis-style instruments to make it easier on myself.

Dang. Not sure what could be causing that. I'm using Godot 4, perhaps it has some issue with your computer?

Nah, it's not a rom. It only uses the NES aesthetic and controller restrictions (Dpad & 4 buttons).

Thank you! It felt good to take a break from tactics for a bit.

Sorry it crashed! That crash is an issue with the downloadable .exe version. I've since removed that version. Thanks for playing!

Thank you! Unfortunately there is no equipment screen. Glad you had the chance to beat it regardless! And don't worry, the ending wasn't bugged, it's just rather abrupt.

I'm definitely glad I put that checkpoint there, I think it could have been pretty frustrating without it. And thank you! This was my first crack at making a soundtrack, so I'm glad it turned out well.

Thank you! I'm glad the upgrades and difficulty felt good, I had to make some last-minute tweaks to get the difficulty right. I'm also not usually a fan of having to repeat areas, so I tried to keep the early stages easy to blaze through. If I had time I'd have added more shortcuts to early levels that you can blast through with later upgrades (like the bombable shrooms) to reduce tedium of having to start from the top.

Thank you! I really appreciate that coming from a composer- this was my first real foray into making music, so I'm happy it turned out alright.

Thank you! Yep, the level design is procgen RNG (just a bunch of setpieces arranged randomly attached to eachother). It would be cool if there were some indication which direction the way down is in though.

Thanks for recording your playthrough - that was very helpful to see how someone else played it. You've shown me a new bombs-only playstyle! : P I don't mind this 'cheese', as long as it wasn't wrist-pain-inducing! And no worries, the ending didn't glitch out, it is just a bit barebones due to time constraints.

Sorry, afraid not. That was a feature we didn't manage to add in time.

Awesome work! The puzzles are great and interesting. I love that the sounds of the track and devices make a little song! I definitely had a few really satisfying "ah-ha!" moments during my playthrough!

Thank you, that's high praise! I've always wanted to make a full game with MMX-style controls like this, so it is tempting. : )

I like it! The screenshots don't quite do it justice- it looks better in motion. Movement feels good, and hitboxes are nice and generous. Speeding up the attack animations, particularly the windup, might improve game feel. I like the music!

Really nice! It looks great, and the game feel is classic. I especially love the cool blood FX when you defeat an enemy.

Love a game with River City Ransom feel! The background graphics are great. Might be a bit too hard unless you run past the enemies, and it might be nice if the timer stopped for the boss fight (she liked to hang out in the part of the level where I wasn't allowed to walk). Still fun! And the boss' attacks are great.

Cool concept, and it feels authentic! It would be nice if everything animated faster, so I can give it another try sooner when I screw up. The difficulty spike on level 5 is a bit high, I couldn't figure my way around that one.

Great work! Good difficulty level, great tunes, and feels authentic. Love the twist at the end. And the respawn animation is a really cool touch.

Hey, thank you! Thanks for playing it!

I forgot to remove the Shift keybind. The intended keyboard layout is ZX and arrow keys. Either way I hope to get good enough at Godot that I can add keybind options to future jam games!

It took me a whopping 130 days, but I finally figured it out! As of v1.5.951, Horizon's Gate should (hopefully!) now work properly with the itch.io client.

Thanks! The game is about 15-20 hours long.

(2 edits)

Hi, sadly there is no planned support for any platforms besides Windows (and Steam Deck).

However, I did see one player post how they got it working on Linux, and this was their advice:

"In the end you just need to do what worked for Horizon's Gate: in terminal (do have protontricks installed and up to date): (just replaced HG's appid with Kingsvein's) protontricks 2276830 d3dcompiler_47 steam launch options: WINEDLLOVERRIDES="d3dcompiler_47=n" %command%"

I don't know what that means, but hopefully it helps!

Oh, looks like I never made a news post about it - but the itch.io version is already up to date with the Steam version's Double Tap fix (v1.5.945b). It's available as HorizonsGate_v15945bi.zip. Enjoy your annual replay! : ) And the 16th is so close!! Can't wait!

Hey, thank you for playing!

In all the excitement about Kingsvein, I completely forgot to upload v1.5.93 to itch! Sorry about that! I'm going to have v1.5.94 ready soon, and I'll be sure to bring it to itch.io this time. Thanks for letting me know!

Thank you! : ) I agree completely- I planned to add some cool dash effects on the player, like a proper mech sliding around, but that ended up on the chopping block.

Thanks! : ) I was hoping to do a little cutscene at the start where the player does a fancy staff animation to cast the Swap spell, but we had to cut it. That would definitely go in a longer version.

Thank you! Glad you enjoyed it! : )

Glad you like the concept! I think we must have used positional audio by mistake, causing it to only play on the left side... will have to take a look at that once the jam is over. 

Thank you! : ) I agree,  the mechanics came together best during the boss fight.

Fantastic concept and great presentation! I had a heck of a time making a T, and learning that ">" and "<" doesn't make an "X" makes me pretty much give up. But I'm still in love with the concept and enjoyed the time I spent on it!

Thanks! I actually planned to have a section where you unlock the ability to rotate at will - it would definitely have made some very different and hopefully fun levels. Unfortunately I had to cut it for scope and pacing.

Sorry there were technical issues! It should just be a standard Godot project without any special extra components, so I'm not sure what the cause was. Thanks for playing regardless!

(1 edit)

Swapping in different characters to customize your team is a great concept, especially if it were more action oriented. Thanks!

Fun little SRPG. Good choice to simplify certain Fire Emblem mechanics, such as giving Sure-Hit weapons and not giving enemies counterattacks. Using the Rescue staff in level 3 was satisfying. Would like more 'join together'-based mechanics or puzzles - the healing bonus is really impactful and necessary to win,  but it doesn't change player strategy very much or present many interesting decisions.

Great stuff! Love the tactile feel of the presentation. Lots of charming extra details (though you can't properly appreciate them while trying to win!).

Fun game with good pacing! Loved the polish and animations on the robot. Upgrading to 2-leg movement felt very satisfying.

Thank you! It does have sound effects, but I stupidly put the keybind for toggling sound as 'S', right in the middle of WASD. : ( Thankfully there's no "down" command in gameplay, but it's still too easy to press by accident. I guess that's what happens when you add volume controls at the last second.

Thanks! I'm glad the healthbar concept came through. : )

Thanks for the heads up! I will add a warning to the install instructions until I figure out the issue.