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Rakudajin

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A member registered Mar 19, 2019 · View creator page →

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Thank you!

Yep, definitely there are many things to improve, and we plan to work on it! 90% of the current version was made in one weekend, with just a bit of polish later - so we went for arcade just for simplicity - a way to stimulate people stick to some areas where other bubbles are. We definitely need to go more into "sim" part :)

The "randomness" of interactions were to illustrate that all people are complex and even the green ones can emit red, and vice versa. But we probably overdid it :) E.g. most of the NPC bubbles emit their main color with 60-70% chance, and 30-40% to emit other color. That looked reasonable on paper, but given that players don't really keep track of that - those 30-40% are something that gets noticed/memorized. Which is actually cool, because it illustrates how stereotypes and attention attribution works - we remember deviations, not commonalities. But on the other hand, as you mention, it's confusing. So we need to find a way to both keep the complexity and reduce the confusion. Now I think that aura should fire more often (maybe continuously pulsating), with lower effect. This way the dominance of main color will be more visible, and the other colors will also appear sometimes even with lower frequency share.

Thanks again for the feedback, it got me a lot food for thought!

Thank you :) We all do))

Thank you for the kind words :)

Thank you for the feedback! Totally agree, and most of these were matter of time/resources.

For the jam the focus wasn't on game play during the jam, and we'll definitely work on it.

For the style - we kinda wanted to have contrast between bubble and background, but I guess it shouldn't be that different.

And for the feedback - the bubbles say words based on the emotions they emit. And you respond to them (or they to you) if got hit with the dominant emotion. So there is quite cool mechanic there, but it ended up being hidden, and we'll try to surface it a bit more later :)

thank you!

Nice puzzle! I liked that many levels can be completed in more than one way. Is that intentional?

Also - is that a vacuum cleaner robot? :) Looks cute

That's an interesting transistor game! Also loved the art and sound. 

Interesting idea! Aiming is a bit too hard, though, and I'm not sure adjusting my aim helped me (or maybe I didn't quite get how it works).

Also, for some reason, the game didn't work in the browser for me - the game starts, but the slime doesn't move. The executable version worked.

Also nice visuals and sound!

Nice concept, but I guess it would be more viable if you don't just reload the gun but also push enemies back or something, when you type the right answer.. Or make the monsters approach in lesser quantities - I can do the math, but I just don't have enough time time to shoot them all :)

Congrats on the submission!

I like the curse-choosing screen, nice purple aura - it almost looks like a shader. The pacifist upgrade is totally unviable though - halving attack is way to underwhelming, unless it's your first curse.

I'm not a big fan of throwing away your body parts, but it's definitely a creative take on "you are the weapon" :) And a fantastic execution of tutorial/onboarding - which is often omitted in game jams.

Great job! Also liked the music 

Very cute idea and execution!

Some physics was a bit weird (like straightening after coaching is way too strong), but that's a minor thing. Overall - really good job! And very creative!

Thank you! Glad you liked it! :)

Great game! Probably the best minesweeper variation I've seen :)

Thank you so much! :)

Haha :D Yep, that's important :)) I hope you've liked the game too ;)

The "little control" part is partially intentional, as a metaphor on reality, but we probably overdid it a bit. We plan to add a bit more control in the later full version though :)

Sure! A bit fried for today, but will definitely check it out tomorrow :)

Thank you! I feel like might have vent a bit too harsh, we'll rebalance and add some more variability in the full version :)

Thank you! We'll definitely expand it, although we are thinking of remaining on the border of parable and realism :)

Thank you! I guess it was a bit too hard to keep it with green emotions, will probably boost it a little bit in the full version :)

Very cute rat animations! Loved it!

Wow, totally loved the vibe and idea! Felt almost like a rhythm game - really cool work with sound!

I think it was a bit too hard, but I have mixed feelings here - it would be much easier with less camera movement and more view from above... But it felt really good in terms of motion - just a bit too hard.

It was a really cool experience!

Very nice take an refreshing mechanics :) But it was a bit too hard to hit perfect landings so often :D I guess it would be more rewarding with controller than keyboard :)

Nice game! Totally loved the art and style.

The game mechanics are also quite neat, but game borders ruined it a bit for me - I ended up placing cursos outside the game bounds way too often, and landed weird hits in some of those cases.

Good job overall!

Thank you!

Thank you so much! I also felt it was a bit too long, but some of the friends who tried said otherwise, so we kept it :) We plan to work on making the gameplay more rewarding to compensate for it in the later version

Thank you! :)

Really cool music and 3d models, especially for the jam!

The fighting feels a bit unrewarding though, because it is kinda slow, and in a way your action is too similar to enemies. So it hit-and-run most of the time. Yet at some point my health started regenerating so fast that when I was surrounded by enemies and was doing nothing - I wasn;t dying, my health kept growing. Not sure how I ended up that way :) But the enemies were so much faster that even though I couldn't die - it was veeery hard to land a hit.

Overall - great art, but the fighting needs some variability I believe :)

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Nice shooter! I really liked how leaning looked - didn't seem too functional, but looked neat, especially the hanging texts when you lean :)

Haha, it was very cute and fun! I smiled a lot :)

Also. thanks for not going for cruelty here - it kinda felt it could go that direction, but I'm glad it didn't :)

Great visuals and the feel of the game!

I have mixed feelings about controls - I kinda like the smooth feeling of them, but it was sooo hard to collect more than one energy box without dropping speed. It would also be nice to have some benchmarks to compete against, though.

Nice submission, and kudos for Godot! :)

The tutorial felt more like it would be a puzzle game, not boss-fighting :) It was pretty hard, but I suck at this kind of game, so I barely managed to pass this first boss :)
The movement is a bit clunky - it would be nice to have a smoother curve for a jump. Also I'm not quite sure it is a good idea to wait for the hammer to hit or go off-screen to fire again - it doesn't look like a boomerang, so I'm not sure why I hit more often from nearby than from afar?

That said - nice submission and cure art! :)

The game has cool retro vibes! liked it! :)

Interesting idea!

I didn't quite get why shrimp - but I totally loved the shrimp movement animation :) Although death from lighting is a bit weird, especially at first - it's counter-intuitive that the shrimp gets shoved off the building when it gets a lighting hit :) Also the enemies are a bit too hard to manage - I never managed to get one killed while it was grabbing me. Maybe they should be introduced a bit later, when you have at least a few towers?

That said - great submission, and a quite unique game mechanic!

Very cute tower-defence! I like the exploration aspect added to it :) And the visuals reminded me of the "worms" game from 90s :D

Nice escape-room experience! Liked the nice little number puzzles :)

There was an issue that often, when I pressed "space," - I closed and immediately opened again the thing I interacted with. It probably requires some delay, or using "release" or "just pressed" for action? Also the game froze at some point, and I guess that's godot's particle issue?

Great submission overall, and kudos for Godot!

Fantastic work with sound! The sounds emitted by the stuff you picked made me smile many times and aligned so well with the soundtrack and the game vibe!

The only thing missing - a sense of progression. Or maybe I just failed to get further - the hands look too beefy, and I failed to kill even one, and when they made a crowd of 7 or so - it was too hard to hit them anymore, as they kept destroying my carb before I shoot.

Great submission overall, and quite original! 

Wow, a really cool combo of a rhythm game and action! Although a tutorial would help - it took me quite a while to figure out what at all is going on :) But after I figured - wow, great game!

Although, while a big fan of rhythm games, I found it a bit too hard when the rhythm changes. Timing your move is already hard when you tap the rhythm with your other hand, but when it changes - it becomes a bit overwhelming. I'd suggest the same rhythm - maybe as an option for "easy" difficulty or something.

That said - fantastic game, very unique and captivating. And kudos for Godot!

Thank you! :D

Yep, the goals are the main drawback - we used it mainly as a feeler, with a focus on meta-narrative. But our next stop is making the resource-gaining more driving, with some perks and level-ups to illustrate it. Right now, they influence only the rate of gathering them and the final game results.