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Real_Human_1000

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A member registered Jun 29, 2022 · View creator page →

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Creative and satisfying puzzler. I thought it was a little too simple, but then level 8 really ramped up the difficulty and I had a lot of fun trying to figure it out

Yeah, that's something I noticed after making the main mechanics. A 3D game environment is hard enough to fill with interesting props and setpieces, and 4D is like stacks and stacks of different 3D worlds. Add more and more dimensions, and most of it has to end up as empty space, especially with the already-poor performance. Thanks for playing, though!

Super creative! The controls are a little unintuitive and I died a few times because I confused grow one direction for shrink another or whatever, but I understand that any set of controls for this game would probably take some practice. I got through all the levels and they were all enjoyable little puzzles.

I appreciate how you have it listed as a "creation" instead of a game. I like the variety of minigames. I think in the contest my inputs with three or more buttons pressed simultaneously weren't being registered. Unnerving, but lots of fun!

Creative, surprisingly challenging, and fun. Excellent visual style and audio. Great job!

Also, Godot FTW! I'll be looking to this for inspiration of what Godot can do in the right hands.

"Recay" is a cool idea. I wish there were some checkpoints or something so I didn't have to start from the beginning every time I died, since it's hard to know what's down the corridor with the overhead camera. I loved the vibes and the radiation visual filter and the geiger clicks and such.

I couldn't find the objective in level 2, but I appreciate that there are multiple levels. Since this is just a jam game, it might have been a good idea to let players access levels 3 and 4 even if they haven't beaten level 2, just in case there are issues like this. I thought the player was felt good to control and I had fun while playing.

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There's a little bit too much going on in this game for any computer to really keep up, but for me the stuttering wasn't too bad. I like how fast the truck moves--feels like an R/C car. You get the full idea of the game after only a few plays, but I had a lot of fun destroying stuff.

The art and audio are both very charming. Gameplay is a little too simplistic for me but I like how there are lots of different elements bundled together in this game--mining the coal, avoiding the shadows, gambling, the sanity mechanic, the engine, and more. It's a shame that the fishing rods cause issues on the web version. I would have a pretty good run going, but then I would accidentally interact with a fishing rod when trying to go down the ladder and then I wouldn't be able to put it down. 

i saw your replies and just wanted to say this: I absolutely respect your game. Getting a game made and published in 48 hours is (for anyone) a challenge. Your game's got art, sound, and gameplay. I've participated in game jams where my submissions didn't even have all of those three. Your game does present an oppressive, alien, and kind of scary atmosphere. My comment was giving some honest feedback, and you can decide if what I've said is worth addressing or not. If you still want to, I think you should totally try to improve the game after the jam. 

I like the style and animations. How did you do the 3D model? Is that a shader, or are the models actually composed of lots of little parts? Also, sorry for all the questions, what's the font that you've used for the title? It looks really good!

There really isn't much to do, but I still got some satisfaction out of destroying the cars and buying upgrades. My final score was 52 destroyed vehicles.

Also, Godot FTW! I also had issues exporting for web, so I understand the struggle.

Not sure whether this is intentional or not, but the game window is stuck at an aspect ratio of about 6:1 (super, super wide). I also couldn't seem to retry after losing without closing the game and opening it again. I collected all of the potions and saw a yellow screen with some platforms. I wish that there was a bit more warning before losing the first time you play the game, because it's very difficult to understand what's going on. Also, I think I got caught by the transparent corners of the enemies' collision boxes, which was very frustrating. All that being said, I eventually I found a strategy that worked and managed to beat it.
Also, you might want to... rethink... the background noise.

The player is a little hard to control. Maybe tweak how quickly it slows down. That being said, I got through every level and enjoyed it.

Also, Godot FTW!

Cute. I'm a fan of the retro '98/2000 theme. Sound effects are pleasant. Popups are funny. Can't complain!

I'm not sure what the three numbers mean, but I got (from the left to right on the Game Over screen) 43.7 ft, 78.9 ft, and 35.2 ft. The rocks began spawning as totally transparent at some point, which made it very difficult to continue. I think if the rocks and other objects weren't as easy for the player to move, construction could be a lot more engaging. I did have fun, though, and I liked how quickly I could jump back into the game after losing.

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I love the art! It has so much character. Really, the game's presentation is top-notch. I had an issue where one of my pickles got stuck collecting spices and couldn't leave, but I had enough others that it didn't really cause a problem. I wasn't sure how to find spices and salt at first, so I had to sacrifice a few runs to just exploring. After I saved all of the cucumbers (that weren't lost), I clicked the RESTART button, but I still had all of my pickles. Not sure if that's an intentional new game + or a bug.

Also, Godot FTW!

I did get the game to run, although I had a lot of issues with stuttering and framerate. The assets and music are nice. The fact that you can't control your character's movement in the air (excepting double jumps) but the game requires you to do first-person platforming makes getting through that section very frustrating. It would have been cool to be able to see your character decaying or losing health on the actual model instead of just in the health bar, although in a 48 hour time limit that would have been really tricky. Good job!

"Conflicting feelings." No two words could I hope for more

Yeah I'm going to be honest I left the levels to be the last thing to do, and by that point I had like 20 minutes to put it all together before submission. I might have not playtested the last level whatsoever.  If you didn't finish it, you can check the video and see what happens after if you're interested.

Super creative! Love the sparkle and how the arrow starts spinning faster the longer you hold spacebar. Little details, but absolutely genius. I think the scrolling portions of the screen are a little too far from the center, but it's manageable. I think rage games are mostly about memorizing what to do instead of reacting quickly anyways.

The art is cute. I wish the action could have ramped up a little faster -- everything felt very slow. I might be missing something obvious, but why is the currency called Na+? Is it actually sodium ions?

I LOVE DEFORESTATION!!!!

Fun. I liked the blurbs at the bottom left corner and the picodollar-precision money counter. My tractor started flying in the air like crazy at some point idk why. That's just the power of profit.

Also, Godot FTW!

The art and audio are wonderful. It's a little repetitive, but I like the encouragement to beat the level high score. Very smart from a marketing / community perspective. Your interpretation of the theme is very creative.

I feel like game jam games are often very focused on the mechanics of the game and less so on the story or message. This game proves that wanting to say something can really elevate the player experience, even if the gameplay is short or simple. Great job!

Your thumbnail is really cool. The images in the game are a little blurry and fuzzy, probably because it's interpolating them from a lower resolution. You should see if you can get it to render with nearest-neighbor or true pixel upscaling or something. Aside from that, the art is really high-quality. I don't play a lot of card or strategy games, so I don't think I really understood all of the nuance of what was going on. It would be nice to have a tutorial level or something to ease into. I like how events in one tile can affect the environment of another.

Also, Godot FTW!

Heavy stuff. Not sure whether I'm having audio issues or not, but there wasn't any sound or sound effects. I wish there was a bit more content in each of the acts so that I could better engage with the story. As it stands, I think it's a little too short to make an full emotional impact.

I like the music. Maybe I'm just suffering from a skill issue but it seemed like there were some times where it just wasn't possible to survive. Long stretches without clay (or even water; just long, empty stretches). I like how bouncy the sprites are.

More difficult than I'd thought it would be. Definitely a puzzler. I love how you have to think ahead for when the level turns red and you have to deal with the consequences of your actions. I'm having some issues with resolution: the game seems to be displaying wider than my monitor so some of the orbs are off-screen. Music is killer. Great job!

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Wholly respect the vibes. Loved "thine." Not much to do though. I had some issues with stuttering around the fridges. Are they really high-detail or something?

Also, Godot FTW!

I see that some people are saying that the game is "a little monochromatic," but honestly I think the Gameboy aesthetic is really cool. I think you should have limited the colors even more, to the four colors that were actually available on the Gameboy. Idk whether Coppercube 6 has shader support, but limited palette ordered dithering would work really well here and make it look even more like a Gameboy game. I wish the actual gameplay was a little bit longer. I can see that there are a few more rooms that I haven't explored, but I don't know how to get to them

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I like the symbolism of the hourglass, and I think the idea behind the game is really cool. I wish his sprite changed to reflect his deteriorating condition. I really like the music too, but I feel like I'm only hearing the beginning of the song on loop. If the beat dropped or the melody really started then it would go so hard. I got to 300 seconds before I stopped playing because I didn't think anything new was going to happen.
Also, Godot FTW!

A very nice audiovisual experience

Obviously your AI is limited, but it's just good enough to maintain the illusion that I'm actually talking to a cohesive character. Reminds me of ELIZA or other really early chatbots.

I like the art direction and music. Very intuitive and simple to play, although I wish it got harder faster.

I like the minigame format. The art looks very nice and I like the visual style. I never really understood what the different particles on the plants meant. Kept me entertained for all 10 nights (final score 22). I think the farmer got desynced with which plant they were visiting when there were a lot of plants in the field.

Took a little while, but I figured out the secret. I like the background art -- interesting use of dithering for the sky but not for the grass. Engaging distraction for a few minutes.

Fun concept! The art style works really well. It's funny to imagine a fish going through so many hurdles with the objective of being caught so the player can have fun. Great game!

Visuals and audio are fantastic! Very, very impressive. I love the concept and it was a lot of fun to play. I found that you could get by just fine by filling every space with wooden pegs, so maybe some rebalancing is in order.

Turning NPCs despawning into a game mechanic is very funny and creative! The white visual style works well, although the pop-in with shadows is very distracting. You could probably stand to crank up the difficulty earlier on, or make earlier waves go by faster.

I love the level transitions and the visual style! Top-notch.