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ResRebus

32
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A member registered Apr 29, 2021 · View creator page →

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(2 edits)

Try drawing circles clockwise. On version 1.0.3 drawing counter-clockwise breaks the dice and you won't be able to roll them at all. On the original version if you draw counter-clockwise it won't roll the dice, but you can still draw clockwise and it will work properly. Sorry about that, thanks for the feedback :)  (There is a new version now that fixes this bug.)

(2 edits)

I think I found the problem. You have to draw the circles clockwise . If you draw them counter-clockwise in version 1.0.3 it breaks the dice. If you're using the original version then it won't break the dice, it just won't roll them. Thanks for all the feedback :) I put out a new version to fix this.

The way the dice work is you draw circles around enemies, chests, or yourself. You can draw up to 3 circles to spawn 3 dice, and when you let go of left click the dice are rolled (you'll see them spinning). A second later it will show the symbols you rolled on the dice. If you were doing all that and the symbols didn't show up, then it's a bug.  

Strange. Was it that the symbols wouldn't appear on the dice, or did the dice not appear?

The idea was that you match the symbols on the dice to the ones that appear above enemies or chests to attack/ unlock them. Once you do, you get more symbols that let you face different enemies. Ideally, you would customize your dice based on what you want to do in the dungeon on a particular run. (loot chests or fight specific enemies to get specific symbols). It was an interesting experiment at the very least.

Thanks. I wanted to include some instructions, but this is the first time I've worked with 3D in Godot and I couldn't figure out how to make the text work. I tried to explain a few things on my game page to compensate.

Window 8.1.

Great art and music!

Looked pretty good, and was decently fun; you could even scale walls like in Skyrim :)

The biggest problem was the camera; any time I sprinted or jumped it seemed to glitch into the character. It was perfectly fine if I was going backwards though. Strange detail, but maybe it will help narrow down the issue :)

Overall, well done :)

Overall this was really fun, I liked the physics and the challenge of beating your previous time :)

I think there was a little bug with the pull. The angle the frog is pulled at seems to be based on the angle you latched onto something at, rather than your angle when you try to pull.  So if you're by the ceiling and latch onto it, then swing down and pull, you get pulled sideways rather than up.

Art and sound is pretty good, and the weapons were fun to use, but I think the level design could use some improvements. It seemed like there were a lot of jumps that were slightly out of reach; if I fell to the bottom of the map i couldn't really get back up. Apart from that it was well put together. Well done :)

Looks good, and is fun. Good job with the grapple mechanic :)

Would have been nice if the flies re-spawned after each lap, but I guess the challenge here was more about how many laps you can complete rather than how fast you can complete them. Was fun either way :)

I wasted a few hours on shaders I ended up scrapping and had to cut a few things for time too, it happens :P

Congrats on your first release!

Cool mechanic, but it is a little difficult to control. I think making the tongue extend faster would help a lot.

The tongue was also not firing to where the mouse was. I tested it a bit, and the amount it was offset seemed to be based on how low in the level you were. At the highest points it seemed fine, but the lower you went the more offset it was.  Just a little bug report, hope this helps :)

Really cool idea, and a great use of the limitation :)

It would be cool to see the idea expanded on, once you find the best path there isn't a whole lot you can do to avoid hitting your previous loops.

Here ya go :) https://itch.io/jam/mini-jam-79-frogs/rate/1026079

simple, but enjoyable :)

Cool, happy to help! :)

Thank you :)

Cute and really engaging. This is the most creative use of the limitation I've seen so far too. Well done :)

Delivery frog was the true hero of the story.

(Bit of a bug report too. When you enter a new room I think you start in the loading plane, so you can walk off screen without reloading the previous room. Just a little thing I found by accident.)

Glad you like it :D

Looks really cool, and  its fun to fly around the environment. Unfortunately, the camera was all over the place. I've had some problems with camera stuttering in my own godot projects, so it might be that godot has issues with some hardware, I don't know though. 

Snappy and satisfying, and I really like the art style :) It would be nice if you could tell how high the fish are going to jump, maybe have a different colour fish for each jump height or something.

Try it in fullscreen, that fixed it for me.

I liked that it had different paths for each character. Well done :)

Really cool game mechanic, I'd love to see more with it :) My only criticism would be to tone down the background a little, its very busy.

Cool idea, but a bit difficult to maneuver.

Thank you! I'm glad you like it :) 

The code is nothing special really. The 3D effect is just an illusion :)

Thank you! and yes, it is a little dark souls reference. I thought it was funny to imply the frog was using a sword :)

Cool art and music :)

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Could use some refining, but overall I had fun.

Edit: current highscore is 19