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RienKT

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A member registered May 03, 2021 · View creator page →

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I'm glad you picked up on the Metroidvania elements! The original concept for this was something inspired by Castlevania II, but of course that was an overscope so I had to pivot last minute and use the systems I had to still make something complete (╥ᆺ╥;)

The first idea was that collections were turned into NPCs and more traditional power-ups unlocked new area, but both weren't ready in time. It's still something I'd like to flesh out in the future though!

Thank you for playing!

The physics do change between levels, but I could tweak it to make the change a little more extreme. I was worried that if it was too drastic, it would only be disorienting. 

I have to double check, but I think that bug may be due to the initial launch of the game not having a save file and thus the slider defaults to 0. But I'll test and see what else may be causing it! 

And yeah, the shells were a currency that was meant to be used in a shop, but those mechanics were unfortunately scrapped due to not being complete in time.

But ooh! There is a collectable menu (C || Slash || Triangle) and the volume slider is accessible anywhere in the game (ESC || Backspace || Start). I made the mistake of explaining the controls in the description rather than in-game, but that's something I need to implement in the future.

I loved the core concept of this! It's a very satisfying dungeon crawling (or climbing, rather) experience. The inventory system is fantastic, and it's a great dopamine rush to check treasure chests for new loot.

My only minor gripe was that it was possible to load into a map where enemies blocked all early chests so there was no way to find a weapon to proceed. I also thought that combining the buttons to open a chest and view the inventory could help to streamline things a bit.

But other than that, I still had fun with this prototype! 

Very cute graphics! I liked that it felt like a bite-sized slice of a MOBA.

Movement and attack being the same button tripped me up a little. Although, I ended up using the skill abilities more instead of the base attack as I kept playing anyway. And I sometimes struggled to differentiate the projectiles (especially using the rain of fire ability, the spellcaster attacks blended in). 

But otherwise, it's smooth and a great-looking game.

Smooth gameplay and super cute! The platforming felt nice while still providing a good amount of challenge. And the warp points were a great addition.

Only being able to attack in an upwards direction helped to drive home the sense that verticality is always the goal — which played in perfectly with the theme.

Great music and graphics! It's a satisfying tower defence game that provided plenty of time to build up units while providing more challenge with each wave. The Next Wave button also helped to provide some additional difficulty or just to rack up more coins for towers quicker.

I would have liked to new tower types unlocked sooner since there is an impressive amount of content that just needs more time to get to. But other than that, it's super polished and has a ton of gameplay!

I really liked the level designs! They expand upon previous mechanics while providing new challenges each time. Also, great attention to detail with the settings menu and tutorial! It added an extra level of polish.

My only problem was the lack of contrast which made many elements blend into each other. It made especially the later levels difficult to see how to navigate Given the name of level 10, I did get that it was partially intentional, but I found myself squinting to figure out where to go LOL.

But other than that, it felt polished and well-made!

Cute and fun! I'll echo that a magnet for coins would have helped with collecting them — as it was, it halted the momentum. 

But either way I had a good time just racing through the levels as fast as possible!

Beautiful artwork! It's an incredibly polished and well made game that's a fun take on the theme.

Really the only feedback would be to hold Left and Right to move rather than having to multi-tap. Other than that, the gameplay struck a sweet spot where it was easy to understand while still providing a nice challenge that increased with each level.

Really well made! The ship controls were smooth and it's a great-looking game. I found too that it was well optimized and I didn't really experience the lag that I normally do with 3D browser games.

It fit right into the sweet spot where each wave ramped up the challenge and I felt like I had time to try different units. Granted, I wished there was a tooltip to see what each one was/did, but it was something that explained itself as time went on.

My only suggestion would be for the later enemy units to stand out more. By wave 6, I didn't realize there was a new enemy type. I was flying around looking for asteroids thinking, "Huh, what's this cute sound?" And then I shot the thing making the cute sound and was like, "Oh, he's not one of my guys." LOL

There's a lot of content here which is super cool given the time limit! I enjoyed the core loop — fighting and grinding out coins and then mass spamming troops to overwhelm the other tower.

I think the tutorial could have focused more on how to spawn the troops themselves. I completed the tutorial without using them. When I clicked the green circle, they never spawned so I just moved on to the next area. The tutorial says LMB or Space to interact, but I could only get them to spawn using Space. Luckily I figured that out during the first stage and it was a lot of fun from there!

Only other issue was the lag spikes, but I imagine that's just from having to instantiate a bunch of new units at once. All in all, a cool project!

This was actually really cool! I liked the Runescape-esque graphics and the off-kilter style of music. It made for a trippy experience! The game concept too is like a 'reverse tower defence' since you're sending out towers to reach the goal rather than units.

I do wish there was more of a challenge since even the basic towers had more health than enemies could take down. But as an experience/art project, it was great!

Yeah! An in-game explanation of controls is my goal for future jams. The level 3 jumps require making use of coyote time to get across, but that's also something that needed more of an in-game demonstration.

Oooh, pressing 'C' (or '/' or Triangle on a pad) opens the collection menu. I included the controls in the description but should have had them explained in-game too!

By design, the collectables do respawn. I just wanted to keep it easy to collect them to prevent too much backtracking.

This looks incredible polished — clean 3D art and smooth controls. It was fun just clicking around and seeing how many houses I could cram together.

I admit I couldn't figure out the pattern to the scoring system. I mostly just wiggled the mouse around until I found a placement with the highest amount of points. But either way, it was incredibly satisfying!

I loved the artwork and character designs! The Potion Seller as a cat was hilarious, and it was fun to see who would appear on each level.

Initially, I was confused how to play. One of my starting frogs swam off the screen while I was checking the menus, and I didn't realize how to use the wand at first (or that I had activated it). But once I understood the mechanics, it was a lot of fun and a nice challenge to wrangle frogs and create the right combination each stage.

The dragon animation is so cute! The gameplay too did a good job of ramping up the difficulty by introducing new obstacles each level.

I did wish the movement and scene transitions were quicker, but it was otherwise a nice twist on the Flappy Bird concept.

Beautiful game! I loved the art direction and the variety of towers. Each sea creature was well designed and the animations really brought them to life!

Gameplay-wise, I couldn't tell how to control the projectile speed or direction. I eventually just spammed Space and let the tower get as tall as it could before Game Over LOL.

Gorgeous artwork! The art drew me in, but the gameplay kept me going. 

It took a few deaths before I understood how the mechanics worked (I was dragging the furball *onto* the map points rather than in front of them so they roll over it). But once I figured that out and how to lock the furballs in place by having them roll into each other, it was a lot easier to manage.

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The 2D art looks great! It has a cool storybook illustration feeling to it. 

When I press Start Game, however, the camera doesn't lock onto the player and instead is far above it. I managed to (I think) make a few jumps by chance but quickly got stuck without being able to see the character.

Either way, wonderful art direction!

It reminds me of Jump King! Brutal but satisfying once you figure out the timing. 

Adding an option to fullscreen or just a larger default window size would have been nice. I got around it by zooming in on my browser, but it would help as an accessibility feature.

I thought this was a cool take on the Roguelite genre. You fight through floors of enemies and unlock abilities but there's the extra element of using the teleporters and navigating pitfalls to keep things fresh.

Unfortunately, there was a large delay/lag spike whenever I used to teledash ability which meant that enemies were usually always able to get a free hit in before they died. The collision was also a little tricky at times and it was easy to get struck on corners.

But other than that, I really enjoyed this conceptually, and the collected notes were a great addition that provided more incentive to keep playing after each death.

I enjoyed the core loop of searching a magical tower for clues and using those bits of trivia to unlock new areas! The tidbits themselves were fun and well written.

The only issue was that each floor seemed to get larger and emptier as the game progressed, which made finding the next clues tedious. 

Checkpoints could have been useful as it was easy to miss a clue and then be stuck guessing at a door. I think those portals were meant to be a fast travel? But I was unable to interact with them. Only on one of the levels, the Interact action made a clicking sound, but I wasn't sure how to use it.

Either way, the trivia aspect was a blast!

I enjoyed the original take on the theme and the puzzle itself is a lot of fun! The lines help with planning and make it clear how far each plan can travel and how much space is required for them on the next turn. The difficulty ramps up with a nice progression where I felt like I was learning as I went.

The only issue I had was that, when there are a lot of planes on the map, it became difficult to tell which ones I still had left to move. Having the planes change color once they've used up their moves could've helped to make them stand out.

Otherwise, it struck a nice balance of getting hectic as time went on while still feeling like there's a clear strategy. 

Nicely polished and a great looking game. I liked the targeting system; it helped keep the focus on navigating and dodging enemies. 

I was a little confused how to destroy the towers at first. I finally realized that slices of the shield will depict how many hits it's taken, but after doing so, the tower will recharge shortly after. 

Absolutely adorable and so incredibly polished too! It's the best of both worlds with tower building and tamagotchi-style gameplay.

One QoL suggestion I have would be to include a way to tab between cats instead of opening and clicking through the menu to check on each one. But other than that, it's a perfect game.

Cute game! An issue I ran into was that 'A' works to move left, but 'D' doesn't move right. I switched to using the arrows keys and that worked fine. But in the future, it could be nice to use Godot's Input Map system to allow for multiple input types.

I liked the click and drag power on enemies! It was a lot of fun tossing them around.

The only issue I ran into was that there is often a lot of downtime between new enemies spawning making the early game fairly slow. And the base version of new ability unlocks are fairly underpowered compared to the toss move. I unlocked fire, but it took several upgrades before it felt worthwhile to use.

Overall though, a great core loop and a nice twist on the tower defence genre.

I like the core loop of every action costing a turn and how saving up for the cutter tools grants a better yield in the long run.

Adding some hover/focus effects to the clickable elements would help to make it clear what's a button and what the player needs to click on to progress.

Incredibly impressive building mechanics given the time frame! The controls were hard to understand but the underlying systems were well made. Especially if it's geared towards mobile, having a corner of the screen to move all camera axes at once rather than clicking through the toolbar would make movement easier.

My main dilemma was that I didn't understand the gameplay. There needs to be a direct path to a flag to start a wave, but the enemies follow that path immediately so I wasn't sure how to progress. I tried placing some random blocks to throw them off to no avail.

The destructible tiles are a lot of fun! And I liked the steady progression of difficulty as the game progressed.

I was unable to get the game to fullscreen though which made it hard to see and click on objects. When I got stuck in a wall or dropped a pig, I usually couldn't tell if I just misclicked or if there was a bug.

But it's a great concept and the level design was well fleshed out.

It's right in the sweet spot of being easy to pick up while still providing a good amount of challenge. The gameplay was smooth, too. I'd didn't encounter any bugs. 

Music and more control options (WASD) would have been nice, but it's otherwise a fun game!

I enjoyed that the platforming hit a sweet spot where it felt challenging but still fair. Every time I died, it was clear to me what I did wrong and how to better perform the jump next time. There was also a steady progression in difficulty along the way which is great!

The sprites and environment are lovely! It's fun going around collecting foraged goods. I wasn't sure if the exact order of the plants impacted the cauldron, but it still encouraged me to try out different patterns either way!

Incredibly polished and a lot of fun! It has a satisfying game loop and a lot of replay value.

Thank you!

As of now, I'm uncertain when I'd come back to this project. Architecturally, there are many parts of the code I'd want to fix before building on top of it. I coded as I went which meant that I had to refactor a lot, and when it was finally time to implement the chat system, I only had a few hours left (so I just settled for clicking on choice bubbles to switch the state of the generated dialog tree).

It's my first finished Godot game, and I think I learned a lot! For my next project, I would definitely make use of an event bus, and I'd spend more time in my initial planning document considering where and when data and events needs to pass so I can hopefully stamp out surprise bugs earlier. 

Despite being short, the levels presented are all fun. The game manages to teach the mechanics with each level along with ramping up the challenge. A great experience all around!

Great atmosphere! I liked the exploration focus. The game doesn't outright tell the player what to do, but it still does a good job at communicating how to proceed. It makes for a fun experience.

Even though it's unfinished, the concept itself is cool. The art is charming. And, while unintentional, I did think it was fun that the monster latched onto the player character and traveled around with him while picking objects up LOL.

There's a ton of content in here! It's great work, especially considering the jam deadline. I enjoyed the cutscenes and mechanics/puzzles a lot! 

My only suggestion would be to have the player do more damage. Most fights weren't worth it given how much health enemies have. The green character, too, shoots too high to hit most enemies unless they're on a higher platform.

Other than that, there was a minor optimization issue that caused lag when switching characters. But otherwise, it's a fun game!