Skip to main content

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

rodrigoRosa

131
Posts
7
Followers
8
Following
A member registered Jul 09, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

Slides are hecking hard, i will surely give'em another try in the future. Thank you for the comment!

Thank you!

I was actually going for that aesthetic, sadly the resolution was too low for the in-game sprites to portrait it well, glad it still got across with the masterful artworks I included XD

Thank you for your kind words!

Graphics are clean, gameplay feels nice, and your use of the limitation was pretty clever, wish I remembered that!

Good game.

(1 edit)

I liked it! It has a fun gameplay loop, it actually made me play it for a good bit.

 Would maybe try to make the beginning text a bit shorter to get more quickly into the action. I could tell from the text that you put a lot of care into the character and into the world she's in, but having all of that info condensed with the tutorial text made it a bit harder to digest, and still made me feel a bit lost after reading it. If you slice it into small-sized sentences or maybe distribute it into voice lines from Lucy, and scatter it across each element of the game, I'd say you'll have this issue sorted, and will also be able to get across some of the story and personality from your character.

Other stuff is some smaller bugs or wonky collisions, but in these jams sometimes those are hard to figure out in time. One of these issues was the zombie waves not having a counter and not scaling enough to make it feel more challenging(this was the main reason I stopped playing after a while).

I will say though, the electricity minigame was quite fun, once someone get's the hang of it I was starting to try to make it the faster I could, maybe adding a bonus to minigame completion time in some manner would be interesting. Electricity shutdowns could use a cooldown tho, I was mostly just going up and down the basement XD

Good game overall, might try the prequel, cheers!

PS: Was there supposed to be something in the down-left corner room of the map? o.o

I really enjoyed this one, the game's artworks look super nice, voice acting also nice, music fitting, the 3d model of the stalker was both creepy and hilarious at the same time!

The gameplay seems like a more active approach of the fnaf, I liked it. Only real issues I could point out is that sometimes the phone and hands hitboxes feel a bit weird to hit, and a small bug I found where I got stuck to the side of the toilet when I won for some reason.

Really good overall, this was hecking cool

(also, dunno if this was ignorance from my part, but is there a way to quickly restart when you lose or is it absent?)

Thank you for the review! This was more of a 10 hour jam for me than a 72, my time this weekend was shorts saddly, and the quantity of levels paid the price. I wanted there to be a bigger final level that used all the mechanics in all the ways showed through out the game... 

I do agreed there should be more levels where there is less hand holding, just giving the answer away can sometimes feel less fullfiling. The helping texts were there to make sure the person playing would be able to get through the game to the end, and to better understand what was happening on screen(for example i dont think the fact the armor on the chicken heats up on a slope is very clear visually)

Slopes were also a bit harder to implement than i expected. I encountered that bug of the chicken suddenly stopping on a slope or not detecting the slope sometimes, tho i aint sure why that happens, must be an issue with the flags and the way i used the raycasts xb

Cool to see a story in a jam game, it's rare to see one of these. The game was cool, I liked the way the golem animations looked, the shield one looked rad!

The mana colors mechanic added a bit of too much latency to the combat, but other than that, good stuff

You really nailed the visuals of this one, i love how everything looks and is animated

This was a fun bit, you really nailed the feel of the bullet explosions. ROCK AND STONE, TO THE BONE!

Hi there, i don't know why but i am unable to get pass the "play" button, my browser keeps on getting stuck.

Could you upload a .exe version of the game?

Thank you for the kind words! I really wanted to implement the continuous sliding from ramp to ramp, but I learned in this jam that slopes in platforming games are actually quite complex to figure out. Maybe I'll implement it in the future, thank you!

I really dig the visual style you picked, looks super nice imo. 

The gameplay loop was also fun, I love the feel and look of picking stuff up and throwing them around, only wished the movement speed was a bit higher, made it a bit difficult to feel compelling to position your troops, would normally just trigger the enemies and position them near my troops instead XD (maybe making the troops throwable too would help with this issue)

There was a bug where sometimes I would be locked from picking stuff up, ain't sure how this one happens. There is also one where you can give multiple swords to the same troop, but I think this could actually turn into a super neat mechanic of making a troop deliver insane amounts of damage the more swords it possesses

First time seeing a roblox game in one of these jams, cool!

I think this is a cool concept, with a bit of a boost on the damage of the axe and slighter fewer enemies in the beginning rounds I think this could be quite fun, Unfortunately I wasn't able to beat the first round...

I like the fact the lumberjacks start to hunt you down if you get too close to them, I was having trouble defending the tree because the enemy count was too overwhelming for the rate at which I was killing them, so I started to walk around to make all the enemies follow me and then I started to attack the huge cloud of enemies on my back, looked sick

(1 edit)

This was a fun bit, got a good chuckle with some of the traps you guys did, the spikes disapearing into walls was pretty interesting!

Game was solid overall, only thing i would probably suggest is the use of coyote time and input buffering on your future games, helps the game feel better to control, tho how it stands now makes it a bit more difficult, so i guess it works XD

Congrats and i wish your next games to be even cooler than this one!

very boated, cool waterz 

The visuals are nice, controls are tight, masterpiece here my guy!

Really well made, the sprites of the food not appearing fully at the beginning is a nice way to keep the player on their toes! Good stuff

I really like how the game looks, the dragons are super cute! The idea of having a knight for every dragon spawn was a cool way to balance the game out, tho I don't like the fact that they are respawnable, I sometimes just gave up and let the RNGesus do the job. You also tried to fix a problem I find in some idle games which is punishing the playable for spamming lower units with the increasing price. ALSO, that music sounds super chill with the game, good stuff!

Thank you for the comment! The game initially was supposed to be harder, but we found that to be a bit frustrating for a first playthrough, so we eased it out a bunch. We also found balancing the stats between encounters to be a bit more difficult than expected, so we rushed it a bit to meet the deadline haha. We tried to make "defend" more relevant by giving it a chance to stun an enemy that attacked the player, but I suppose that could be more relevant in the "double or nothing" run of the game. 

Thank you for the comment! Godot has been my main game engine for a while now, I think it's a more beginner-friendly engine to start with, and for 2D it is a really solid choice( can't talk about 3D cuz I didn't explore it a lot in it). I remember trying to make a 3D platformer on Unity but the engine's logic didn't quite click with me. I can yet tell that learning a bit of unity made it easier to go to Godot, both engines share a lot of concepts!

Reminded me of burrito bison! It is a cool concept, but the villager spawn/force applied to the dragon is way too high, I thought for a second the game wouldn't end

Controls are smooth, sound effects were funny, think it could use some enemies, but overall it fun!

It was good, shame there is no score meter

Solid Shoot'em up, the enemy waves get a bit overwhelming by the end, but the movement and shooting overall feels nice

It was fun, liked how you implemented the greed limitation into it. I think the greed bar move a bit too fast and the gambling shrines take a bit to long to give a reward, but other than that solid, liked the statue shrine at the bottom!

This was fun, really dig how this one looks

Banger game, banger music, banger dragon

DUDE this looks fricking good. The idea was also pretty interesting, fits the theme well. Only suggestion i could give is maybe make the loot hitboxes slightly bigger, i felt it to be a bit too difficult sometimes to select a item to throw, tho maybe that was the whole point. Anyways, great job, real good!

You nailed the atmosphere, and using the dragon's menacing presence in this way was pretty unique, first time seeing a dragon horror game. The sound effects elevate the feel of the game by a whole lot, and I loved the sorta psychological spaces with the tends(the long corridors make anyone feel uneasy). Only thing I'd probably improve upon is player direction, I got lost on my first playthrough.

OHH alrighty, i like it!

Presentation wise it looks pretty good, but the camara feels a bit wanky, aiming up or down feels a bit weird

CONSUME THE CORN

The idea of having a mountain of gold occupate more space of the screen is creative! But no dragons, just stupid wyvern, gotta give it a 0

It was cool, solid endless runner, only thing i'd change is the invisible wall on the middle of the screen, feels a bit awkward being there. Flying enemies would also be a cool addition!

The art is amazing, it is sad that it crashes every time I want to be greedy tho aaa also pls add fullscreen to webpage, it would play better that way!

Visuals are good, but goddamn it hard

It was cool, the idea of hatching different dragons with the eggs was nice, just wasn't really sure what was the condition to lose