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StarlightLacuna

127
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A member registered Mar 31, 2023 · View creator page →

Creator of

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Thank you! I've never heard of Lapse, but I'll definitely check it out.

Thanks for playing!

Thank you! I also love Wildermyth, though I have to admit I didn't think about it at all as I designed this game. I can see the similar threads now that you pointed it out!

Thank you for your kind words!

Thanks for playing!

Thanks for playing and for your kind words!

This was really fun and incredibly polished. I especially like the music and sound effects. It took me a while to get the hang of controlling the two sisters, but once I got it, the I had a lot of fun blasting the Doomer and his minions. The reflection mechanic is also quite clever. Well done!

If there was one thing I'd change, it would to maybe remap the heal button on the gamepad to one of the triggers instead of the A button. That way, the right thumb wouldn't ever need to leave the thumbstick during play.

Thank you! Unfortunatey, I ran out of time, otherwise I would have done more writing.

Thanks for the feedback! Yes, unfortunately I couldn't write a satisfying conclusion due to the time constraint, so "The Expedition" was the end. Between building out the journal system and writing a good story, I had to go with the former. I would have loved to have spent more time revising.

Really cool game! I had a lot of fun magicking away all the dungeon baddies. I liked how the stats had noticeable effects on gameplay, though I felt like the level up screen popped up too often in the early levels. It kinda messed with the game flow a bit. I got to where it seemed like the level was repeating over and over, at which point I stopped. It felt nice to help Mr. Boi gain confidence in his wizardry.

Cool puzzle game! I enjoyed solving the different levels through the use of multiple Kevins. I did run into a couple of bugs, notably how the camera cam sometimes get moved to the previous level by a Kevin, but doesn't move back to the current level automatically when I move again. I also got stuck here since it looks like the door that was unlocked is blocked by some spikes.

Neat game! I like how the player's lives are all at risk the entire time, though it does seem to me to be basically impossible to go very far without going down to one life. I also didn't realize the player can be moved using the A and D keys at first. I'm not sure how long it takes to beat the game, but I got as far as the prism taking up about half the diameter of the circle.

Thanks for the feedback! Yes, I realized that the peasant rush strategy was too strong during development, but it seemed I didn't nerf it enough. I also could definitely have done a better job with the enemy waves. I only had about two hours to tune the difficulty, so I did what I could.

Hi Pauline! Yes, you have my permission.

Thank you very much for your kind words!

I like the premise of this game! The annoyance meter adds a nice bit of tension to doing the tasks and fits well with the game jam theme. The task system is solid and a good base to build on if you choose to develop the game further. The way the villagers wandered around the village was a nice touch.

That said, there is definitely room for improvement. Others have already pointed out the strange way the houses are placed, but I also noticed that the trees have a much smaller collision box than their sprites. Did you mean to set up Y-sort on the tree sprites? That would prevent the player sprite from rendering in front of the leaves. I also encountered a bug where object interaction text appears even if the objects aren't visible or interactable:

Overall, I liked the game. Good  job on the submission!

Thank you very much!

Really cool game! It's well polished, and art and audio are fantastic (maybe even magnificent!). I love how you tied in the theme of the game jam by deducting points for collateral damage; the player gets to choose how much risk they take by balancing their safety vs. their final score. I also liked the enemies, though I wish the ground ones had a better indicator of when they're about to attack. It's difficult to see the dotted line when I'm up close to them while melee attacking.

Nice shooter game! It's a simple idea that was executed well. The controls feel good, and there are a nice variety of enemies. I'm really impressed by how you made all the assets yourself; the art and audio work well together. I appreciate the auto fire, though I think I would have liked to see one or two more kinds of weapons to add some variety in gameplay.

Thank you very much! I agree that there are several QOL improvements that could be made, particularly with the controls and menus. I didn't have the skill and time to implement them for this game jam, but I now I know for next time!

Fun game! I like the art style and the music; they give the game a lot of charm. It's really impressive how fleshed out the dungeons are, and the puzzles gave me the  nice "Aha!" moments when I figured them out. The sword swinging could be better, as others have pointed out, but it wasn't too big an issue for me.

This was a lot of fun to play! The different modes were really amusing to discover; I certainly didn't expect to be playing so many different genres in the span of about ten minutes. The only real trouble spot for me during my playthrough was the vehicle section, since I kept getting tossed in the air and flipping over. Thankfully, the respawns were quick enough that it wasn't annoying to try again. Also, I don't know if this is a problem on my machine only, but I felt like the mouse sensitivity was too high on the FPS section. It would have been nice to be able to adjust it in-game.

Well done on the game! It was a good time all the way to the end.

Awesome puzzle game! The visuals were nice and the music immediately put me in the puzzle-solving zone. The puzzles themselves had a nice difficulty curve that kept me engaged all the way to the end. I was able to solve some of the levels without using up all the allotted moves, so it was cool to see that there is some room for different solutions.

All of the concerns I have were already mentioned in the other comments, though I do want to reiterate that the UI could be a bit bigger, particularly the hints at the top right corner.

Nice work on this submission! It gave my brain a nice workout.

Thank you!

Thank you very much!

This is a neat arcade game! The graphics and audio work well together to evoke a retro feel. I particularly liked the simple grid background since it gives a reference frame for player movement unlike a blank background. The random power ups that the enemies get when the player gets a boost was a nice way to tie in the jam theme. The difficulty was a bit high for me and I died a few times, but I managed to complete all the stages. I think the way the projectiles are almost as fast as the player was the reason; it was tricky dodging all the beams and missiles.

Nice work! I had fun playing it.

Thank you very much for your kind words!

Thanks for playing! We're glad you liked it!

This is an incredibly charming game! I love the art, and the little bits of story and lore presented in the random events was fun to read. Lately, I've been playing a lot of Cute Knight and Long Live the Queen, so this game was right up my alley in terms of gameplay. I had to replay a few times and take a lot of notes, but eventually my dragon was dubbed "Bestest Dragon in the Realm".

One small thing though that I think could be improved: I noticed that the text of some of the events are long enough to overflow the text box. As a result, the player has to scroll down to read the entire text. It would be better to avoid this and have each snippet of text be viewable in its entirety.

Cool game! It reminds me a lot of the game Coffee Talk. I got stuck a few times and had to try random stuff to progress; it felt like there was only one specific solution per order, which I wasn't expecting. Still, I enjoyed it, and the story was great!

This is a fun little puzzle platformer! At first I couldn't figure out the bard's singing, but it clicked when I tried stacking the two characters on top of each other. It's a cool concept, and I like how the puzzles emphasize the need for both the chef and the bard to support each other.

Nice game! You really captured the essence of working in tech support.

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I really like this game! The shield mechanic is clever, and replaying the game to get the different endings made me notice and appreciate details like how the opening lines of dialog explain why Aiden's ship stalled in the asteroid field. The music and sounds were great too--they're perfect for a heart-to-heart in space.

The only thing I can think of that the game needs is a way to replay at the end so we don't have to close and reopen the game to get the different endings.

Well done on this submission! It gave me a lot to think about regarding game design.

I loved playing this game! The aesthetic is beautiful, and its story is fantastic. I don't play platformers much, so I'm not very good at playing them, but you made the controls feel nice and satisfying.

Excellent work! It's really amazing that you got this done in three days.

Thank you very much for playing!

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Thanks for the feedback!

As for my background, I do have some experience in game dev with Unity.  Most of it came from taking a couple online courses over the past few years, but only recently (last month) did I start actually making games on my own. I'm sorry if I misrepresented my experience; I didn't mean to do that, but I really did just start using Godot this past week.

This is a fun defense game! I like the combination of shooting arrows and building defenses; it reminds me of the games Orcs Must Die and Dungeon Defenders. The sprites look amazing, and the other existing assets you used match the aesthetic really well. The gameplay is also solid, though I must admit that I expected the arrows to be affected by gravity instead of flying straight (I think it would be a neat addition if you choose to develop the game further!).

This is a top-notch game! It's incredibly polished--much closer to a release game than a jam game. The movement and attacking feel great, though they would benefit from gamepad controls (I saw you already mentioned in another comment that the game had this but it wasn't working for this submission). One thing I encountered that might be a bug though is that when attacking while standing still, the character steps forward only either left or right (depending on the sprite facing) even if the attack itself is pointing up or down.

Excellent work! I had a lot of fun playing.

This is a cool defense game! The art, music, and sound are really good. At first, I wasn't too excited about how there was a significant chance of missing each shot. Then I read the comment about how the accuracy works, and I liked the deep-dive into the math behind it. It made me better appreciate the design decisions you made; they heighten the tension and contribute to the last stand theme. Nice work!

Thanks for playing! I appreciate your kind words.