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A member registered Aug 02, 2024 · View creator page →

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Thanks for playing! Yeah, I had no idea what I was doing at the time so just made the integer input go to a text box, luckily I found a work around that makes it so that players don't have to worry about having to click on a text box. Also, the Toad meme I had for the start up is what got me disqualified from the Pirate Software Game Jam XD. (I didn't have the legal right to use Toad)

I have considered having the player pick up numbers, or maybe even making it so that you have to hit targets which have numbers connected to them, but I feel like things like that are done too much. I had also considered making the game more RPG like and having a turn based battle system, but another game does that, it's called Prodigy, and a part of the reason I am making this game is to fix the flaws in its design. In prodigy, because players have an infinite amount of time to do a math problem, most of them just cheat and look up the answers instead of putting in the effort to solve it. I want my game to have players not wanting to have to go and cheat to find the answers but rather for them to just do it with a pen or paper, or better yet, do it in their head. I also want the game to eventually be compatible with flashcards so I have to design partially around that too.

Thanks a ton for playing! Yeah, this version of the game has some issues with text input, some of which I have now solved and others which I am still working out, but in this version really drag the whole game down. I have already been trying to find ways to make the math and the combat a bit more separate, but still very connected. I am working on a system that will let players have more control over how much time they get to solve problems, while still rewarding players who are already fast and accurate. UX is my first priority because I think that most edutainment games fail to be both entertainment and educational, or in other words give the player a good experience while still teaching them things. It's definitely got a lot of room for growth but I am actually already starting to love what my game has grown into, I think you'd be surprised how much I was able to improve the game by just adding in some difficulty options and better controls, I'm actually trying to make it feel more like Ultrakill lol.

This is pretty nice :D The runs can be pretty short or really long depending on how well you play. You executed everything really well, great job!

Thanks a ton for playing! I’m a bit disappointed it got disqualified as well, but that doesn’t change the fact that I learned a ton from all the feedback I’ve been getting! I really like your idea and I think I can probably implement it soon. I will definitely let you know when the full version is out :D

Honestly, I really didn't like the other boot screen so I made a new version :D,  it still needs some work but this is already way better.

Fair enough lol. I made the decision for what the loading screen should look like whenever it was super late into the night and I just thought it was funny at the time. Pretty bad oversight on my part, sorry about that. Have a nice day and no hard feelings :)

Gives a whole new meaning to rip and tear lol. It kind of reminds me of pizza tower where just causing damage is satisfying. Something I noticed was that is was a bit hard to get the powerups for some reason. Maybe instead of pressing a key to acquire them you could just make it so that you get it automatically whenever you touch it? Your team making all of the assets completely on your own is super awesome and is an ideal I hope that one day I will be able to achieve as well, I'm a solo dev without much experience in music so for all of my games so far I have used royalty free music, I really liked the music and the sfx! Very well done, I wish you and your team the best of luck in the future!

I didn't even know it was possible to play this on Mobile! I will try to work on porting the game to mobile as well then. Thanks for playing!

Just fixed it, I'm not sure how I didn't notice that sooner!

Oh dang, you're right! I'll put that into the Windows Release. Thanks for letting me know!

The music is hilarious! I really like the deck building mechanics for this, but it is really hard to view the cards sometimes which is definitely an issue since knowing what your cards do in a game like this is crucial. The art is good and really fits the overall game feel. I did usually feel like the cards you received between rounds were still important and it was also nice that you had more than one chance. An easy way to improve a game like this would be to remove game overs, the loss of time from losing a battle is punishment enough for the players, in my opinion at least. Obviously, if you were trying to design this game around having permadeath then punishing the players should definitely be done differently, but I think that the current system is a nice in between :). I really liked your game, you did an awesome job!

Throwing the ui around to attack enemies is fun, but it was hard to figure out how to attack at first. Maybe there's another way but all I've figured out so far is that you have to drop the ui on the enemies which isn't really as fun as swinging it around like nun chucks. I'm sure that programming a way to damage the enemies by flicking would be pretty tough though. The game is still good though!

The game is great, but I am having a pretty tough time with the fan section, ignoring that, I really like the movement and all of the celeste like mechanics, although it is definitely harder to play than celeste due you having to use the mouse to shoot. If you could shoot in some other way than I would definitely like this even more! As it is the way you submitted I think it is still a really solid entry so good job!

This is awesome, madlibs meets a deck builder is so awesome and I am so glad I got to experience this one. And your insults being weapons is just so cool!

Thank you for playing! I think a knockback ability would be pretty cool actually :D

Thanks a ton for playing :D, for the first part of your response, I think it would be a great idea to have correct answers auto submit, kind of like in brain age, I'll work on that right away! Yeah the loading screen was a foolish decision. I was super tired when I made it, at the last minute too because I didn't want the loading screen to just be the Godot logo. I think it is really stupid now, I already have a way better loading screen designed, and yeah Nintendo might come and hunt me down too so that's a shame. I'm not too worried though, I don't think anyone would seriously take offense to it as I designed it like one of these memes:

It's just stupid and immature and I don't like it at all, but I do not think that it would be grounds for disqualification all things considered. In any case thank you for coming and playing my game, and I really do appreciate the feedback, brutal honesty is better than just letting something remain bad. ',:]

Double barrel shotguns are pretty hard to pull off and still make fun, good job.

I haven't seen many 3d games so it is definitely impressive that you made one for this jam :D

This is super cool! I like that you added a decent variety of weapons, the music genuinely slaps, it's pretty fun to use the balls as weapons, and I also really like the health system. Awesome game and I completely agree with your mindset of learning being the same thing as winning in a game jam! 

Don't feel too bad for the music, making good music for a game jam is especially tough! Anyways, I wish you and your team the best of luck!

It's a pretty nice puzzle platformer, although I wish there were ways to regen your spirit points.

Hey, pretty good! I think that the boss having different expressions based on how well you are doing is really cool and it reminds me of all of the different expressions Peppino and Noise from Pizza Tower have. Pretty well polished already and the honk button is super funny. Excellent job 😎

While I was playtesting the game I never saw the 0/0 glitch, in hindsight I should've remembered this clip from the amazing world of gumball 

Thanks a ton for playing btw. I definitely want to add a way to alter the difficulty as some people will inevitably be math gods and others will hate math with a passion.

The graphics are pretty cool :D

It's pretty hard to catch the squares because the players speed is pretty limited, also, unlike in regular asteroids you cannot speed up much. I do like what you were going for though, a game where you win by ramming into your opponents is pretty fun. You may not have gotten as much done as you originally hoped for, but at the end of the day you still made a game and I think it's pretty fun =]. Good job!

It's pretty fun to swing the sword around.

I'm not sure how much this fits the gamejam, but then again when we think of weapons we usually think of swords and guns and things like that, but the influences that we have on other people can keep them from ever needing to be used so maybe emotions kind of are a weapon. It was really sad for me to watch my bubble get more and more depressed even though I tried to keep it around green bubbles and give it its necessities, I guess the game is pretty realistic in that way, which is sad. 8 out of 10 would play again. :)

This is cool but it needs a tutorial level really badly.

This is super cool, but the loading time is pretty nasty, I love the aesthetics of it, it really is top notch, but with great graphics comes great loading times lol. Anyways, if this were a game you released as a download I doubt that would really be as much of an issue. The voice lines were cool too, this game is super unique :D

Nice game, you should probably either change the speed of the character or the way the animation looks because it looks like the character is sprinting but they seem to only be going at a snails place. Nice music though, making it on your own is challenging!

Also, castlevania-like games take a really long time to make so don't feel bad that you didn't get as much done as you were initially hoping for :)

I like the font choice, very cool. The animation for the sword is also pretty nice. Nice job on making it!

This game reminds me of lemmings, I think the sfx for the Busters should be a bit quieter. Nice job :D

Cool art, but that music is pretty repetitive. I really like the blending of a visual novel with a platformer though.

Thanks :)

Yeah I have no idea what would be causing that, but I'm sure I'll figure something out eventually.

Which browser were you using originally?

Thanks for playing :D! I will definitely try to fix the issues with the textbox, I've actually heard a lot of people are having issues with it so that'll be one of the first things I work on. Your issue with hitting the shift bar is unique, maybe your keyboard double hits the shift bar automatically? But in any case I'll try to fix that too. I appreciate the feedback!

Thanks a ton for your feedback, I really appreciate it! I should have made the instructions more clear, that's my bad, I will definitely add a good tutorial. You don't actually need to re-click the textbox in order to input more answers, however, there is a bug that I still haven't figured out quite yet to where if you use wasd for movement then you can't also have it for text input, I'm sure I'll figure something out though, I might just make it possible to only use arrow keys or something so that this bug cannot even happen. I also certainly want players to have a way to keep moving and answering questions simultaneously, again that's a weird issue I haven't figured out a way to patch out yet. I actually am adding bullets for the pistol that penetrate through multiple enemies too :D, and alongside that in order to swap over to the shotgun you have to click shift, I should add that to a tutorial for sure. 

I genuinely appreciate this feedback, the more constructive criticism my game gets the better it will be =D.