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tanuki / billie! :)

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A member registered Mar 31, 2019 · View creator page →

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I really enjoyed this game. It was very well polished for a three hour game jam. I especially liked the car's visuals and how it changed based on how many trees you'd hit. The game felt pretty smooth as well - what engine did you use to make this game?

The music was too loud, I agree with the previous commenter, but I think another issue was that the background was visually muddy to me. I also ran into some sorting issues with the blood going over the car, but I'm not sure if that's intentional or not. Great job otherwise.

I liked the concepts you had in this game - rolling for new stats to survive is fun, but I feel that it wasn't as prominent as it should have been. The controls worked once you got used to them, but I feel like twin stick shooting works better when you have two sticks and not a digital keyboard. Also, I think that the bullets shouldn't move when you're stopped just like everything else.

I liked the idea - and you picked the perfect sport. The graphics were cute, but they were a bit small on my screen. Zooming in wound not only make it a bit easier to play, but also show off the work you did, which was great!

My only criticism is with the controls - it was quite tough to time my passes with the rotation feeling slippery. Maybe giving the pass rotation a bit more snappiness (and a bit more leniency) would benefit the game greatly - I can imagine this being a fun web game with more levels. Nice game :)

This game was a treat for both my eyes and my ears! The shader work was really cool, and the gameplay was weirdly serene amidst all the chaos that was happening in the background. Wonderful production values, please do more :D

(P.S.: How'd you get the mouse cursor to look like that in Godot? Did you just change it in the project settings?)

Oh no, I'm sorry that happened to you :(. Thank you for the feedback though!

I like that you were able to incorporate upgrades into your game in such a short amount of time!

The reload mechanic is really interesting, and well thought out - it's fun having to think about something that's usually automated in video games. Kind of reminds me of Cruelty Squad.

Besides that, I found this game to be quite wonderful. Simple, but with a fun mechanic that makes the whole thing interesting. I think the audio was the only part that was lacking (I think that the sounds were inconsistent in quality, like the amazing music contrasting with the gunshot that repeated twice and sounds like it was recorded with a tin can), but everything else here is golden. I'd like to see what you can do without a three (and a half) hour limit :)

Wonderful use of light and shadow here - it was quite a scare for the multiple times I noticed an enemy right next to me. I think that in terms of controls, the gun firing slightly off center was a bit hard to adjust to, and I would have hoped that there would be a little more audio as to cue me on when there's a zombie right next to me. What you have here, though, is really creative. Well done!

Ahoy! I found this game t' be quite fun! The art looks great 'n the sound effects ye two(?) logged are like shanties t' me ears.

Nice work - you can never go wrong with stomping on enemies. And even if it took six hours, it's still great that you were able to submit a game for the jam. If I could change one thing, I think that the music is a bit repetitive. I genuinely thought that it was looping the same bar over and over until it went to the second bar.

The visuals are really well done - I liked that the enemy turrets are animated to the degree that they are. It's the little details that count :)

Awesome that you incorporated some strategy into this! It's pretty easy once you realize that there's a method (once you upgrade all buildings, just cycle through the three of them to your heart's content until you get enough coins to banish, then just farm until you can banish the dark lord), but it was still fun.

I think that this was a charming little game. I especially enjoyed the art style - it's simple and yet it works.

Really fun, and the visuals are pretty well done for a three-hour jam! I think that movement can be a bit finicky, with the way the mouse controls the direction feeling inconsistent. I think re-centering the mouse whenever the player left clicks could be a potential solution. But still, inconsistent direction with the mouse didn't keep me from having a blast!

Nice effort - I found that the trails behind the wheels was a cool visual effect! I did notice that the drifting is inconsistent when steering left compared to steering right.

I really enjoyed this game! It's quite a fun puzzle game. I found that it could break at times, but when it did work, it was a joy! One thing I did notice was that when you hold down the up arrow key, the crane sound gets continually louder, to the point where it started to hurt my ears. Great stuff otherwise!

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A genuinely thrilling experience! I really don't like horror games, but this one did really well in selling me on the creepiness of the world. Given the time frame to make this game, this is really impressive! It feels like everything here works together for a cohesive experience, and I'm impressed. I hope that eventually I'll have the creativity to come up with something like this in a jam.

Really awesome job!

Really good job on remaking a classic! And you made a few of your own levels as well, which were fun!

Good job - great use of assets and it was fun trying to pick up all the bottles. Like what others said, I agree that adding a bit of a warning for missiles (like a ! where the missile is coming from) would be nice, but I also think that there should be more types of missiles that are harder to dodge as you go further into the game, assuming that you do make it infinite (homing missiles, bouncy missiles, etc.).

Nailed it! Between the gorgeous visuals, the exciting gameplay, and the changing difficulty, this is a hit. I think that if you were to get this on mobile, it'd be a hit with a lot of people!

As a former cashier, this was too real! Like what others said, would love to have customers react to me scanning their groceries. 

Wonderful game, with a really interesting mechanic to boot! I had a few moments where I got stuck and had to reset, and the music not looping was something I noticed a lot, but otherwise a mechanically solid game that I'd love to see a full version of someday!

got stuck here :(

I dig the idea that this game put forward - it's a unique take on randomly-generated stats that can be appealing! I think that, for the sake of the player, firing automatically (as opposed to having to click for each bullet) would help a little bit (as well as giving you the opportunity for fire rate buffs and debuffs in the gambling system).

Well done! Clean visuals, solid gameplay, and a fun little romp. The lack of tells for when the lasers were going to go off was really frustrating at times, but otherwise a really fun game that had a lot of balance. If you do add sound, I'd love to give this game more of my time!

Same here. It seems like on macOS, things are just borked for Godot 4. Fortunately, I was able to solve the problem using a workaround that should fix things until either Google or Godot makes an update:

  1. In Google Chrome, open chrome://flags
  2. Search for 'ANGLE'
  3. Change 'Choose ANGLE graphics backend' to Metal
  4. Restart Chrome

This should make it so you can try out the game! Please let me know how it works.

Hey, sorry to hear that! Unfortunately, the issue lies within Godot 4’s web export and how macOS works with OpenGL in browsers, so it’s not just you. I haven’t tried Safari, but it’s possible that using it may solve the issue.

Really well made, and a blast to play through ;)

Had to play through a few times to fully live out the catharsis

I really appreciate the feedback! Making this game was a learning lesson in how much I can really do in a limited time constraint, but I'm glad that I pulled through to the end. We are developing an update that sorts out some of the flaws I came across while rushing for the jam, and your feedback has definitely guided a lot. You'll be seeing your ammo counts more clearly in the (near) future ;)

Thank you!

Thank you!

Congrats on your first ever game jam! It seems you're doing well - I felt that the visuals were really solid, and that the music was well done. Having to deal with constantly moving while aiming at the same time was difficult. As an (optional) suggestion, I think slowing down the player while firing would make things better? I still had fun with this game though - I hope that this is the first of many jam entries!

The game was enjoyable - I agree with the others in that it feels really repetitive real quickly. I also dug the asteroids creating an explosion when they hit each other. Nice attention to detail!

I liked what you were going for with the controls - it was just really difficult to actually control the game. The concept was neat, though - maybe leave the mouse pointer on?

10/10 soundtrack - made me cry.

A little hard to play due to how fast the game played, but I liked the idea

Nice game! The way you used the batteries as both a form of health and an ammo meter made the game more interesting!

It wasn't clear what the mechanics of the game were at first, but once you figure it out, it's a nice little rhythm to keep yourself alive - run into the slimes, cast the stones you get into the fire, and repeat. It's simple but it's wonderful. Also, whoever made the music, mad props to them! I was really vibing with the art, gameplay, and music.

This was an adorable game - mashing the space key never felt this good! I was able to get a positive score, but it's incredibly difficult and nowhere near the magnitude of the negative score I got (-40k vs 1.3k). With great visuals and audio to boot, I'd love to see more of this game.

Even with simplistic art and no audio, I found that there was a lot of charm with this game! I was able to get through while maintaining all of my zones, though with very few resources left in each. The simple visuals work, mind you, but I think that a freshened up art style and some audio as well as more layouts and a puzzle-like design would make this a hit.

This game was pretty cute - the gameplay is simple but really well done, the art is good, and the audio (music and sfx) were well done. Like what the other person said, it's definitely hard to see what's going on when everything is small. For this game, I think that you could get away with hiding most of the border and adjusting the UI.