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the-quick-red-fox

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A member registered Jun 15, 2020 · View creator page →

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if you show a screenshot of your non-functional for loop I, or somebody else, might be able to help you

do you have a screenshot of your code?

Cool game, reminds a bit of osu!catch with how you're desperately reaching for that falling teardrop haha

The art is nicely coherent which, even if they're just sketches, can make it feel more polished than a game that uses a hodgepodge of different assets so that's pretty well done too.

I get what you're saying, it's definitely a little bit more complicated to steer than your regular twin-stick shooter haha

I'm surprised about the menu bug tbh, it's in a for loop that counts up to a number and then queue_free()s so you must have managed to trick the animation player or something, first time I've heard of it too, thanks for letting me know.

Starting a game is laggy because I do a somewhat hefty for loop at the start to pregenerate some coordinates used for advancing the spread of the corruption, it kind of was the only solution to fixing the lag created from generating these step by step during gameplay but I agree that should have happened in a multi-threaded way in a loading screen, I'm just unfortunately too experienced and couldn't make multi-threading work (darn you mutexes), oh well there's always next time.

Thanks for playing!

Heya thanks for playing.

The credit for the driving really just goes to KidsCanCode, I simply tweaked the variables haha

The art is mostly taken from free sources, all in the credits of course, I just tried my hand at the "research station" and completely misjudged the pixel size ^^' unless you're referring to the UI, which I quickly mocked up in GIMP inspired by the color scheme and design of the wildcards. I thought about making the background yellow-ish looking to fit with the corruption/wasteland but I figured it was equally unappealing to just have a single solid color, I might experiment with much more map than necessary next time.

The startup of the game really did need a loading screen but unfortunately I just didn't get around to it. Problem here was the function to calculate an array of coordinates of the outer edge of a box was pretty "heavy" and made the game stutter a lot so I pregenerated a gigantic array holding arrays with the outer points of a radius for each radius (it's a bit confusing to describe) and then just used to current outer radius as index for the array during gameplay. There's a high chance you can solve this issue in a much more performant way as I'm not very math proficient at all but it's what worked for me at the time.

In terms of the car, well, when planning the game, in my mind I imagined some form of off-road suitable vehicle like a sand buggy but as you can tell I didn't really find any open art for something so specific so I just kept it at the car for now, unfortunately I'm not a very good artist at all. I agree though, more feedback and a graphical HP display would be nice.

When it comes to the buttons yeah, those are totally valid points but I struggled so much with the UI system to a point that I positioned some things just by turning them into a Node2D and freely placed them, which came as a bit of a surprise to me as I have some minor experience with the layouting of native android development and some decent experience in flutter from my job, but something about understanding the concept of the UI system easily but just not quite being able to make it work was so frustrating that I left it there and focused on other aspects of the UI like settings etc.

Refer to earlier for why it takes a while to start up, game really needs a loading screen indeed.

With the menu transitions I took a bit of a gamble, in web development we say that "300ms is a noticeable delay" so I put it at 1.5 seconds as a bit of an artistic decision, but shorter animations using cubic interpolation would probably suit the job better than a linear fade I agree.

I'm glad you enjoyed it.

Always gonna love games themed like this. I found a small bug where pressing restart keeps the additonal information you requested but all in all I'm getting a really strong papers please kinda vibe which is nice.

Really cool game, feels like a mixture of dicey dungeons and rogue! The choice of art and music assets is really quite excellent and makes the game feel very polished. Game is missing a few minor things like an options menu, a highscore system (unless I missed it), maybe some metaprogression, and it could be quite the proper game. I recommend a look at games like dicey dungeons and circadian dice for inspiration in regards to dice based mechanics if you haven't already.

I had a similar issue in my game actually, head on collisions with enemies would bring you to a dead stop that wasn't very fun and as much as I tried making the collisionshape a circle and everything I just couldn't fix it and didn't have the time to add a mechanic where you can ram them away.

I love how atmospheric and chill this game is. As previous commenters said there's a tiny bump where you start waiting for a few upgrades but I play quite a few Idle games and said bump isn't too uncommong to be honest. An idea would be to add another mechanic that keeps the user occupied in those moments. There's a few incremental games out there that are open-source maybe look at these for some inspiration for working out your formulas and whatnot, one very involved one that's one of my favourites would be https://github.com/pmotschmann/Evolve

What a well polished game! The theming is very coherent and fits, you included an interactive tutorial and some basic options, which is always impressive when someone manages to fit it in their scope. The music fits the fast paced gameplay quite nicely. As the previous commenter I had this small issue where sometimes I got stuck on something and stopped dead in my tracks. I also would have like to have the rotation on IJKL but I get that rebinding keys can be complicated to fit within scope. Overall definitely a game you could slowly add mechanics on to while keeping it fun.

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As someone else mentioned, the Mac download is wrong too, mac uses a generated zip file that should contain a folder that ends in .app just so you know. I can test both for you so just give me a heads up if you want me to check.

Respect for composing your own music (i think), I like that the interpretation and the theming of the game is quite original.

Fun phrases and very enjoyable game! Some of the phrases when running away from a falling tree felt harder to type out than the others though in my opinion, i don't know if that's intended.

I really liked the animations and the art style, very well done. The only thing annoying me a bit was that escape locks you into restarting the game.

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Personally I like to think of sfx as invisible tutorials :) that signifies their importance better imo. 

Now that you mention it... my game uses a percentage counter and I had trouble making stepify work until i put 00.01 as the last argument instead of 0.01 like in the docs.

Definitely get back to me if you do give that a try, sometimes it's nice knowing I'm not going crazy haha

Reminds me a bit of those mario party games where you try to knock people off a platform but i couldn't test it with people either. The controls are a bit weird and I couldn't really land on any platforms until I switched my hands to left hand on tfgh so I'd have gone with something like wasd and fg. Overall i can see the potential :)

A Linux export uses the .x86_64 file and the .pck file not the .exe file.

I was a bit confused about the representation of the inside of the houses at first and that there's only really one enemy I had to shoot over the course of the entire game but all in all not a bad entry and you kept your scope functional.

xattr -d com.apple.quarantine ‘Godot Wild Jam 36.app’ 

for me on old mojave just in case anyone is wondering

Thank you! I recommend using the HUD sytem to avoid head on collisions in the meantime haha

Probably the game in this jam that kept me playing the longest so far! The start felt a little rough and from then on the difficulty itself kind of stays at the same level, maybe the vines could be slower in the beginning to help the player adjust to long cooldown of the scissors. Also you can cut down decimal points of an Integer using the built-in stepify function. What might have helped avoid a lot of the confusion for people would have been sound effects for when you use the watering can/hoe and when you're channeling something.

The ship is a bit hard to control and it felt a bit unintuitive what exactly made my ship spin out so much. Other than that, nice little game and I actually liked the whole idea with the way you accelerate in any direction, it's pretty original.

Cool little game, I'm quite surprised by how much you managed to get out of simple graphics with particle effects and shaders. The atmosphere was quite nice and gave me that explorative walking simulator vibe.

Nice little game. The concept and art feels very original. Btw you can set the stretch mode in the Project Settings -> Display -> Window to 2d and then enable resizing to let people resize it without actually messing up your camera.

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Can you provide a browser/linux export? If you need any help feel free to message me. (the-quick-red-fox#1898)

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The jlink command did the trick! left you a rating just now.

Thank you! And yeah I figured after playing and I understand the struggle of coming up with multiple sprites just to give buttons a tiny animation.

Thanks for playing! You need 5 pieces to use the heal. And yeah I tried removing dead stops from the game because they're unfun but even making the enemy collision shape a circle didn't help, I might add some additional logic where you push away enemies you bump into if I ever get back to it.

Thanks for playing! I really tried nailing that intense ending so I'm glad it had that effect.

Love the idea and the music, but it seems like the celery is a bit strong (i planted three in a corner to win). The tutorial is very well made and quite funny. I did struggle a little with the UI though, is the whole thing turn based or was the UI just not very responsive? Also if you don't mind, i'd love to get a hold on that chill song during the tutorial where you first see the "battlefield".

I liked the interpretation of the theme. The music is nice but when I go to the settings (on Linux) it says N/A. Also i found a bug where you can infinitely wall jump and eventually fell through a hole in the wall and now the game is just infinitely counting up my score. It's a great submission for the first time though! The controls felt really responsive overall.

I can confirm this.

I tried running this game on Linux but unfortunately when i unpack and double-click the .x86_64 the window flashes open and closes immediately

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The linux download seems to just be the pck file without the runnable.

in case you don't know: linux needs the file ending in .x86_64 and the .pck file

Cool game, features some original concepts and my favourite thing personally is that it's not as punishing as the original snake.

Simple but extremely polished game, i like it.

Pretty fun game, fits the theme well. However i seem to have found a bug where pressing spacebar the frame a weed is spawning seems to let you kill a bunch of weeds you shouldn't be able to reach, pushed it quite far until the game just instantly killed me and some weeds persisted even in the main menu haha

it mentions sharing the source for learning purposes so i assume it's talking about the source code

thanks for playing, yeah i tried accommodating for that a little by making items fly towards you and allowing players to go out of bounds so they don't lose all their speed driving into a wall, it's usually smarter to just drive past a missed pickup in a circle and slow down a little while turning

hey, yeah driving into a wall and getting kinda stuck interrupted the flow of the game so much that i just allowed it and made out of bounds driving speed the slowest as to not encourage it, thanks for giving it a try