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Truq

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A member registered Jan 02, 2021 · View creator page →

Creator of

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thank you so much! i'm glad you felt like coming back to it, that feels great to hear. I definitely agree that there's something here, and I'd be willing to give this another shot (with less slipperiness and better tutorialising) some day! I appreciate the kind words

awesome!!! this was a pleasure to mess around in, i loved how polished the building system is and how generous it is, too. the physics can get a little annoying when trying to just move around normally, but it's still fun enough. i liked our little companion, too!

Cool stuff! I did ragequit a little bit because I didn't expect the random magnet areas halfway up to kill you, but other than that I thought this was a decent little idea. It *can* get confusing when there's a bunch of stuff that *looks* like platforms but can't actually be jumped on, but I got used to that quickly enough. I would just highlighting stuff that can be dragged when you hover over it, too. All in all, nice work!

The style is genuinely fantastic, and it's super fun playing around with the grapple hooks. I did get to a point where I was scaling a super long ramp that ended in a structure I couldn't scale, and then I died and went back to the start, so I haven't quite made it to the end. It's hard to tell when the longer chain is going to break, and the way that it pulls you towards it can be a bit weird (it pulls you directly towards itself, even if that means trying to go through obstacles, rather than trying to pull you along the length of the grapple) but overall this was a cool experience!

yeah i totally agree, even now i've been trying to fix this but to no avail. i'm glad you gave it a shot, maybe one day there'll be a not so slippery version of this!

good god this is so clever, it never really felt like i was solving the puzzle in the "intended" way and that always feels so cool (it never quite felt like i was breaking the game either). adorable little nesting dolls, very nostalgic feeling style, and puzzles that really got me thinking about how to do things. fantastic work

don't worry, pretty much everyone who has played this (including me) has had a ton of trouble even getting the basic controls down. I spent basically 90% of my 48 hours on the character controller, the rest was super duper simple to put together

nope, I'm pretty sure pretty much everyone has struggled with it! Unfortunately, I also struggled with the code for it, so it isn't actually exactly as I would like it, but it's definitely still pretty fun to learn imo

I'm glad it made you feel that way! You'll be happy to know that the background was incredibly simple, because I just copied it from here: https://godotshaders.com/shader/starfield-2/

Chuck that shader on a ColorRect and play around with the variables to get what you want :)

cool stuff! got a bit spooked because it didn't run at first, but it ran after i refreshed. it's fun! it's a shame you only get the grappling hook later on, but it's pretty janky so maybe it's for the best lol

i loved the style!i thought it was cool that the medium slime jumps higher than the small (and big) one and i particularly liked the obstacle that required you to jump as the medium slime and then switch to the smaller one to dash.  i did a have a few issues though; first, i only used the big slime a single time. second, i feel like the dash from the smaller one hangs for way too long! can definitely do with making that a bit faster. and third, needs more puzzles! of course this is just a game jam, but definitely felt like it needed at least one more level to round it out. good work though!

good lord that's terrifying


at first i felt that it was a weird choice that you move faster when you're big and slower when you're small, but once the red guy was introduced, it made perfect sense lmao. really cool, i'd love to see this expanded

good lord that's terrifying


at first i felt that it was a weird choice that you move faster when you're big and slower when you're small, but once the red guy was introduced, it made perfect sense lmao. really cool, i'd love to see this expanded

as mentioned below, there's quite a few bugs, but i can definitely imagine the types of issues you were running into! i think having a puzzle or two that *required* you to launch yourself up when scaling something up, because that's an interaction that actually works! i loved the ending, too

nice! i love this sort of minigame collection stuff! i think the rule explanation could be more clear, e.g for the coal minigame, having all three buttons visible, but the inactive ones greyed out. it just helps to more fully understand the game in the split second before it actually starts (of course none of the games are particularly difficult, but it's just something i thought i'd say)


i'm not sure how well it maps to the theme but oh well! still a fun little game with cute theming

not bad! there's definitely something here, but it's just a bit of a slog. i'd suggest making everything a bit faster: make the player move a bit faster, make attacks come out a bit faster and make enemies do and take more damage to make combat a bit faster. also,  let the ladder do damage to enemies! the throw is satisfying, there's definitely a physics-based puzzle here that could be good, but the "puzzles" aren't really particularly difficult or interesting, and there's really nothing new once you're past even the very first obstacle. still, not bad!

Clever! Clever and cute! And fairly fun, too. I did have a couple of stutters, and the game ramps up in a really strange way (it's super easy and then feels like it hits max difficulty without much in between) but overall this is very cool!

Fun game! Played it for long enough to actually catch a bug! I wish I could give specific replication steps for this, but essentially...the player character disappeared! I had thrown one spear, and when I tried throw my other spear, I disappeared. It's possible I maybe tried to dodge at the exact same time or something though. The game continued, but the wolves never returned, so the rabbits just started covering the screen (it never went above a certain number, which was sad. I hoped they would just keep replicating lol)


Not sure you're willing to bug fix this long after release, but thought I'd mention it anyways.

i like it! i'm a big fan of the sounds lol, they're surprisingly calming. similar to other people it took me some time to realise that you place towers *in* the moat, and a radius around the towers would be nice, but otherwise nice work!!!

i love the style! the jumping pipe at the end that gets swarmed by enemies was a little bit annoying, since it's pretty common to get hit by one of them on the way up (and since it's random chance which one is right, there's a good chance you'll die and have to repeat the level). also, i was able to just run past the pie boss and end the game lol, not sure if that's intentional. otherwise, other than being a bit short, i thought this was a neat little game :D

you're right! we wanted durability to still be a concern because we had two other mechanics planned; watering and removing. watering would let you keep plants that you want to keep by spending a bit of water on them, and of course removing would let you remove plants. but we weren't able to implement the latter, so keeping durability fairly low for the plants was our workaround for this. thanks for playing!

thank you!

necro post, but i think a cool update for this would be to allow the player to continue moving upwards (like in doodle jump). i love the juiciness

Given more time,  I would have loved to add an "Undo" so you could just walk back your most recent move (similar to baba is you), though it would still increase your move counter. I'm glad you liked the puzzles :D

Could you describe what you mean by weird? I assume you mean that the angle of the camera obviously isn't perfectly lined up with the WASD keys? The big arrows on screen are meant to help with that, but I'm not sure what else could be done (outside of not making it isometric in the first place).

Rather than what the other people said, I think simply just having no timer between the moves switching would be better. Otherwise, this is a really cool concept with elegant art that gets the main points across! Would love to see more of this.

Thanks! The sound effects were ours, but the music is by Eric Matyas from www.soundimage.org :)

fixed :D

I think I found a bug:

If you set the acceleration and deceleration to very small, the movement is very strange. Moving right and then immediately moving left makes Kit slide, but if you stop completely, and THEN turn left, Kit starts moving immediately. The latter should be how the game always responds, I think.

this is a very cool game, but i do have two issues with it (and one smaller issue). the small issue is that i have no idea what the main character is supposed to be (skull with legs? a cloak? shadow feet?). my first real issue is that the tutorial level is a bit too dull. reducing it to one left movement rather than two should be enough, right? and finally, on level 12, the black box directly above the guitar is solid. this make the level a lot easier than i imagine it's supposed to be.