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turboshook

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A member registered Jan 10, 2021 · View creator page →

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I love the look of this, I think you could definitely develop it more. Excellent grappling hook implementation as well!

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Very cute! I loved the character design and how tranquil but mysterious the world feels. The map and environments are my favorite part, excellent vibes. It reminded me a lot of Ocarina of Time and Spyro. Great work!

Thanks for checking it out! I am so glad you enjoyed it. I appreciate the feedback! :)

Thanks for playing! It sounds like what you are describing is a weird behavior I noticed when one of my buddies was trying the game the other day. Were you playing the browser version?

I am glad the engineering key felt cool! The original concept of the game had roughly half of the progression being locked behind secret maintenance shafts but it did not totally map to the final product for design reasons. That's why the maintenance areas have their own background music, though.

Thanks for playing! What you are describing was more or less the desired effect but after some additional play testing I am starting to think I was still a little to conservative with some hitbox/hurtbox sizes. I appreciate the feedback!

Thanks for checking it out! Yeah I wanted to avoid making a platformer as an additional challenge.

Thank you!

Thanks for checking it out! 
And yes, I unfortunately found this bug shortly after submitting. It looks like an issue specific to Godot's input event system that can occasionally drop inputs when toggling between full screen and windowed mode in web exports. I have a workaround in place now so other players won't get stuck like this. Honestly, props to you for finishing the game anyways!

This absolutely rocks. I saw you show this off on Twitter and I tried it out right away. Very tight experience, effective mechanics, and you nailed the atmosphere. Excellent work!

Hey! Sorry for the delay. There's not a great way to talk on Itch but you can hit me up on Discord though (@turboshook). I don't typically have a ton of consistent free time for game projects but I am down to chat about it.

Thanks for the feedback! I am glad that you were curious enough to play through a second time, that's a high honor for a demo.

I totally agree on having multiple input options. Lots of stuff like that was cut due to the jam deadline and I tend to use WASD keys for everything myself. In a more complete version of this project I would expect to support full button remapping.

Thanks again!

The effect definitely looks good, just a little bit more baseline visibility would be appreciated. I think this could just be the friction that is inherent to the oldschool Pokemon games, like encountering Zubats every 1-3 steps in a cave before you have Flash.

Thank you! I am glad you enjoyed it. 

And yes I do have a control scheme that is fairly unique, lol. I like using WASD to move in 2D games instead of arrow keys so J and K are comfortable action inputs. 

I would love to make a more polished version of this down the road. Thanks for playing!

Thanks for checking it out! 

And you are right about that part of the battles not being as readable as it could be right now. I think proper attack animations will go a long way in communicating that information to the Player as well, but that had to be descoped from this version early on.

Thank you! That means a lot.

Thank you very much! 

Thank you very much! That means a lot.

Thank you very much! I am glad you enjoyed it. Yes this was all made in a month, I kinda no-lifed it lmao. Although I did have the story and the battle mechanics framework (mostly) figured out a while ago. I would love to keep developing this game or expanding on the mechanics in another project, if there is interest. I had a lot of fun making it.

I thought it was really funny when I first approached the sign right next to my spawn position and did a huge dodge roll when I pressed space to read it, that took my by surprise. I'm glad you have a foundation to start from. I don't know what ideas you had originally for gameplay, but leaning into the dodge roll and having a farming sim with combat sounds fun to me.

I installed the RTP to give this a try. I like the idea of a silly RPG where you play as King Dedede. Other than having to install the RTP, I think my only complain is that the maps feel very large. When I first got to the pink room, I thought it was all set to a single texture and that there was not more content beyond that point. I did find where to go and got some extra party members, but for a second I thought that I had seen all the content already. I hope you can expand on this more down the road!

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Very cool core system. I have not played any RPGs that use something similar to compare it to (I guess the Mega Man: Battle Network games play like this?), but I can already see the groundwork for interesting strategy and real-time elements. I think this is a niche in indie RPGs that nobody else is really filling right now so I would love to see where your team takes this with continued development. Good job!


EDIT: I also liked the environment in the battle scene. It reminds me of PS2 Persona 3.

I think I deleted my original comment by accident when I left the rating and refreshed, so I will leave another one to summarize my thoughts again. (my bad)

Overall, I think you have an impressive amount of polish. The different camera angles and character dialogue in the intro cutscene is really well done. I would like some more feedback on the current punch attack. The animations are really good though, so even just a sound effect for the swing and a hit sound on a successful enemy hit would take it a long way.

I also really like the current structure of the game being instanced beat-em-up style fights and tank controls/dungeon crawler overworld navigation. It kind of reminds me of old SMT or Baroque. If that's the direction for the project as a whole, I think it's super unique. Great work!

Great work! It took me a minute to figure out that I needed to use the mouse to navigate the inventory UI, but I did not have any problems beyond that. You did a good job capturing the feel of gen 1 Pokemon. I thought Hattata was funny.

I liked the hand-drawn enemy sprites, but I was not able to defeat anything in battle. Definitely keep working on this!

For pulling this together in a couple of days, it's very solid. I appreciate that you went for something closer to Fire Emblem than Pokemon for this, it really makes the project stick out. I would be intrigued to see more of  FE-type monster collector. I hope you work on this more!

I really, really like the concept and the setting here. I only encountered a few minor bugs in the web build, nothing too crazy. I liked the opening cutscene and there was still an impressive amount of content.

I think the only thing I didn't like was the system that hides tiles beyond the player's line of sight. I'm not against this kind of system in principle, but I really only noticed it when it made walking through some of the grassy stretches take a while because I got turned around due to the poor visibility. 

I also really liked your Hokum-Mon designs, I think Crowvial was my favorite. Great work all around.


Thanks for checking it out and leaving your thoughts! That's a solid team.

You are correct on the high experience gain. I have been burned in the past with jam games that I unintentionally made too difficult so I think I overcompensated here. I also completely agree with having an inspect action for skills and monsters while in battle. Cutting that feature really came down to UI creation and integration being time-consuming and I was already running behind. A run button/more meaningful ways to interact with the overworld are things I would love to have later when this project has some more shape to it.

Do the keys work if you click the game after going into full screen? I've noticed that I have to do that.

I'm humbled that you would stumble on to this and want to spend an hour with it. Thank you very much for your time and your feedback.

I really liked this one. The art is great and the concept was really unique. Excellent work!

Phenomenal entry. Excellent puzzles, really cool core mechanic, great art. Amazing work.

Very polished and well-realized concept. I was impressed by how long that last level was, it felt like a real culmination of all the gameplay concepts introduced in the earlier levels. Excellent work!

I really liked this. Your take on the theme was very unique and there is definitely a vibe to the whole project. Awesome work!

You know what? I liked it. I think you captured an experience that is relatable to anyone who has done multiple game jams before. Nice work closing this out and submitting. Additionally, I think you should get a congratulations on the most comprehensive UI/game settings implementation of the jam (at least as far as I have seen). Good work!

Cool idea and bonus points for fully functional menus and UI. I think the player could use some additional jump height though, especially if the most effective means of attacking is jumping on enemies' heads. It's good to see another Godot game here!

I would like to see some more variety in the puzzles and to have the transition between times smoothed out, but this is a cool idea and there's definitely more you could do here.

Solid execution on the concept. Controls feel good. I feel like there should have been maybe 10-15% more glide time for the player and hitboxes on spikes should shrink down a little to more closely match up with their sprites. All around good job though.

Cool concept. Not really sure how it relates to "Time" directly but this was very well implemented.

It's really simple but you manage to nail the atmosphere here. Cool project. Is this one big map or is there some level of world generation going on?