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