Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Vikfro

214
Posts
46
Followers
95
Following
A member registered Jun 22, 2019 · View creator page →

Creator of

Recent community posts

Thanks for playing and the nice feedback! At some point someone in the team threw that idea of showing a 2D representation of the incoming pose(s). Would impact the difficulty a lot however 🤔

Anyway I think just a little camera, controls & level design finetuning would have made it way easier. No time though!

Wait that schinken guy is just named “Ham”… He should collab with Viktor Fromage to make an Arte version of jambon-fromage. Oh yeah with some of that delicious black forest ham 😋

Oh right I’m supposed to talk about the game. Anyway just rated it, and just thought now that your game has a bit of a meta-interpretation of the theme. Because it morphs from one type of gameplay/minigame to another. Real good graphics, audio & fun.

Here’s the playthrough if you want to watch again (or for other members if they missed it)

https://www.twitch.tv/videos/2358676449?t=03h59m27s

Thank you for playing and the kind words!

Intrigued by your entry since I saw it in #gwj-wip. Can’t wait to try it 👍😎👍

Might be able to fit it in tonight’s stream with the other games.

Thanks for playing and the kind feedback! We tried to make the collision shapes smaller than the mesh actually, but lacked time to finetune all of this. It’s not impossible that the collision shapes might sometimes be a bit bigger than your char mesh depending on the pose

It’s also not impossible you think you fit but actually don’t :P But truth doesn’t matter when it comes to games, only what the player feels (see fake RNG techniques for example). The camera, controls, level & model design could use some work to improve this.

I wanted to actually generate the full shape with Godot create_convex_shape() thingy, but that requires a heavily optimized model and some optimization to be viable to run each frame or every few frames (It took like 10 frames on my PC, 5yo CPU but pretty beefy). There’s also a PhysicalBone3D thing but didn’t have time to look into it.

(1 edit)

Yeah the controls could be improved, they can always be improved. Also unfortunately due to some last minute environment changes the text & selection bubbles are sometimes a bit invisible and we didn’t have time to fix that.

Also thought of making the side-rails go straight towards the player for longer, like a cross around the player. Would give more time to see the orientation of the side-walls. But the way we worked it was hard to change the design of the level 😅

Thank you for playing!

(1 edit)

Thank you for the very kind words plex.

Good job making something bold, and not just another shooter or platformer.

Genuinely warms my heart as I am a bit obsessed with coming up with original gameplays when it comes to game dev.

Could be one of those breakout hits if it was real-time head to head multiplayer.

My wife said something similar. Maybe duo coop-style, each player controls half of the body or something like that. I’ll think about it.

I also agree with Maaack (dang it how many A’s is it?? I never remember). I replied to his message about it, long story short we thought of some additional mechanics to combat this but didn’t have time. Deadlines don’t care about lack of time though :)

(1 edit)

Yeah a couple days ago I hit the realization that the game is very easy to cheese (Viktor Fromage both likes and hates that)…

We had a few ideas to combat this: something like score stars to catch with your limbs, placed in the holes of the wall. Would restrict pose creativity a bit. Or as you say something based on the distance of limbs, maybe distance of movement of limbs compared to the last wall, something like that. But the game got actually playable a few hours before the deadline so yeah… Just typical jam stuff :)

Best would be to actually implement joints, restrictions on the angles of bones etc. But I had a week not a month :D Godot has IK but it seems a bit barebones.

And thank you for your game template, first time I actually use it, it’s great.

I tried it a bit on my oldass macbook while working on the train, and it was definitely harder but felt ok. Though I am the person with literally the most experience with this controller so I can’t be trusted anymore :D Thank you for playing.

ok the font is maybe not a good fit for walls of text 😆

Hi Kwabsi! Playing this a bit late but interesting concept with the mix of 2048-like combinations and free physics-based placement.

I quite quickly started spamming click instead of carefully placing fruits, and then ended up firing up an auto-clicker till the end. When I understood it would end when the mixer is filled, it felt too long to play the “perfect” way.

Not sure what’s your intended design, but personally I found it more fun to have it be basically automatically placing fruits and me having to quickly adjust my aiming.

Though I’m not much of a casual/mobile game player (this feels like it would be a mobile game?), so different crowds = different gaming skills levels, especially if it’s meant to be played by kids.

Anyway maybe there’s a good in-between with a short maximum timer before the fruit falls down on its own or something like that. Overall I think one run should be faster to end, especially your first one. Could be nice to be able to hold down a click/tap though here it’s used to aim so idk how you could work this out.

On other aspects nothing much to say, good graphics & sounds/music (did you make all of them? Don’t see mentions in credits so I assume so). And I’m pretty sure I used that font myself it’s a good one :D

Cool stuff Alice. Congrats on the submission with pretty “root” libraries. Love the synthwave vibes ofc and the controls felt very nice, good bouncy jump and horizontal slideyness.

Some game design stuff:

  1. could be fun to make it so space doesn’t start the game, then you could try the controls on the main menu. It’d be fun to press space or shift and see that ship jump and shoot before starting the game.

  2. At some point the green rings kinda lined up with the tempo of the music, I think that was accidental. But it was a cool feeling because the music felt like it needed some additions at that point, and their SFX provided some percussion. Maybe there’s a rhythm thing to explore where green rings are the kick and crystals the snare or something.

  3. I struggled with some crystals that I needed to jump to shoot. From afar it didn’t look like they were too high.

Oh and lastly I notice that the game feels faster when on a small screen/window but I think it’s just how human perception of speed works with peripheral vision etc (there are videos about it regarding racing games).

BTW Web export doesn’t work for me (tried on Chrome & Firefox - windows 11 - AMD GPU)

Hi! I ended my GWJ playtesting stream with your submission. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=02h40m40s )

My personal favorite from what I tried during my two streams. Pretty much nothing to say, which is a great sign. Everything was great, just had some minor issues with collisions while pushing around obstacles. And sorry I talked about PoE 2 with Sevadusk for like half the playthrough. But that’s also a good sign about how intuitive, well-made and well-designed the game is if I can talk easily & talk about other stuff while playing :D

Congrats for the well-deserved 3rd/148! (Maybe deserved even higher to my eyes, idk I haven’t played top 1 & 2 yet).

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

Hi! I played through your game on stream. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=02h32m31s )

Interesting game idea but it seemed like you didn’t have time to make levels after the tutorial, or I didn’t understand how to go further (or was bugged). The rest of the execution was good!

Also in the beginning I wonder if the thumbnail was AI-generated, it didn’t really look like the in-game art but I give benefit of the doubt. It is not allowed to use AI-generated assets per GWJ rules (and in general you should properly credit/license resources if you didn’t make everything yourself).

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

Hi! I played through your game on stream. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=02h24m55s )

Really original & solid entry. Barely had anything to say which is a good sign, loved it!

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

(1 edit)

Hi! I played through your game on stream. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=01h59m15s )

Great art & sound. The hard reset on death combined with the invisible walls got a bit frustrating however so I didn’t finish the game unfortunately. The combat could be improved too in terms of visibility and responsiveness. But really good entry overall!

Just a note, web export didn’t work for me, the loading was stuck at 0%. Downloaded version worked. (That was like 40 minutes earlier in the stream than linked above, I got sidetracked for a while)

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

(1 edit)

Hi! I played through your game on stream. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=01h04m30s )

Great art, gameplay lacked a bit of a goal or difficulty progression but was fun overall!

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

(1 edit)

Hi! I played through your game on stream. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=00h44m24s )

Really liked the concept and good art. I sucked ass though

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

(3 edits)

Hi! I played through your game on stream. You can watch the video & feedback here (timestamped):

(In case iframe does not work: https://www.twitch.tv/videos/2338974545?t=00h34m43s )

Overall good execution with some room for music and balance/design improvements!

If you’d like to you can follow me on your favorite platform(s) via https://vikfroshideout.xyz/. To join in chat for next time for more interactivity & fun :)

There’s also the optional @Viewer role on the official Godot Wild Jam discord: https://discord.com/invite/eUYMFqT

Hi, your game looks great! I usually contact through Discord but you did not list any username here or on the gamepage. Anyway I’m a regular streamer of GWJ entries and I’d like to play yours, with one of you in chat if possible.

I’m starting in approx 2h and it should last 6h. You just drop in chat at https://twitch.tv/vikfro and type the command !queue join. If you can’t join I’ll try to play it towards the end.

Feel free to DM me on discord: vikfro or other socials found at https://vikfroshideout.xyz

(1 edit)

Hi, your game looks great! I usually contact through Discord but you did not list any username here or on the gamepage. Anyway I’m a regular streamer of GWJ entries and I’d like to play yours, with one of you in chat if possible.

I’m starting in approx 2h and it should last 6h. You just drop in chat at https://twitch.tv/vikfro and type the command !queue join. If you can’t join I’ll try to play it towards the end.

Feel free to DM me on discord: vikfro or other socials found at https://vikfroshideout.xyz

If it can convince some people afraid of spooky games to try it: I didn’t find that it very spooky when I streamed it, no jumpscares (at least until level 3, but I didn’t reach it for some reason I don’t remember why exactly).

**AND there is a very chill elevator music that will reset your mood instantly **

It’s high-quality, my main annoyance was I wish we could collect the notes instead of going back and forth. It feels very “game logic” to not be able to carry at least a couple of them with you (are they superglued to the desks??)

But the behavior of going back and forth could have been exploited with dynamic spooky events. Like reading a journal triggers an event that you will see when you leave the room.

This guy is an ass, it’s a good game

aha to go to the third platform you were supposed to tongue-grapple to one of the houses, I should have designed that in a more obvious way. The UX of the grappling could have been better in many ways but well jam stuff happened. Thank you for that seeing a playthrough is invaluable feedback!

Oh glad to see other people also streaming/recording playthroughs from GWJ! Will check it out

(1 edit)

As designer I wanted a bit more depth to the gameplay as well :D We were a bit too ambitious on some stuff and could have focused more on getting a solid core gameplay loop with a triangular design.

Thanks for playing the game!

Yeaaaah! I really liked your music for your game as a fellow metalhead

Glad you liked the last-minute easter egg addition :D Thanks for playing

Hi there, I usually send this through Discord but you have not left a username here. I played your game on stream so you can watch the run with my feedback there at around 1:32:00

https://www.twitch.tv/videos/1802410104

Had some issues with the UX but interesting mechanics and art direction. Thanks for making the game!

(1 edit)

Hi there, I usually send this through Discord but you haven’t given a username here. I have played your game at the end of my stream so you can watch the run with my feedback there at around 2:17:00

https://www.twitch.tv/videos/1802410104

Great entry overall congratulations!

Will I have to read a 10-pages manual before playing the game this time? Discover the truth and more tonight at 5!

(1 edit)

Well I think professionnals will normalize to something between - 3db to 0db. I don’t really like that because then I always set the volume settings to like 10%.

I think my personal is to aim for - 3db but then I programmatically set the master to 50% volume by default.

And usually you keep like 6db difference between important audio and background stuff (voice lines and music for instance).

You could try the Godot Mixing Desk plug-in, I haven’t yet but I’ve heard it’s good.

Sorry about your brother, my French ass can be overly critical sometimes 😅 It’s a good result for a jam game, you’ll probably get a good rank

Oh if you want audio that’s not spatialized at all there is “AudioStreamPlayer”, without 2D or 3D at the end. Useful for background music, voice lines for the character’s thoughts, …

I see for the logs, I didn’t get through because I didn’t really focus on not making mistakes, just trying to chop wood fast.

hi, I suppose you’re a teammate then? Sorry if I sounded over critical, I’m just trying to give pointers to improve! I know people work hard during jams. I enjoyed my playthrough of the game.

If he’s not solo he needs to add you (and others if there are more) as contributor in the itch.io admin page of the game, see this screenshot to find it:

Would be nice to add the Discord nicknames in the jam submission too.

(1 edit)

Hey nice entry overall! We don’t see point-and-click games that often though they tend to be a good fit for a jam.

Some remarks:

  • why is the audio mono to the left…? The music reminds me of C418 - Sweden (that famous Minecraft track).
  • there’s two “credits” buttons but one of them is “how to play” :p
  • how do I get out of chopping wood? I had to restart the game. I cut through like 10 logs.
  • the art looks nice. I guess it’s pre-rendered? Would have been nice to code the game so it happens in an actual 3d scene but that’s way more complex.

Hey! sorry I will not be able to make another stream session but here’s some feedback.

  • The art is of good quality
  • Controls feel pretty good too. Didn’t have problems with the dialogue boxes I think. I expected to be able to shoot or attack, it looked like a twin-stick shooter.
  • the audio is alright, was a bit low volume on my end I think
  • Escape hotkey quits the game. I was trying to get to some settings to rebind to WASD. Please implement that and volume sliders in your next games. You can check out my solution there https://github.com/GodotWildJam/gwj-accessibility-scripts/tree/main/Motor/Basic/mappable-keys

Good job overall!

(2 edits)

Nice little entry, especially since you’re not that experienced and solo! I liked how you made bullet hell sorta fit with the theme. I would prefer there was an end goal rather than just a high score.

A few unordered remarks:

  • it’d be better play the music at the main menu. It feels a bit empty and I got surprised by the high volume when the game started, so I was distracted turning my volume down
  • the “oooh cozy” voice line is fun
  • I feel like you’ve spent a lot of time on the game over screen though it’s not such an important part of the game :p
  • the background does not match the rest of the art
  • lots of jaggies in the outlines of the pixel art, usually people try to avoid that. Here’s a good resource about it and lots of other stuff https://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322#139322
  • please implement some settings for volume control and rebindable hotkeys. You can find my implementation over there, it’s fairly easy to customize to your needs: https://github.com/GodotWildJam/gwj-accessibility-scripts/tree/main/Motor/Basic/mappable-keys

Santa is old he’s allowed to swear a bit, right? Sorry, probably my Frenchness dripping into the dialogue writing :D

Glad you enjoyed the voices and the music. Don’t know if you stayed till the end of the game, there’s also a quick arrangement I made of “Get Lucky” by Daft Punk, that I called “Get Cozy”.

oh yeah, the theme is shoehorned in. My goal was to learn 3d modelling/animating during the jam and I had never programmed an FPS shooter before. So I tried to come up with something that fits. I did not want to make yet another “get cozy in a cabin” game :p

And yeah that bug appeared when I was playing around with the terrain shader to try to make bigger hills, I do not get why some houses spawn the kids underneath the terrain :/

It was my own theme suggestion, so I have the right to disrespect it a bit :D

Thanks for playing!

An entry of good overall quality! I really like the background art and the snow. I found it interesting that the playable character looks kinda ugly for a change. Very relatable.

Got cozy, at last. But I somehow missed the NG+.

Not sure you got my ping on Discord but here’s the cut playthrough from my usual GWJ playtesting stream: https://www.twitch.tv/videos/1238853260