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Vinehead

11
Posts
A member registered 10 days ago

Creator of

Recent community posts

This game is awesome! However, like many of the other commenters, I experienced the issue where, because my screen size is different than the development screen, the game did not fully appear in the browser window.  You can easily fix this(if you so wish) by turning on stretch mode viewport in your project settings in Godot.  Once I full screened the game, I was able to play(though some graphics were still out of place). 

As for the actual game itself, I have few complaints! I find the art style charming, the gameplay varied and interesting, and "story" very well developed for a game jam!

Thanks so much! Some of the levels in this are very difficult because I didn't have time to playtest and balance them. I believe one of them has only one correct solution lol. don't blame yourself! 

Thanks! Maybe if enough people want this, I will expand it into a full game. I had a lot of ideas that I couldn't put in because of time constraints(the beauty of game jams lol). Originally it was supposed to have 20 unique levels, and 34 ingredients...

This game manages to have a tutorial, dialogue system, multiple levels and creative mechanics. Wow! How you managed to do all that in the time frame seriously impresses me.

However, there are a couple of things that I would adjust if I were to update this game, namely:

The character moves quite slowly, which made the long walking sections between each puzzle section a bit tedious, I would make them faster or reduce the distances between puzzle sections.

The stealth cooldown is too long and the ability can be used an infinite amount of times, which results in the easiest way to beat most sections being to wait the 30 second cooldown repeatedly, so perhaps a system where the ability doesn't recharge automatically but there are "stealth pickups" that allow you to use the ability again would be good, and encourage the player to beat some sections by actually avoiding the enemies cone of sight.

The hitboxes for some of the enemy cones were quite inconsistent, and for the moving enemies it snapped 90 degrees when they turned too rapidly to react to. I don't really know if there is any easy solution for this that you could have implemented within the time frame of the jam.

With all that being said though, this is impressive work! You should feel proud of yourself.

This game manages to have a tutorial, dialogue system, multiple levels and creative mechanics. Wow! How you managed to do all that in the time frame seriously impresses me.

However, there are a couple of things that I would adjust if I were to update this game, namely:

The character moves quite slowly, which made the long walking sections between each puzzle section a bit tedious, I would make them faster or reduce the distances between puzzle sections.

The stealth cooldown is too long and the ability can be used an infinite amount of times, which results in the easiest way to beat most sections being to wait the 30 second cooldown repeatedly, so perhaps a system where the ability doesn't recharge automatically but there are "stealth pickups" that allow you to use the ability again would be good, and encourage the player to beat some sections by actually avoiding the enemies cone of sight.

The hitboxes for some of the enemy cones were quite inconsistent, and for the moving enemies it snapped 90 degrees when they turned too rapidly to react to. I don't really know if there is any easy solution for this that you could have implemented within the time frame of the jam.

With all that being said though, this is impressive work! You should feel proud of yourself.

This game manages to have a tutorial, dialogue system, multiple levels and creative mechanics. Wow! How you managed to do all that in the time frame seriously impresses me.

However, there are a couple of things that I would adjust if I were to update this game, namely:

The character moves quite slowly, which made the long walking sections between each puzzle section a bit tedious, I would make them faster or reduce the distances between puzzle sections.

The stealth cooldown is too long and the ability can be used an infinite amount of times, which results in the easiest way to beat most sections being to wait the 30 second cooldown repeatedly, so perhaps a system where the ability doesn't recharge automatically but there are "stealth pickups" that allow you to use the ability again would be good, and encourage the player to beat some sections by actually avoiding the enemies cone of sight.

The hitboxes for some of the enemy cones were quite inconsistent, and for the moving enemies it snapped 90 degrees when they turned too rapidly to react to. I don't really know if there is any easy solution for this that you could have implemented within the time frame of the jam.

With all that being said though, this is impressive work! You should feel proud of yourself.

You are very brave for making a 3D game for such a short game jam! You managed to pull it off though and I think the game is quite fun(if a bit short).
If I were to update this game, I might add some more gameplay variety to the 3D section(perhaps there are some enemies that damage you, or some that are worth more) and make the 2D section ramp up in difficulty over time a bit more. 
What you managed to accomplish though is very impressive, speaking as someone who tried and failed to make a 3D game for a game jam. Good job!

Very simple, very clean, gameplay feels good. I like the sound cue when your snake is about to change faces.
If I were to update this game, I would add more "enemy" variety and make the snake controls more consistent.
Well done!
(Also, not a super big deal, but the poison in this game acts more like venom)

I think that the level designs are great, and the last couple are quite interesting.
There are many aspects that could be improved upon with this game, but for your first game jam(as far as I can tell) it is quite impressive! With a good team to help you, I think you definitely could be a good game designer! 

Good Idea! I can't believe I didn't think of that...

Yeah, really sorry, I ran out of time to add something like that. In the game's current state you just have to put the tiles down to see how much they add to each bar.