Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Willowblade

134
Posts
63
Followers
21
Following
A member registered Mar 22, 2016 · View creator page →

Creator of

Recent community posts

What's the farm thing?

Aww, heart-warming to hear you enjoyed it :) thanks for playing!

Hey, thanks you for the kind words, it made my day to hear that you enjoyed this :) 

Hey! Click the buttons of the radio :)

Got to it finally! Fun game, I upset some customers at the start trying to figure out what everything was and already giving them a different coffee then they wanted, but after everything clicked I was able to turn those frowns upside down :D I didn't have the space-bar bug. I'm on Windows on a QWERTY keyboard, maybe it's a Godot thing?

I loved this once it clicked, and the surprises kept coming every time I bought a new upgrade or could suddenly level up a character... You put a lot of yourself into this and I think you can be proud of the result :)

Let's gooooo!

Enjoy the game! 😁

(1 edit)

Hey Phindie, thanks for playing! There are two buttons on top of the radio to switch channel but first you need to turn the radio on which is done by the button the surface facing the player, does that help? 

I've been thinking about how we might make it more obvious that the lamp can be moved, I've been thinking of letting it initialize in a more obviously draggable position, let's say to the left of the egg and much more closely... But deadline is deadline 🤷‍♂️ what do you think? 

Haha, there's actually 8 eggs! Well done 😍

Dammit lazy out of shape penguin! I'm shoveling no more!

(1 edit)

It felt super cozy, and I loved the accidental bug where you could plant all seeds on the fire, and then suddenly you can see ten trees growing at the same time... Too bad I got stuck there after the trees grew.

From a controls perspective I would have loved freeform movement but the seeds being in a grid. Not sure if that would have made your life easier during development though🤔

How do you do the detection? Raycasts and area2D? Or by having the data in your grid? Just interested :D

In any case, very cozy and wholesome vibes and gameplay :) well done

(1 edit)

Hey aehl,  

Thanks so much for playing! That's a  good idea, I'll add them to the description after adding them here.

The notifications are as follows (they are a bit small here):

 : Three spikes, the egg base doesn't feel nice, switch to egg or pillow

: Bad music, either the station is wrong or the egg doesn't want music at all

: Too hot, the lamp is either too close to the egg or should be turned off

: Too cold, a snowflake. The lamp is too far away (and should be on)
: Too wet, ocean wave, the humidity level is too high, wait a bit for it to lower

: DRY, the humidity level is too low, you need to spray some more water in the room

: Not enough music, the egg likes music and the radio is currently turned off

: Annoyed, you'll see this when the egg tumbles out of its base, it means that at least two conditions (heat, humidity, music, base) are not right for the lil' egg.

: Happy, the egg is moderately happy but not super happy, this means that you can change up the base or the music channel to one it likes better. Some eggs like jazz, tolerate metal, and hate classical music, for example. The egg will already grow with this.

: Superhappy, all conditions are perfect for the egg and it's growing at increased rate.

Hey E,  

Thanks for playing! I think our controls weren't as intuitive as we hoped, and the first egg is very hard to hatch because my final build was rejected by itch...

You'll have to do a few different things:

  • Move the lamp cap around to change the temperature of the egg
  • Turn the lamp off if the lamp is furthest away and the egg is still too hot
  • Change the base
  • Add to the moisture.
  • Turn the radio on or off
  • Change the radio station between classical music, jazz, and metal.

It will roll off when two things don't met its standards, but there's only a 30% chance it does... Though I do admit sometimes it seems to happen a lot in a row which is annoying.

The first egg needs the lamp to be the furthest away, the nest base, no music and humidity around ~50% to hatch.... When it's almost done, it will hint that it's too hot which means you'll need to turn off the lamp. It should hatch within a minute with these tips :) 

Was the unicorn for you? Or the moose?? 🤣 

Hey Bella, thanks so much for playing and for the kind words :) were you able to hatch some eggs?  

Thanks Jonas :)

Thank you for the kind words! I'm very glad that you were able to figure it out, that 'aha' moment figuring out the entire controls and moving parts in the room is something we really wanted with this

I guess the frostflake isn't too obvious in the game, and other notifications could be more straightforward as well... Were you able to figure out quickly that you could move the lamp?

Thanks for playing :) we'll play your game soon!

Thanks for playing :) 

(1 edit)

Oh no! You'll have to do a few different things:

  • Move the lamp cap around to change the temperature of the egg
  • Turn the lamp off if the lamp is furthest away and the egg is still too hot
  • Change the base
  • Add to the moisture.
  • Turn the radio on or off
  • Change the radio station between classical music, jazz, and metal.

It will roll off when two things don't met its standards, but there's only a 30% chance it does... Though I do admit sometimes it seems to happen a lot in a row which is annoying.

The first egg needs the lamp to be the furthest away, the nest base, no music and humidity around ~50% to hatch.... When it's almost done, it will hint that it's too hot which means you'll need to turn off the lamp. It should hatch within a minute with these tips :) 

Haha, you sound frustrated by one egg or another. Could you hatch the eggs? What do you think could be improved about the game?

Oh no! You'll have to do a few different things:

  • Move the lamp cap around to change the temperature of the egg
  • Turn the lamp off if the lamp is furthest away and the egg is still too hot
  • Change the base
  • Add to the moisture.

The first egg needs the lamp to be the furthest away, the nest base, no music and humidity around ~50% to hatch.... When it's almost done, it will hint that it's too hot which means you'll need to turn off the lamp. It should hatch within a minute with these tips :) 

Cute game, when you have 0 cards remaining, the new cards don't create a new pile but you end up getting them in the next round anyway. Got 103! 

I think the models of the children were very functional especially because they kept their distance to the sleigh, so you really made the most of your improving Blender skills! I loved the more metal version of Jingle Bells, and your voice over was really nice quality!

Noticed some small bugs like children glitching through the ground and the sleigh not always aiming in the direction it's moving, but it was good fun and not too hard, I was able to complete it in a comfortable cozy manner.

The capture mode didn't really seem to work for web 😱

(1 edit)

This was hard! Well done, I think the dungeon growing mechanic is a really unique take on the theme, I wish I could hear those brainstorms as a podcast episode or something :D

Gameplay wise, I sometimes had weird feedback where I couldn't move but the move still counted, dus reducing my dice count, which I found was rather hard on the player. I was stuck against a blue thing. All in all, I think it may have been a bug. My second and third time playing went much better, but it's really up to having some bad rolls in a row which screw you over.

There's lots of rooms to grow here! Adding equipment that provides modifiers to your dice, or player levels,  or having supporting actions that are only possible on low rolls, could provide an interesting twist and provide not only a playthrough but also the game itself of more longevity. Having a mechanic where killing an enemy improves your dice rolls for the next turn, for example...

I think the dice UI is nice, but could be improved further. In my opinion, the layout could be improved to make dragging more intuitive, such as placing the dice in a row under the actions, or above, or...., but having them in a different orientation in a different place could definitely be improved. Making it more obvious that the dice are actionable might be a nice touch as well, they're currently pretty flat. But that's super nitpicking xD. Having a horizontal placement also improves the extendibility of the number of dice you could place there.

Would love the play the post-jam version you guys are planning to work on!

Very impressive and creative entry :) the tutorial made the game so much easier and was really well implemented. I think the game has the right amount of juice, too! Like I said, very impressive.

Hahaha, I loved this! It's so hard though.  Very impactful, this is a really creative entry :)

Thank you so much! As well for the playtesting 😻

Hey! I saw the thumbnail, saw it was an Urodela game and was very happy! I really liked playing the game. I'm not sure what a normal score is but I got 1909... I think for me personally the board is a bit too large, I also had no indication on when the game would end, or at all... And some mechanics seemed unexplained, like the goat, or the pumpkin growth (except for scoring).

Making the board smaller would make it easier to iterate over a solution, get to that high score quicker, and focus on trying new tactics. If you make a "Quick Place" mode with a smaller grid, like 6x6 instead of 10x10, I'd love to try that out :D


This was a lot of fun! I like the inclusion of the unlockable GWJ community members as an incentive to replay the game with new setups and teammates.... It's such an amazing tribute and the care you took for the art and the animations is astounding Raine 🥰. I didn't find any bugs, there's save files, great job Kwabsi.  And we all know John makes quality audio.

I know you'll rightfully get a lot of praise for this, but some constructive criticism: I feel like this started as a  tongue-in-cheek gimmick  in regards to the theme, but I think the theme didn't come out as much as initially intended. The growth seemed very much controllable.  

I also found there was a lot of code coming out, a lot of art coming out, but not a lot of sound jobs coming out. I might be mistaken, but I scored a lot higher by just skipping the audio profile altogether. Unfortunately, this might be pretty accurate for jams in general for a small team😅

Having a tracker of completeness, a fake checklist like you'd have in real life, to reference game completion, would also be quite handy to keep track of progress. 

Oh man I love these space hedgehogs! And the rabbit on the speeder xD. I noticed I placed three hedgehogs on top of each other in the tutorial but everything was fine... The completed hedgehog zones blocking the rabbit was a really nice touch, felt like blocking the AI in Civ with the threat of declaring war haha.

Not much to say that hasn't been said, it's really stable and polished, and I love all the little art touches you did :)

I think I'll make the asteroid corridor tighter still in the final build because I noticed that seems to happen for some people once they fly through the asteroids. Thanks for the feedback! We'll upload a build with some bugfixes after the rating is done so if you decide to come back to it it might be nice to wait for then ^^

Well done! This is a really solid entry with great sound and art design throughout. 

I feel like you've got a lot of feedback already on the whole boost and give up mechanic, but I do have a personal issue with it: I think I'd be much more stimulated as a player if I could restart the room with the minimum number of boosts required to actually start that room, as becoming stranded is very frustrating and imo doesn't really respect the player given the amount of explanation. Another mode to play the game could be to try to play the game in a single playthrough and after dying you'd strand back in the starter room or so.

I think some more sfx for doors opening and other small things like being out of boosts would also be nice as a communication tool for what's going on.

Hey, this was awesome! I really think the different emotions in the dialogue elevated the game and its humor to another level! I can see you were very ambitious and I'm amazed how much you were able to do for your first game jam. I didn't get past the rocks and was intimidated by needing so much chocolate and coins :o but maybe I'll play again later now that I know of the construction worker.

Something others haven't said yet, but you can escape from the map by running through the wizard's tower.

Didn't expect a ring racing game but thoroughly enjoyed it :). Something that I'm not reading here below: I think the background is a bit too busy and was quite hard to ignore, and maybe it clashes a bit too much with the general low poly style and colors that you picked, but it's still nice.

I think the brake idea is a great idea!

Hey! Thanks for playing the game... Delivering the first package shouldn't be a problem but I can't fault you for any other ones :D

I used the https://docs.godotengine.org/en/stable/classes/class_dampedspringjoint2d.html, I like the final result but I think I will add some custom logic to it because I found it rather hard to control.

Hey TimeSauce, thanks for playing the game! Could you elaborate on what annoyed you about the controls