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Winged

119
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1
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A member registered Dec 20, 2015 · View creator page →

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The game glitched out on first try but i completed the game on second try. And some numbers disappeared on the keypad thing, but that's probably the web export being weird.

I'm a fan of room escape games so this was a joy to play. Narration is top-notch, especially the ending.

I love the expressions on the characters, especially when they get angry at you. :D

Yep, I lerp only the fog density the closer you are. It was tricky to find the numbers that feel right.  The idea for the game even started from playing with volumetric fog. :D

Alright, now I've noticed that the messages got mixed up and 1 hour message appears instead of some random message. My apologies. :D

Thanks! If I had more time I'd expand the area (right now it's 1 km^2) and with that reduce the fog amount. I didn't want to reveal too much to the player, and the fact you can't see much adds some level of scariness to the game. The game does however reduce the fog when you're close to a POI.

I really wanted to add some big enemy on the borders of the map (ghost leviathan definitely came to mind), but went with less time-consuming way to keep the player in. And you found it scary so it does the job hahah.

Great job making 2-in-1 games using Godot for first time! Took some time to get used to the controls. The feeling of putting your own constellations to use was quite pleasing.

Potential idea if you plan to expand the game: different patterns could have different effects when casting them, ex. if you make a more circular-looking, then the spell will have a wider range but travel slow. Or if you make a sharp-looking shape, it travels fast and can go through multiple meteors. I can also see this work well in VR, but that's another can of worms. :P

Overall, pretty original idea and a fun game.

Interesting concept! Loved the idea of extra layer only visible with the map which also makes you unable to fight off the enemies. As others have said, it's a great use of wildcards. I wished there was some variety as each key had the same gameplay loop, only different path you take. Bonus points for accessibility as you allowed tweaking game rules (which allowed me to complete the game without shooting :D).

This was a cute and lovely experience! It's short but it's very polished. Controls are the best part, they're simple and accessible.

Glad you enjoyed it. :D

If there was more time for the jam, I'd spend it on adding more details to the world: different particles depending on the depth, more grass variety, some fauna, perhaps even more locations. I spent way too many days on the UI. :D

Regarding the grass rendering through the sub, it was an addon that used a particle shader, and I didn't have the knowledge to implement some basic depth rendering so it doesn't render it when too close (it works for those speck particles because it's a material which has the property). I found this out a bit too late so couldn't change on time.

Also, there's 3 "extra" things. ;)

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I'm very glad you liked it! :D

The tablet messages are all time-based. I thought that the time between them was too low before so I extended the time, but it turned out too much. Should've made them appear some time after you find the current one, then the players would have their own pacing. Sadly the numbers message has nothing in it, as I wrote it 1 hour before deadline and couldn't put some proper thought into it. :D

Thanks for playing, glad to hear you completed the game. :D

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Survived for 10 minutes. The start of the game is fun but it gets repetitive pretty fast. I've been standing in place most of the time and just reacted when the level up happened. I also don't like that you only get one upgrade per level, while having more towers than you could possibly upgrade. I think some sort of currency and linear upgrade path would've worked better in this case, as right now you just can't feel the tower upgrades doing any good in later levels.

I managed to get to the king and then the game froze. Intro was hilarious, and as previous comment said, great use of the theme!

Writing this comment as numbers go up. So far it's a cute little polished clicker game. Loving the visual direction and story, and the music fits well. Looking forward to the ending!

Ok, this is very unique. Once you figure out how to do it, it's so satisfying to reveal chunks of the map. I wish there was an undo option as I made an accident and can't unwarp some parts of the map. :D

Fun little metroidvania! The art style reminds me of VVVVVV. The shader on top makes it all fit together. I agree with others, camera regions seem to overlap with creates some confusion, and some nice audio would give more life to the experience.

sorry about that, i don't have Linux installed for testing. i forgot to mark the Linux and Mac builds as untested, i'll do that now.

godot, tidily inactive, yeets closets

I had some issues getting used to the camera having a mind of its own when flying and being hard to control. And parts have to be found in specific order which was confusing at first. Regardless, gathering them one by one was satisfying, and the color wheel is a pretty unique mechanic and made finding parts even more fun!

Enjoyed this one so much! It was pretty satisfying to upgrade the player and explore the remaining knowledge, and slamming into mines with god speed. :D I like the fact that red areas make it harder to see the mines, it added extra challenge.

This game is fun! Movement feels nice, especially the gliding. Atmosphere is top-notch. I got Spyro and Santa Claus in Trouble vibes. And book animations are cute. :D

It appears after exactly 1 hour of playing. There's no more messages after it. ;)

If you're a fan of such games, you might want to check this out: https://mateuszskutnik.itch.io/submachine-collection

This is a very short and very lovely room escape horror game! Gameplay is pretty simple, and the environment radiates really strong Penumbra: Black Plague vibes. Not a fan of some UI/UX choices made, but overall this is decent. It's nice to see Godot being fully capable of making 3D horror games.
Greetings from Croatia! :D

Thanks! I agree, there used to be the same indicators for players as you get when they have different patterns, but I decided to hide them since the movement pattern ends up being obvious. But I agree, it could induce some form of uncertainty into player. Probably should've added something like a circle around current player, then it would be pretty clear. Too late now for that. XD

Strange, I used the same method for uploading a Mac game file I've used for years. Oh well, glad you got it to work. :D

Hi, I have found what might be the problem and uploaded a new build with the fix applied. Please give it a go now. :)

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This is perhaps the most polished game which also offers a lot of content. The idea is amazing and the puzzles have a nice difficulty curve. Nice gamified spin on how electronics work.

This game is plague; it kept me hooked for almost half an hour. XD

Nice implementation of match 3 game. It has a few quirks, one of which is that 2 blue colors (dark and light blue) are a bit hard to distinguish. Other than that, well polished first jam game!

I second everything uhearbeast said: really polished game, where only complaint is movement being limited to 4 directions. Oh, and maybe carrots getting stuck in trees sometimes. :P

I love how you put the effort into making all the menus and settings, those usually take a chunk of time to make. Well done.

Lovely little game! Simple, great presentation (especially the tutorials), cute graphics, polished experience, and infinite fun!

Amazing graphics and storytelling! Gameplay was nice, tho it becomes repetitive after a few enemies. I managed to complete it without using parry at all. Still, great work for a first game, keep going!

Hey this was fun! I second what John said, entering only the combinations for left-most item made me play it without ease. It's pretty hard to remember which key corresponds to which shape. I had to use a mnemotic to remember: shape colors are in "red green blue" order, which is same as RGB. :D

Another complaint is that sometimes if two patterns start with same shape, the game doesn't allow me to choose which pattern to enter, so I end up making an unintentional mistake.

Otherwise, pretty polished for a first jam game! Well done!

I think he's talking about "Bacteriophage" submission. XD

Had great fun with this one! It has a nice progression and proper ending. I love the difficulty curve and how you gradually unlock new items and abilities. It's pretty polished for a jam game. Kudos!

Loving the hard arcade polish that's been done on this game! It's pretty fun, and I love the creative twist you implemented (you can hack into literally anything!). I only wish there was some small invulnerability when you hack a thing, because in most cases it takes damage instantly.

Very much reminded me of old flash puzzle games I used to play on Armor Games and similar websites. Glad to see you handled Godot's physics pretty well.

Even though there weren't many levels, difficulty curve was pleasant. I enjoyed solving every level. Good job!

A lovely morbid take on 2048! Small and simple, I love it! The only complaint I have is that very often I'd get unwinnable levels. Also movement speed could've been a bit faster. Mechanics are lovely, I can totally see a puzzle game grown out of this. Nice job!

This game is very lovely! I really love the aesthetics, especially the feathers effect, and birds telegraphing their dive attacks. Making a combo feels very satisfying. Well done!

Very nice use of all 3 themes! I liked the fact that levels are randomly generated, which made each playthrough unique. However as others have said, a 60 second time limit is pretty limiting, and as Bitron said it would be nice if you gained some time with every successful completion.

I agree with everything Cryptic Silver said, with addition that I felt very insecure with aim. Sometimes stars would not get destroyed or Pac-Men would not get pushed away. Some feedback on how the gun actually behaves and feedback on hitting objects would've been very helpful.

Otherwise a nice tiny game!