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wtfC4ra

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A member registered Mar 28, 2021 · View creator page →

Creator of

Recent community posts

oh cool! this version defo feels more complete <3

really cute artstyle and i love the mechanic of pushing the cart. feels very heavy and burdensome <3
coulda done with some UI to explain the controls. had to figure out E to interact with the cart.

lol <3 adorable

awesome! appreciate all the positive messages too <3

omg i love this game, its really hard but its such a cool idea <3

yeah i thought it meant "kill the request" like get rid of it, and the yellow looked like an eye so i thought it meant "look at this request" or consider it. i think the buttons could stay as long as there was some text to explain which button was which.

thanks! it was a really quick idea, made it all in about 7 hours, more a test of my speed and comfort with Godot than anything else.
thanks for playing!

perhaps a mode for slow readers could be a good accessibility extension

wait red is accept????
oops, i think i proper done the planet bad :|

got 1864 :3
really cute art and music. the minigames were fun, a lil short tho.
specifically on the temperature one, perhaps a visual to show what the perfect temperature is wouldve been good.
other than that, really fun lil game <3

Thanks so much! i didnt think anyone would give the extreme difficulty a proper go.

the main focus on this project was definitely the polish, my previous jams had always been lacking and felt like prototypes, i wanted this one to feel like a finished game, even if it meant cutting gameplay features like held notes or having more songs.

thanks alot for playing! <3

thanks! a big focus this time was on making the game feel finished with the menus and polish, even if it meant not implementing some gameplay features like held notes.

Thanks!

Thanks! I did worry that the switching lanes mechanic wouldn't be very intuitive. i hoped to make something more interesting than just a rhythm game with two buttons.
I tried to avoid having wordy tutorials, relying on simple graphics to get ideas across. i think it might've been possible for me to have both without problems.
Thanks for playing though!

so eerie '~'

really funny animations. rhythms felt very difficult to hit but i got into some patterns that felt good to nail perfectly. 

some visual feedback about accuracy on each note could take this further.

and the victory splash made me chuckle too :3

its like a pixel-art "Getting Over It" with very cute sprites. i didn't get very far, easily frustrated :3
i think the jump visualizer is a little difficult to read. its hard to know exactly how hard my jump is going to be, and it doesn't contrast greatly with the background so i struggled to know if my angle was correct.

really fun lil game, cute graphics. there are some things that felt a little clunky though.

sometimes id wait a while for the wizard to move to the position I wanted them in. perhaps a double-tap Q could change the wizards direction.

the waves felt really strong through the whole game. I lost health on every wave and just about managed to finish with a sliver of health left. It did feel like I was cutting it close even with thoughtful tower placement.

I noticed the towers fire on a simple clock. they would often miss enemies because of this. perhaps if they only fired while enemies were in line of sight?

other than that I enjoyed playing through to the end :3

really clever combining the two buttons to create a third input! managed to get 32 honey and a score 0f 79940 :3

56, love the music :3

thank youuu, i spent too much time on the animations, and without experience in godot i couldn't get all the features i wanted in. how was the difficulty? did the gameplay and strategy make sense? 

B I R B

:D

the music sounded interesting, but the UI is all goofed up. my guess is you didnt test the UI with different screen sizes, so on your screen its working perfectly, but on another screen (higher/lower res, different aspect, etc) the UI is aligning incorrectly. the fix would just be a matter of changing the alignment settings and positions of UI elements in the editor and using the game view in different resolutions and aspects to make sure it will always work.

its a shame that alot of people couldnt play it, including me, however im willing  to bet this could be an interesting word-puzzle game once its working as intended.

Thanks! the swoop is honestly pretty useless, but it was the first "ability" type thing i made before id decided on the movement mechanics and i really liked the fast downward snappyness to it so i decided to keep it, and found a really good sound effect for it too. perhaps a development on this would be to adjust the gameplay to make swooping more useful (and honestly all the abilities).

Thanks for playing!

this game is incredibly polished! the puzzles are super fun aswell. i was able to complete them without using most of the cards or cells, but i imagine there's a way to do it in one go instead of multiple turns.

i love the visuals and the music, and the ideas were quite easy to get the hang of. 

only two slight issues i had: it took a moment for me to figure out that you had to drag the cells onto the cards. once i noticed the dark patch i figured it out, but a much clearer indication would be great. second: pressing Reset  re-opens the tutorial, which was mildy annoying when trying over and over.

this issues are still quite insignificant, and the game is very enjoyable regardless! definitely one of the top submissions in this jam afaik.

Thanks for the feedback! yeah the problems you brought up evaded me for too long, though are absolutely what this game would need. had i payed attention to the deadline i couldve made slightly more interesting and clear UI. i also wanted to add a render feature to highlight food periodically but couldnt figure it out in time so just had to leave it.
and thank you for playing it! means alot as this is my first jam AND my first completed game, so every little tip, hint and critique is massively helpful.

edit: ive added a WebGL build to save the download. for some reason i was worried about performance, but i forgot its now 2021. enjoy!

very fun extension of Sebastian Lague's project. would be nice to have a time-scale slider to speed up the simulation. they move a little too slow for my liking

cool visuals but i couldnt get my head round the first puzzle, and the lighting was very dark in some places

the mechanics feel great! the idea is really cool, and the level design doesnt feel incredibly punishing. you fall just enough to want to get back up there. very simplisitic yet very effective. perhaps ill come back and finish this game some day

amazing visuals and quite well put together, but knowing what i could interact with was somewhat unintuitive (i couldnt interact with the books on the ground which seemed odd for example). also i was unable to do the first quest to get the lever. wasnt really sure what to do.

this was quite fun! sad to see it was only that one level, but its cool that you plan to develop further! love the music and the VFX btw. really clean

Sorry, I was out with family a moment ago. Here's the link to my game

https://ciankiwi.itch.io/bird-game

really cool development ontop of that Brackey's Tut (im assuming its inspired by that, sorry if not). the music is a bit dodgy though lol

definitely a challenge. the earth on the right implies there is a next stage, but keeping the segments together without losing them is so hard. perhaps if the red dots died after they take of 1 or 2 segments, but i enjoyed trying to work against the rotation to dodge the dots.

funky music too. id describe it as gooey

enjoyed playing this. the controls are a bit clunky and the AI dont see me very often so i can just kill them without a fight, but with some bug fixes and further development this could be something amazing!

loved the music too

i couldnt build my game because i was missing a module, but the install took me too long and ive now missed the submission deadline. is there anything i can do?