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xett

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A member registered Aug 04, 2020 · View creator page →

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Very cool prototype, strong foundation to work with! Imo parry feels a bit strong and sometimes didn't work (namely the boss enemy, felt like i timed correctly with the sparks indicator, but might just be a skill issue). Love the synth designs tho, synths need more appreciation <3

Wow I wasn't expecting others to have nearly the same premise as I did xD. The art and voice acting are all extremely well done. The only issues I have is the gameplay, with some puzzles requiring you to reset traps but you can pass through them. Also it was really easy to get stuck in corners and on things for some reason, so I wish there was an easy reset level button. All in all, really cool, respect our poor little kobolds :3

Thanks for the great feedback!

Yeeee I probably spent far too much time on the water physics xD, but I'm glad a lot of people are appreciating it as much as I do.

For movement and the speargun mechanics, I was leaning more on the realism side. Originally wanted to make the swimming more complicated and involved, but I remembered water levels suck and scrapped what I had for standard platformer game feel. If I had more time, I would expanded more on the swimming to be like DKC.

Fish spawning was a bit of a late addition for me, originally was going to have a much bigger world with specific fish placements, but didn't have enough time. To be honest, AI pathfinding and logic is one of my least favorite things to code xD, so I opted for complete random movement simple run direction math.

Roguelikes are definitely hard to pull off for game jams,  so it's impressive yall were able to make one!

I wish the base speeds of everything (forward speed and turn speed) were increased (unless I was unlucky and couldn't find a speed upgrade xD). I also didn't fully understand how going underwater works, I saw a gauge but it would be empty and I still couldn't dive down. Also took me a third run to figure out that you had to hold T to grab onto enemies!

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Really like the spooky thalassophobia vibe of this game, reminds me of subnautica. But I really didn't know what do other than explore? xD I couldn't find a way past the lack of collision in the tunnel, so I tried to find other places. The sea monster is cool!

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Wow, I wasn't expecting such a heavy topic like this, but it does fit with the theme!

The writing in this game can be a bit hard to understand and kind of disrupts the tone. Also, the final puzzle that takes you to instagram is cool in concept, but imo was very annoying, especially because the text is so hard to read. Not to mention I haven't downloaded instagram in forever! I somehow got past it by typing in the right code randomly. 

haha "simplistic" is a great way of saying "amateurish" xD. It's funny how many people are saying the UI (I'm assuming battle UI) is the most polished aspect, despite the battle flow and UI code being probably the worst thing about the project! And maybe one day I'll have the motivation to make a full on RPG :3

Possibly... With MMBN coming out soon I've been itching to try and come up with my own version of its combat, and the digistrider could easily be translated to that. I'm doing the level 99 jam this month so if the theme blends well who knows I might end up reusing the setting.

You said setting, but I'm not sure if that was another way of asking for updates, and if so, most likely not. If you read my postmortem, you'll see that this project was pretty demotivating to work on xD. I love the setting of a cyber world but creating dungeon levels in the traditional 90 degree turn dungeon crawler way is def not my style. And if I were to go back, I would completely overhaul the combat again bc despite most people saying it was the most polished aspect of the game, its code was ABSOLUTELY NOT polished.

If I had more time I would've scripted a tutorial segment, but I didn't have time. I was hoping that people picked up on the "x.5" in the UI to show that chaining the same moves is ineffective and did less damage. If I had more time I would've also explained how focus boosts your damage and protect halves the damage of the next enemy attack.

A big inspiration for this game was SMT, and as a stretch goal I wanted to add a press turn like system (exploiting weakness giving you bonus actions), but in the time I had it would've been impossible.

I like the concept, but I wasn't able to finish this game. The first boss was difficult even after getting a magic card from the shop. I wish shield cards were better as they feel like a waste of a turn. Also I wasn't a big fan of having to backtrack all the way to the game shop to try different decks. But I appreciate that the combat is more than just swinging a sword a bunch!

The art for this game is great! I love the underwater and sea creature aesthetic too! Also maybe I wasn't picking up on something but I literally couldn't find any firepower on my first playthrough and kept getting battles xD.

unfortunately i don't have a mac, and Godot 4.0 has problems with web exports. Not sure how I can debug this because everything runs fine on my end. My only thought is FileAccess since on the next scene the game saves.