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Ysendrin

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A member registered Jul 22, 2018 · View creator page →

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Hi! I tested your game and I thought I could give you some insights. I'm myself currently trying to make a game with first person melee fighting so testing your game was quite useful to me.

What felt great:

  • the graphics and animations: the red slashes, orb picking animations, etc
  • the impact is ok
  • movements are great, the dash reminds me of Tracer's and feels great to use
  • the parry move giving back posture and health is a good idea and works well in 1v1

What felt off:

  • the parry move is only efficient in 1v1 or 1v2; as soon as 3 ennemies attack you it's impossible to defend yourself unless you dash in and out for every attack you want to land, which makes the game very slow
  • landing more than one hit on an enemy might feel better it was staggering him instead of him just attacking like nothing happened
  • not being able to block the shurikens since it's hard to see where the ninjas are throwing them
  • animation driven combat with only hands being visible makes the telegraphs not very clear; when fighting more than one enemy it's hard so see when they're attacking

I think the main thing is that since enemies are attacking randomly, you can't parry them all and the block is so weak that you get pushed out of posture everytime you try to parry something.

I hope any of this will be useful to you and thank you for doing some devlog on this, it's cool having some insights on what may works and what feels weird.

I think UI has been a struggle for us all ^^

Thank you so much for giving it another go! This is a really heartwarming feedback! Someone else found about the small glitch in the wall. I'm sad I didn't find it when testing it out ^^'

Cool little game. I like the search and experiment kind of game. Graphics are ok, music is fun. Even got me a little spooked the first time the monster appeared. It was kind of fun exploring the area, putting plants in the constructor to see what would come out of it.

Here's what bothered me, though (from most bothering to less bothering):

  • 20° field of view
  • Really short day/night cycle
  • O2 coming back so slowly when at spaceship. I have to wait for a whole day to go back outside, even with the tether connected
  • If I hadn't read your comment on the glue thing, I'd never have understood the vials are glue vials
  • The watering and shovel seem to be useless? There's not really a "farming system"

Some bugs I found:

  • After dying of asphyxia once, it seems I could not die anymore
  • After dying of asphyxia at night, the monster did not disappear during the next day
  • I feel like I can't hammer anything out, but maybe I needed something else?


That being said, I really liked the overall style. The UI animation at the beginning is nice and makes the thing feel really polished. It did a good job making me feel on a forsaken planet and really wanting to get out. Alas I could not fix my ship :(
I feel like only a few parts are missing to this game to make is super cool! Actually well done :)

The gloomy ambiance is nice. I love the vegetables with eyes and spooky details. I can say that the systems work well. You got the cleaning plots, planting seeds, harvesting working nicely. Even got a crafting system.

Now, having to drag and drop every single item every single time feels like a chore after 10 minutes playing :( Especially for the cooking, since there seems to be only one recipe and it needs 3 vegetable. I've spent so much time dragging and dropping things into this pot ^^' I got to say we spent a lot of time wondering how to make the UI in our game and even now, w're not satisfied. I think we spent 4 days just trying to design something efficient and we're not there at all. UI are a real pain in the ass!

The train characters design is funny, and the gravy ruling the world had me laughing! I think you still have a lot to work on but this is a very solid start!

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Nice entry! Loved the theme and the mechanics are pretty well implemented. The flail trick is especially fun to use!

The only thing that felt off is that I think the character's hitbox is a bit bugged. I got hit but bullet that wasn't on me an awful lot of times ^^' Also I sometimes could not harvest people and didn't understand why.

Loved the graphics and characters. Also love the word play haha!

That's a nice start for a first solo project! You got a lot of things working, even if the polish is not there yet, I feel like you're getting a good grip of it all. I think it lacks some features but the ones you did implement seem to be working fine.

You can find more more tutorials for godot on youtube with PlayWithFurcifer, (GDQuest and Godotneers as mentioned earlier), Heartbeast, and FinePointCGI. I think there's a lot more of them, but these are the ones I like ^^

Good job, keep learning :)

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Thanks for playing! FFCC might well be an "inspiration" haha!

SPOILER:
The double jump in the first camp area requires some other power up (as the sculptures are supposed to tell you). Did you try it on the wall behind the house with the carrots? Maybe this one needs a sculpture as well :thinking_face:

Mmh, maybe we needed to explain this a bit more. You have to look around a lot when out of town, more seeds and water cristals can be found over there. We wanted to make a game with little indication and let the player explore the environment. It might lack some guidelines on what you can find outside in addition to the water cristals.

Anyway, thanks for playing and commenting!

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Hey, thanks for playing! I fucked up the last export badly and of course I didn't test it...

It's now all fixed and there will be sound and the correct exploration spawn. If you are willing to try it out, I think you'd appreciate it even more ^^'

We are aware of the "hoe crash" as we mentionned on the itch page and didn't manage to properly profile it. It seems to be due to godot taking slightly too much time to load shaders and Wwise not liking it. We tried several fixes and thought we were good since the bug wasn't reproduced on our computers. I guess we're not. At least it happens only the first time, I think because then the materials are cached ^^'

The camera angle shifts were really hard to manage, I think I lack a bit of experience on this point. It was my first time making a 3rd person game. Also with the scope we had (which was wayyyy too big), I decided to give up on certain places where multiple angles were a bit clashing as a trade off to get to work on other features.

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Thanks a lot for the comment!

Actually I fucked up my last export and thankfully Figerox allowed us to make one last correction. I put back the sound (ugh) and repaired the exploration spawn which was not supposed to be in the ghost town ^^'

I can only encourage you to try out the "real intended experience" lmao. 

Very cute game! Combining farming, crafting and selling things in a coffee shop is quite clever and provides cool gameplay. Love the chill vibe and cute graphics ^^

Well done :)

Thanks!

Very farmy, kind of spooky, very polished and fun! That's an awesome entry, very well done!

Loved the art and the music, especially that FF7 "vibe" during the last wave haha! GG!

No problem!

Please take a look at our game, and give us some insight if you will ;)

Man I love this! I spent like 40 minutes playing without even noticing! I only stopped because of the message telling me I'd seen it all. Really nice game!
I realise only now that you can hang pots on the border of the screen. Maybe you could have made this more obvious with nails :thinkink_face: Also, having a recipe book of the potions you've already found would be cool.

I love the art, love the audio ambiance (except the frog), the chill vibe (except for the night), they all fit the gameplay very well. Having to stir the potions makes the thing kind of immersive, which contributes to the great vibes!

I found some bugs:

  • clicking on seeds in the shops clicks through to the tools or plants behind the tab
  • you can shut the frog up by dragging a pot or potion on it then dropping it back on its shelf (very useful, don't fix)
  • you can buy things you can place and have to trash them, losing money :(

Very solid base for a solo dev! The art is really good and all the mechanics work perfectly, well done! I was really not expecting the thing from the sewers haha!

I found a little exploit where if you stand between two tiles, you can interact with both of them.

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Ok I got to play it! There's still something weird with the steering: as soon as I press the right trigger, I can't properly turn anymore.

I see a lot of potential here. The premise is great but while playing I was picturing a game where you would do turns around a circuit and have to pass through areas to plant or harvest wheat while trying to beat a time. In the state of your game, I could not go fast since every turn is 90° (if not 180) :/ In the end I was always going slow to get to be precise and would never enjoy the full speed potential of my tractor :( Maybe I didn't get it and it was not about speed, though!

Other than that, it is now working pretty well. Without the steering thing, I think the driving would great. The ambiance is fun and the graphics are working along with the global amiance of the game. Having a variety of levels is a plus. Very well done for a 2 weeks worth amount of work for 2 people!

That's all! I also like to provide a comment with my thoughts ;)

https://pixelsoba.itch.io/stories-of-water-cristals

I'll try unplugging my controller to see if the key oard wakes up ^^

I think the L thing is really bothering haha! Usually, we use a normalised vector to avois going faster. Dividing it by 2 is a whole other level ^^'

The enemies often attack during their death animation, while they fade away.

Really solid game! The voice acting is really cute and the lines are pretty funny ^^ Graphics also participate in the overall cuteness.

Everything works perfectly, the most impressive thing to me being the building (or plowing) system. As a base, it's all pretty great. Didn't try to save and load, though.

Well done!

Ok, I manage to start a level. I'm sorry but have you tried your export? Keyboard does not do anything and the controller is broken: triggers don't make the tractor move, but pushing the left stick to the left does. To go foward, I push the stick to the left, to turn left, I have to push it up and to go right I push it down. Could not go really far as I always end up stuck on a wall or a tree... My best score is 13% wheat planted.
Please ping me if you manage to make it playable. I really want to play Need for Wheat x)

I indeed let myself believe that if the game was so hard, it's because I played it alone. I was actually very difficult to explore. I had to find every seed after delivering every crop of the previous kind. I lost once or twic, looking for them ^^'

I had to fight so much that I didn't even have time to water all of my crops in a whole day haha! I think it would be great leaving more time or spawn less enemies when playing singlet-player.

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Nice entry, I'm happy to see more and more godot games in jams! Love the style and the ambiance really is grim ^^ The dynamic grid system is a bit clanky but pretty impressive. The combat system is rough, not seeing the mouse makes me look in a random direction every time I want to aim.

As far as I admit that it was said too abuptly, I must reckon that the game feels way too "objective-less". After 4 or 5 days, we get the formula and the lack of perspective does not really push to play which is really sad since the game is polished and plays well.

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I don't think that not having tried to make games means that you can't talk about games ^^'

That being said, I think this person does not realise they're commenting on a jam game, which means a lot of things might have been chopped off an idea just to go to core mechanics. We experience this often when presenting our jam games to friends, they tend to stop on every detail we knowingly ignored because we thought it was not very relevant and necessary for the jam.

It's cool that you reacted and got him to appologise for being so harsh, though.

I think there's a problem with your export. It's suppose to be embedded in the web page. I don't think we can play right now.

Very beautiful game, I love the style. Relatively bug free (since there's the thing you won't fix, which is actually great for a game jam game). Not much to say haha! Very well done ^^

Very beautiful game, I love the style. Relatively bug free (since there's the thing you won't fix, which is actually great for a game jam game). Not much to say haha! Very well done ^^

Mmh. It appears I can't start the game. I'm stuck on the main menu, impossible to click on anything and no key seems to start the game. Please help!

This game is so hard! At some point there were so many spiders that I hardly had time to water my crops ^^' I manage to beat the boss but man, it was difficult. Funny storyline and cool graphics for a jam.

I encountered a bug: if the fight with the Very Tall Man takes more than a day, the cutscene starts over and then you get stuck in it while the game still runs in background. I had to wait and lose to try again.

Great work overall!

Oh man I really wanted to make a couch-coop game, so cool you did it! I get hard Realm of the Mad God vibes and I love it. I wish I had friends to play it together :(

Here's a list of things that kind of bothered me :/

  • Attacking with Q feels weird, I would have appreciated a thumb button (like C)
  • Walking diagonally takes as long as walking along an L. Why?
  • Unavoidable attacks, and monsters that attack when they're dead...
  • Grinding is way too slow. I killed like 20 mobs and didn't get any upgrade. I feel like that's quite long for this gameplay ^^'

Also I had one bug: during a night, the screen went pitch black at around 4 am. Had to restart. Other than that, it works pretty smoothly.

Overall cool idea! Farming monsters definitely a nice twist to the farming-game game.

Oh man I really wanted to make a couch-coop game, so cool you did it! I get hard Realm of the Mad God vibes and I love it. I wish I had friends to play it together :(

Here's a list of things that kind of bothered me :/

  • Attacking with Q feels weird, I would have appreciated a thumb button (like C)
  • Walking diagonally takes as long as walking along an L. Why?
  • Unavoidable attacks, and monsters that attack when they're dead...
  • Grinding is way too slow. I killed like 20 mobs and didn't get any upgrade. I feel like that's quite long for this gameplay ^^'

Also I had one bug: during a night, the screen went pitch black at around 4 am. Had to restart. Other than that, it works pretty smoothly.

Overall cool idea! Farming monsters definitely a nice twist to the farming-game game.

Nice little game! I think it all comes beautifully together. The puzzle-like minigame of arranging crops is a pretty cool idea. I can easily imagine this game with a shop management system, or something like that (as in Shoppe Keep).

The only thing that really got bothering at some point is the watering part. I felt like it was unnecessary and tidious :/

Loved the chill ambiance, the doggo with a hat is great and the "puzzle-farming" was fun, well done ^^

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During the day, you spread soil on the A1 road and sow seeds in it. During the night, you fight CRS's that try to destroy you crops.
Whadaya think?

Hey, the discord invitation link on the home page expired. Can we get a new one please?

Rated! I hope I wasn't to harsh on the feedback!

Pretty strong start. I guess I'm too bad but I couldn't see the end of the game. Some doors would not open and I gotta admit I got bored of watching the cutscenes over and over ^^' However, I like the idea and I like how we don't understand the mask thing at the beginning only to get pieces of information during the walkthrough.

I think a lot of gameplay elements need balancing but the idea is good and the game is not so far to feel good to play to me. Here's a list of things that kinda bothered me:
- it's hard to see while out of battery
- enemies sometimes get stuck in doors, blocking the way
- drones are really fast, especially the first one, it's hard to recharge while dodging enemies
- enemies are hard to see under the drone
- enemies and environmental lights are easy to confuse
- no skip button for dialogues and cutscenes

Other than that, the game looks great! I would gladly give it another go if you manage to balance it a bit! Nice entry overall :)