Yeah! Thanks for playing it live for me! It was very helpful to see how someone approaches the game completely new. I didn't realize how much people would use the map (I had it memorized because I built it) - so I can see how the map glitch is much more obvious when you are checking regularly before moving. I think I may have found the cause of the OOB glitch, but I still haven't been able to reproduce it on my end. I think it may have been caused by multiple if statements when I should be using elif.
archm
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Thanks! The combat was inspired by the statement I once heard, "Dark souls is actually a rhythm game". I'm really glad you enjoyed it!
The C & T buttons were just more convenient than implementing some kind of inventory or real buy/sell system. Maybe I'll learn how to program a real inventory/bartering system someday.
Cool little game. I like the art style for the world, but it seems to be a little mismatched with your character, enemy images and music. You have a kinda gritty theme going and the cutesy world is a bit strange.
The combat is nice and straightforward. When a character uses a turn, it took me a while to realize the portrait turns gray - it's very subtle, I would make the gray nearly black to contrast.
The grid system kept throwing me off, it felt like you should be moving a lot more each square - I don't know if you really gain much by having it so small.
I like that you have minigames.
Nice work.
Wow! Thankyou for such great feedback! I certainly need to clean up the crawler script - it's been deferred maintenance for... 3 years? I'll need to add a few options for things like move/rotation speed. Was the increased volume on the end boss or just a random enemy? I think I had the mix settings different in LMMS for that song. I'll need to see if I can replicate the OOB issue, not sure what would cause it, but I have an idea.
Thank you for checking it out!
This is cool, but I'm having trouble with the door glitches. I'm not interested in brute forcing 1024 possibilities on the 0/5 door. I like the puzzle, but wish it was more stable. The art styles clash a little. I think for the UI sprites, you probably want to model the item with the same low poly as the world, then make an image from that. I like the theme incorporation. The alien environment is great - I can see a lot of modelling went into that with various background items. Very cool stuff, wish the bugs let me finish it.
Very cool little game. I like the squawks you make while you type in a spell. Breaking down walls has really satisfying sound and visual effect. The game feels a bit cramped with the 8x8 pixel tiles and I would have liked to have strafe movement on A & D. The music is probably my highlight - very nice work.
I told someone about how I found the chicken statue - died in my own story - and he bought the statue for £100. I told another man about how I once died trying to get a different statue in a dungeon of mirrors, he bought that for £50. I told the last man how I walked into a mansion, took a treasure and walked out the front door - he bought it for £125. I'm an incredible businessman. 10/10 no notes. This dungeon setup mechanic is a very cool idea.
I like the art style - everything is crisp. I especially like the guard hit sprite. Movement and combat is simple, but satisfying. I'm really glad the game includes fail-forward mechanics.
I suspect there's a lot of stuff I didn't see. It looks like your minimap highlights walls you touch - so maybe there are secret doors? Very cool stuff all around.
I think some background music would go a long way, but I didn't miss it during my initial playthough.
Nice work including all the themes and making it coherent. Ship combat is fine, but it feels a little bare bones. The crawler movement is pretty irritating, it's slow enough to make me miss inputs or regret key presses. Backing into a crate doesn't pick it up. I don't think hunting for treasure crates on a time limit is very fun gameplay. A heist is fun when you are planning your heist, not simply running in a maze hoping to find the last crate you missed somewhere. The map is very helpful, I wish I knew about it the first time I played.
I'm very glad you enjoyed it! I was considering a toggle for the shader, but it seemed a bit flat without it. It's a simple add, so I should just do it anyway. I've not heard of QE as a double turn - I'll look into how to track a double keypress input on Godot, probably need to create some kind of keypress buffer. Thanks for playing and the kind words.
"How are the chicken breathing?" is a pretty haunting question. I really like the gravity mechanic. The puzzles are fun - at times it feels like you need a free look button to know where gravity will put you. The elevators generous. I like the color/boomer options. It feels like the game is missing a system - either combat, or a different type of puzzle, or an engaging story. I really enjoyed my time with it anyway.
It's cool to see another rhythm game out. You need to include a bit more feedback on button presses/timing for the player to understand what they're doing (sfx, visual cues, etc). I fought the first enemy 4 times before I figured out how to dodge. Art is a bit all over the place: Cartoonish items, rust/gore walls and enemies - except when you reveal the sterile ship under it, and all of this is a metaphor for a dying relationship. Maybe embrace the mixed media approach and do something like https://store.steampowered.com/app/2134320/ENA_Dream_BBQ/. I didn't hear any music - just the heartbeat. I recommend using some industrial noise at least, something like Akira Yamaoka. UI is minimal - I recommend using a font other than Godot's default.
This is excellent. Combat feels a little slow, but I suppose that's turn based isometric games for you. I especially enjoyed the variety of music. The UI feels a little too saturated - there's a lot of buttons to press at any one time and it can feel a little overwhelming - especially when I only really care about 3 of them for the most part. I appreciate the autosave feature.
Visually, everything looks good - but the controls are irritating. Arrows + A/D is an unholy fusion on its own. Movement and turning feels very slow, especially since chicken mode is time sensitive. The chicken mode is cool, but only seems to be used for the same key gimmick each time. Magic is your only attack and recovers so slowly, if you run out of potions, you're pretty much stuck kiting until you recover enough for a spell. I would have comments about the art and music, but those appear to be from asset packs.
Lots of fun, once I started to understand the systems. It looks like there's a surprising amount of depth to this entry. So many components to build! The UI looks great, but it's hard to tell what's most important. I would have liked a toggle to have movement transitions. Space movement and combat is classic and fun - but turning feels a little slow - possibly a preference. It would be nice to know what I'm picking up in space, maybe a little popup showing the resource contents. All the art looks good - I'm not sure how I feel about generative AI - but I'm not holding that against it.
Cool little clicker. Nice work for a beginner. I managed to crack 1000 points before the time limit. You're using a much higher resolution than 84x48 and the fade in uses more than 2 colors. I would look into dithering animations to make the growing circle more interesting. Some music would also really help.