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Changbot

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

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Thank you so much for your feedback! We have a new build ready to upload post-jam which should hopefully fix a lot of the controlling experience that you and many others have commented on. Thanks for taking time to play our game :)

Thank you so much for your feedback! Definitely will be thinking about lowering hitboxes on spikes and adding controller support! :)

Very interesting idea so bonus points for that. Answering honestly and receiving the (what I assume) is the “bad ending” was a bit anti climatic. I know you only had 24 hours to work on this but I would’ve loved to see more narrative over anything else, especially when the core mechanics was clicking a button. Overall, really great job for a last minute submission!!

This is such a cool and simple game but with such a great level and puzzle design. Great use of the theme and would’ve loved to see more mechanics integrated in this game

Some feedback:

  • Tutorial/Guide on how mirror throwing works: Level 9 was difficult, not because it’s puzzling difficult but because there wasn’t any instructions “on having your mouse further away, throws it further.”
  • Level 10 was a bit anti climatic for me: I was trying to throw the mirror, shoot it mid-throw to hit the charger while also having it land at the exact spot I needed to shoot the next charger. Unfortunately, I found out that you could reach the 2nd charger with just a nice angle without the mirror you started with. Would’ve loved to do the mid shot way with a slow motion mechanic.

Overall, really great game! Definitely up there!

Sorry to hear you got softlocked! Hopefully you still got to explore all 3 worlds.

Thanks for your comment and for trying out our game!

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This game is stunning!! Like I am so impressed how quickly you managed to make this this game! The soul leaving a message on deaths was SUCH a nice touch. The atmos, the art, the sfx, the gameplay all worked perfectly with each other, it was so well done!!

Some feedback that I have:
- The banish mechanic (although doable), could've used some VFX, that would've really amplified the game and provided the player an understanding of how far the range actually is
- Didn't really enjoy the invisible cooldown on sprint and banish. On a game that has 0 checkpoints and crucial timings, I feel like a visual indicator was required. If I pressed it too early for whatever reason, I didn't know how long to run away before it was up again
- Text legibility. I loved the haunted theme text that you added on the notes but I also found that it was quite hard to read some of them. This resulted in me just skipping by some notes which was is why I got lost but this then leads to my next point
- Map Scale. I think it was a bit too big and empty for the objective of the game. I almost stopped playing after I died twice when I collected most of the parts. Especially when I spent a long time on the first run going in circles trying to find everything and I wasn't sure how long left. Alternatively, if you wanted to have this big forest map, I think you needed to go into the following:
- Create a Map button. Having a button that opens the map of the forest and shows where you have explored or unexplored would've been really handy due to the scale of the map
- Escaping. I feel like having something like "Crowbar required"  "'Key required," etc, rather than "Repair Trapdoor" would've provided the players a clearer indication that they weren't done. I first used the handle on the door and thought I was done and the ending was bugged
- Tiny one but the audio on the door opening at the end is WAY louder than the rest of the sound effects, got a mini jump scare when I opened the door haha

Overall, everyone should play this game because it is actually amazing and unique! Great job on your 3rd Godot Jam!!

Thank you so much for your comment and for trying out our game!! Spot on about the camera being old school, that will mean a lot to our team, especially our programmer.

Sorry that it was a bit buggy! Not sure how you played the game but playing it in 60hz and downloading the windows version is the smoothest experience (as far as our playtesting went). If the bug was "interacting with an object and getting stuck in a dialogue loop" , 60hz would've fixed that. Obviously not very ideal of us to make the testers change their refresh rate just for a 10 min game, but that was the fix that we found post upload. The chase sequence was meant to be faster as you go from one world to the next but yeah, maybe we should've increased it for the first 2!

Spot on again about the paintings like SM64, thank you for the kind words!! (Haven't played Myst before so I might have to check that out!)

Could you give us more details on the game breaking bug? Not sure what would result in a reload but would love to hear it! (And hats off to our programmer again for the load game feature!)

Very nice and well made game, especially for your first godot jam! Hopefully I'll see you more in the future! Great finishing touches such as the vampire animations, the wizard animations and the sound FXs.

Would've loved to see a tiny bit of variety in obstacles as the music amps up (other than just fireball and lightning and speed) to make that little bit more intense.
Didn't really notice the "Through the teeth" wildcard until I read one of your comments below. But that would've been amazing for the wizard to trash talk and be like "HA! HA! Tricked you!" but I still love the lie in the fireball

Now this could just be my personal thoughts on endless runners (so take this with a tiny grain of salt) but I would've loved to see the vampire have an attack and the goal is to kill the wizard. And the wizard would be moving up and down with random movement. Then this could lead into multiple levels where one is a lightning wizard, a fire wizard, etc

Overall, very well done! Congratulations on your first Godot Jam!!

Thank you so so much for playing our game and downloading it to get the fullest experience!! Wish I could pin your comment so other testers can follow the same as it does make quite a big difference! (We have wrote in the description of the browser page but maybe we weren't clear enough. And I do understand downloading stuff can be a tiny hassle)

Thank you for the feedback! Totally agree with you that a minor light source from a player could've assisted our game! Thank you also for your kind words and I'm keen to check out your game when I get a chance!

Thank you so so much for coming back and trying it out!! And thank you again for another batch of feedback! Inventory and hints sound like a great idea!

Yeah so the browser version lighting is really bugged out and we weren't really sure why. You don't have to give it another try but the windows version does have better lighting if you wanted to check it out for what it's meant to look like hahaha
As for the popup text, there was also another bug where if someone has a monitor above 60hz, it'll break the interaction and you get stuck in a loop even though you didn't press interact that many times

(I also couldn't figure out the spoiler thing, didn't know how to embed it into my previous comments haha)

This game is great!! Feels like "Into the Gungeon" and "Binding of Isaac" had a Godot baby. Such a well made game and if you guys go further into making this an actual game, I'd definitely buy it!

Some feedback:
The bottom wall blocking the player was very annoying, lost a lot of my health due to not being able to see the enemy
Wish you could've had multiple upgrades and it gets very out of hand like Binding of Isaac
Ammo tracker could've been a bit nice, especially in the early stages
Player health not showing in shop, this would've been nice as there was times where I entered the shop, I didn't remember what my health was, so I wasn't sure if I should've bought a health potion and then left the shop. This then leads to my next point
Single access shop, because of my previous point, there was times where I just didn't get to buy anything cause I had to leave the shop to check my health
Not sure how the "it's broken" and "Through the teeth" were used in this game
Would've LOVED a boss fight after I had my 'build'

I felt like the shotgun muzzle was the strongest option, felt like I had way more projectiles and the range didn't really get hit that bad.

Overall, stunning game guys! Very well done!!

Really unique game!! Felt very old school or even like the "Only Up" style of games! I think you could've leaned into that concept more with the hard controls. I wish I could've joined in the ending (like pressing WASD each will have a different dance pose)

Some feedback:
The audio is really loud. Especially since there isn't any audio settings, I think you need to set the BGM to a lower amount because I was not expecting it to start blasting.
As others have mentioned, I was waiting on the start screen for a while, thought it was loading or even broken haha. Definitely needed some guidance there.
Attacking I think should've been a projectile. Spawning only in front of you felt tough when you had to jump to the next platform and there was an enemy just guarding the ledge
Not really sure how the "Through the teeth" wildcard was added

Otherwise, very well done and you had really great ideas!

Very neat and very simple game, pretty well made

Some feedback Minor Spoiler Alert (for those who haven't played yet):
The level 4 puzzle felt a bit lackluster, I feel like it would've been cool if the 2 weights had file sizes and then you have to even them out. Would've added that 1 extra layer that would've made the puzzle interesting
Some BGM or Atmos sounds would've added that little extra touches to make it cleaner and more fleshed out

I was actually really sad how quick that ended and wanted to explore more and work on more puzzles! Great job for your first godot jam!

Really great concept!! The art, the animations and the SFX was on point! Such a well made game and really captured the theme and the wildcards

For some feedback:
I'm personally not sure how I feel about the mouse movement, maybe one that follows the mouse rather than clicking as it didn't feel super smooth at times. (So if the mouse is sorta in the middle of the character then they would stop moving) Or even just WASD movement I think could've worked well but I like the idea of mouse!
Some enemy variety would've kept me hooked on this game!
The mana and health flowers maybe could've been clearer. I think they blended in TOO well and I ignored them until I ran out of mana on the first time
Mana Regen I think would've been a nice quality of life, even just a tiny amount

Overall, really great job! This game felt almost roguelike (almost like Brotato and Vampire Survivors) so if you plan on working on this game in the future to that extent, would definitely love to see that sorta style be implemented! (Hit me up if you do create something like that hahaha)

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Thank you for your feedback! Yeah we aren't sure what happened but the in browser/HTML game was super dark, almost like it didn't bake our lighting! Highly recommend to download the windows (or Linux) version of the game and all those lighting issues should be fixed!

As for the character going off screen, sorry to hear that! With all these fixed camera perspectives, it was really hard to make sure every little bit was covered! If you do give our game another go (through the downloaded file), I would love if you could add a screenshot of where you disappeared into. If not, that's totally okay and we all still appreciate it for trying out our game! :D

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Thank you so much for your kind words!! I think I'll go upload some screenshots now after this!

Ah yeah so I think:

SPOILER ALERT
After you get the beach shell/spiral, there is a bathroom with a bathtub which will give you a key. This key will unlock one of the rooms near the start and you can hop into a new level.

If you have free time, I would love if you could try it out again and you can experience a couple more levels that you might've missed! If not, that's totally okay but thank you so much for playing our game!! :D

Really cool mechanic! Wish it had more content and models but really great job for what seems to be your first Godot Jam!

Damn this game needs to be showcased! It was so well made!! The music, the narration, the story, it all combined so well together for such a unique experience that you don't get from most games! This game is amazing!

Some (mainly personal) feedback:
- I personally wasn't a fan of the graphics, it sorta hurt my eyes at some stages
- I know you guys were going for more story driven than gameplay but I wished there was more gameplay. I feel like I would've loved if you had to walk back from work and you would see like instances of crime and murder, the character would start panicking and then lead to the current gameplay that you guys have of exploring a forest looking for her.
- Don't get me wrong, the storytelling and narrative was absolutely amazing but it felt a bit anticlimactic in the outro (Specifically, paragraph 2 of outro, don't want to spoil it in case people read comments first). I was more expecting the other route but the overall meaning was still stunning!

Obviously, very well done, this game is amazing!! (P.S. the narrator better be going into voice acting :P )

This game was sick!! I didn't expect to see a racing game but I love it! You've already made comments in the description but the lack of music, SFX and tracks was a bit sad and I think would've amplified the gameplay sooo much! Keen to see if you add any of this post jam!

Some feedback:
Didn't really feel the "Haunted" theme, the messing with controls is a great idea but I didn't really feel like it made that much of a difference. That and I feel like most of the time, I didn't kill anyone and was just flooring it.
The items (bullet, shield, money) felt a bit misplaced. I feel like you tried to make it so, to get the items, you have to go out of the way for them. However, when the driving is simple and doesn't have handbrake/drift, slipstream or any other catch-up mechanic, it felt like too much effort to go out of my way for them.
Colliding with other cars felt so painful! It just killed every little bit of momentum and felt like it held you back way more than it should've
On the contrary, being too far ahead was also a bit boring. I was almost slowing down so I can make it more intense

Honestly very very cool game!

Very nice simple game, you definitely captured the Haunted theme and Pursuer well! The zombie chasing you was a great touch but the lack of visibility was a bit harsh (in my opinion). In my early playthroughs I found myself running into the zombies constantly without even noticing he was there. I then started playing REALLY slow and it sorta ruined the pursuer concept. A small indicator maybe would've helped that? Otherwise well done!!

Such a fun and simple game!! Wish there was more levels and more destruction to be had is my only feedback! Great work!!

Hi there! Thanks for trying out our game and for the kind words and feedback!!

Fullscreen would be a great idea and we will definitely check that out if it's better!
Ah that's sad to hear but yes we do have save states so hopefully you got to test out the rest of the game!
Yeah we weren't sure what happened but the HTML version makes the game really REALLY dark so if you would like to try out the windows version, you should hopefully have some more light and visibility for a better experience :)

Keen to check out your game soon!

Thank you for your trying out our game!! You were really close to the end as well :')

Thanks for the valuable feedback! The tank controls felt like the best way for us to control it as doing our camera setup was one of our bigger goals but I totally understand how they can be a hassle a lot of times, especially running away! Keen to check out your game when I get a chance!

Thank you for your feedback!! We also have just recently re-uploaded the game as there was a game breaking bug that missed half our content!

I love how similar our games are in terms of mechanics! You need to teach us how you did the "hold temperature between certain degrees", we were originally planning on doing that but couldn't figure out a way to do it within the timeframe!

I love how you have designed this game. On my first playthrough, I was multitasking trying to keep the temp going while building the parts and it was a lot of fun switching between the two. However on my second playthrough, I realised I didn't actually have to do them simultaneously which was a bit of a disappointment. I could work on 1 task and finish the other one later. I think it'd be great if you had implemented a way so you can't build the part (click space) until the temp was within the zone. It would've added just a nice little layer on top of what you had already! (in my opinion)

Otherwise, great game! Espeically for your first Godot game and being solo!

Thanks for playing our game! That was our goal to create a bunch of small mini games into a game (sort of like cooking mama style). I look forward to giving your game a go and look at the similarities!

Yeah we've gotten a lot of UI feedback and plan on fixing it post game jam! We just ran out of time :(

Thanks for playing our game! Was the cooling/water barrel game a bit too difficult with the disappearing time?

Absolutely wonderful game that you guys created! I downloaded the game and used Parsec to play with a friend of mine. I love how similar it is to Risk of Rain 1 gameplay (assuming that was your intention). The style of showing how weak you feel early on in the game to becoming super OP and messing up anything in your way was beautiful. Hearing the one or two lines from the song you had made me love the music! Loved the “roll of the dice” upgrade, that was by far my favourite part, finding out I could dodge, crit, extra jump, extra bullets, regen, etc!

Some small issues that I encountered:

  • Enemies sometimes would spawn on top of you, instantly damaging you.
  • We had some multiplayer issues (could be controller, parsec or game related, unsure exactly). Basically my friend who joined on controller (through parsec) would count as two players (one controller and one keyboard) and we could only remove the keyboard one after he readied up.
  • Similar to the issue above, when restarting a run, we couldn’t see the 2nd character during the character select screen but when we loaded into the game, he was there.
  • The D-Pad (using Xbox controller) seemed to sometimes revive someone even though we were nowhere near the dead body
  • Health bar sometimes wouldn’t show full after getting revived until you took a hit.

Some feedback that I think would make the game better

  • Would’ve loved to see a final boss fight! 
  • Would’ve liked to continue the run even though I completed the main mission/objective. I was super sad that the game ended there (that’s how you know you made an enjoyable experience!)
  • The “roll the dice” as much as I loved the upgrade, seemed to be a bit too OP, ended up just getting a bunch of that rather than the other upgrades.

Overall, phenomenal game! I 100% would buy this game on Steam if you guys were to add some extra mechanics and really flesh it out. Great job everyone!

Thank you so much for your wonderful comment and feedback! Sadly, most of our time went to devloping the main mechanics of the game and ran out of time for UI elements! We are currently working on it for post game jam so we can update it for those who have trouble seeing our awful texts. Hope you enjoyed playing it!

Thank you so much for the feedback! Yeah we were wanting to change the text of that before submitting but completely forgot about it! Hope you enjoyed playing our game regardless though! Can't wait to try yours with local co-op when I get a chance to!

Thank you for the feedback! I definitely agree with you, my favourite one compared to the others was hammering down the weapon. Hope you got to give that a try on the hardest weapon along with the sharpening! Thanks for playing!

Thank you so much for your feedback! Can't wait to try your game when I get a chance!

Thank you for playing! I agree the "A/D" Minigame is super tight but that's why it's a difficult weapon to craft haha! Hope you had a great time playing our game!

Thanks for playing! We are happy you enjoyed playing our game!

Thanks for playing and the feedback! Yeah, we wanted to vary it a little bit from each weapon but we ran out of time. Thanks for giving our game a go though!

I love how similar our games are! A relaxing blacksmitch crafting weapons. You did a great job, especially for a solo designer! Keep it up!

Love this style of game! Wish there was more levels and mechanics but I love what you have added!

Holy crap, this game is amazing. It felt a lot like Vampire Survivors with your own touch to it. I have no clue how you managed to create all this with the time provided but amazing work from everyone!

Did have some audio issues when loading between each fight and had a bug where adjusting the sounds in setting then instantly returning back to the main menu broke for a second. But other than that, this game is amazing and would love to see this out there someday if you plan on working on this further!