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hoodscott

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A member registered Aug 19, 2019 · View creator page →

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knehT eey pertS!

I'm still going back and forward on whether to make the game longer but easier or keep it short and hard.  It feels like there's some line there that a hard game can still be fun as long as it sufficiently short.  Flappy Bird is the extreme example of this I think.  Considering an average playthrough of this game is maybe 2 minutes compared to Flappy Bird's 10 seconds I might be a little bit over that line.

Glad you had fun!

Thank you!

Agreed that the difficulty needs tuned a bit - a lot of the feedback is regarding that.  I messed around with having the first round be a letter swap, the second round a vowel thing, and then the rules only combine in the third round so that it builds a little slower but I felt that it made the game a little too long.

I like the EA flip idea - making up garbage as I go is how I came up with most of the rules, haha.  I had some worse ideas like turning all the letters upside down and having Caesar ciphers as rules.

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This game melted my brain - it was surprising to me how much more difficult a maze is when there are different levels.

Really good idea to give the player Hansel and Gretel style breadcrumbs to let them optionally mark the way.  It would be cool if you got paid based on how many artefacts you pulled out of the maze to incentivise the player to hold on to things.  It'd also be nice to let the player walk past an item without picking it up.  A couple of times I placed an item and then accidentally picked it straight back up again although that was probably me just being clumsy/bad at games, haha.

Really good looking game - really committing to the look.  I loved all the little particle effects too and the pause screen too.

In normal mode it feels like it takes a while for enemies to spawn but that's a nice thing in 1 hit mode, haha.

Fun game - looks nice and I really liked the enemy squeaks when they took damage.

Seems a little strange but I think tweaking the procedural generation to be a little less random might be a good idea.  I had a run where I managed to collect over 200 coins without a curse stake, shop option, or treasure puzzle.  It did feel good once the shop arrived though and I basically cleaned him out of upgrades, haha.

Amazing looking game!  Really liked the effects from the "simple" menu fades to the crazy purple screen burn.

Game was nice and tricky too.  I never managed to make much further than 8:01 and the alarm sound is just annoying enough.

That was for sure a Crumbling Location.  I had a couple of goes at level one but never made it out - 100 orbs seems like a steep price even if you trade in some for more spawns.  Had fun though gambling on walking over slightly broken spots and hoping I'd be able to get back.

Might be a good idea to zoom the camera back a bit because sometimes I felt I was a little too close to the edge of the screen and couldn't really see where I was going.

I like the art style here - the red trees are nice and creepy and the main menu with the title made out of the environment is really cool.

The grappling hook is a good mechanic and felt good to use when I got it to work but it was pretty finnicky so I spent more time grappling with the controls, haha.  I ended up stuck at the bottom of the first level after only getting one key.  Sorry I didn't play more because I wanted to see what the faustian bargain stuff was but I just couldn't get the hang of the grappling.

I must have bad luck because the first bit of road to fall for me was always the bit directly in front of where the car starts, haha.

Trying to get a high score is nice and fun although the game quickly seems impossible once you reach a certain speed - my best is somewhere around 1300.

Really interesting idea to degrade the ground where enemies are killed.  It adds an interesting layer of strategy over the game when deciding where to kill enemies.  It might be cool to add bonuses to the greenest "purified" grass that would make the player want to stand there but using the power would just lead to the surrounding area becoming more cursed and the powers going away.

Best time I got was a 2:41 with 45 kills.  The main character sprite is nice too - they spin very well.

I like the idea of the curses being played as cards - getting big Yu-Gi-Oh vibes (especially from using your health pool to summon).

Some cards seem super overpowered.  I played three times and lost every time to the AI getting the percentage damage cards like Valefar, Aim, and Astaroth (although maybe that was just me being bad at the game, haha).

The "cards" look cool as well - nice particle effects on them.

Fun game - I'm a fan of the smoky atmosphere.  It sort of reminds me of Neon White because of the black orb enemies and the use of guns as platforming mechanics.

Was pretty hard for me, only managed a top score of around 400m and didn't get to see too much of the curses.  I think it was a mix of the enemies having seemingly sniper-like accuracy and my jump not always registering if I was too close to the edge.  Had a good time when I just ignored the enemies and tried to get as far as possible as fast as possible.

Don't know why but having the dialogue directly after asking the player for their name and heart's desire being "<Playername>:*sigh* I wish I had <thing_you_want>" was very funny to me.  Really liked that opening cutscene and end image.

I actually think you could have got away with making the crumbling happen quicker, since most of the time only one or two tiles crumbled before I could beat a room.  Good idea to have the curses follow you to the next room too - it adds a bit of strategy in choosing the order of the rooms like leaving the most problematic one for last but by then you will have three other curses to deal with.

Nice looking game.  The light slowly fading out is a cool effect.

One suggestion is to put the attack button on the mouse click since you are already using the mouse to control where the attack lands.

Fun game once I figured out the controls.  I didn't see it mentioned anywhere that Ctrl ends your turn.  It would also have been nice to have an indicator when the player is out of moves/attacks.

I managed to beat the game with a lot of curses and blessings.  It never seemed worth removing a curse because the blessings were so much more powerful.  It felt good to have huge movement range on the first turn, double attacks, and heal on kill.  Really good music tracks too - I liked the ascending scale one especially.

A slight possible bug/issue I ran into is that invisible enemies still have a health bar above them.  There's still a bit of a downside to this because you still can't tell what type of enemy is there so it still works as a curse.

Cool game - inverted controls always mess me up.  I like that even though you used the Godot icon you still went to the trouble of giving it a death animation.

Managed to get to floor 3 before a curse of reload speed got me.  I was getting to the stairs with like 5 seconds to go each time so it felt pretty exciting.  Showing the enemy spawns is a good idea because it stops the player getting annoyed if an enemy spawns where they are standing and also gives you a chance to kill the enemy before they have a chance to attack.

Art style is very nice too, just wish the enemies and floor weren't so similarly coloured so I could see them better.

Really nice looking sprites.  I also liked the spell sound effects - very funny.

Managed to play so long that the song ended, haha.  The last powerup is pretty powerful and it feels good to clean up massive amounts of enemies after turning them into toads one by one for so long.  Maybe there's room for another spell in between the beard one and the float one to clean up small clumps of enemies.

Cute and funny game with some evil level and game design (in a good way).  The curses are implemented well and they are nicely varied too with some being just jokes and some totally changing how the game is played.

Shooting down was tricky for me but once I got the astronaut curse it actually felt a lot better.

Nice looking rougelike.  The pink collapsing tiles are a good idea but I rarely had to retrace my steps because the procedural generation gave me a lot of corridors between rooms - it might be worth making them spawn in a bit more decayed or maybe even spawn them in the corridors to make it a little harder to get around.

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All he wanted was a hug :'(

Cool game, its really polished.  Especially like the room transitions although sometimes it seemed like the enemies could move and attack before I could see them.  Some good puzzles too and I liked the combat once I got used to it.  Basically my Dark Souls strategy of rolling, rolling, then poking.

Funny idea for a game.  Really like how far you've taken the curse/hex idea.  It would be nice if there was some indicator of which tile was about to collapse but I suppose if that was in the game it wouldn't be as cursed.

Cute game.  Surprisingly addictive once you figure out the rules, then can do your little loop of making beds and collecting coins.  The initial walk speed was very slow so I was looking forward to getting the boots but I don't feel like they made that big a change.  The procedural house generation is nice too although I did see one house that had the drawers right at the front door.

Fun power fantasy game - really makes you feel more powerful as you level up.  It would be interesting to have the villagers get better armed as you destroy more villages to you have bigger and bigger things to fight back against.

The sinking house animation is very nice too.

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I like how this plays as both a platformer and a puzzle game although it's a little unforgiving.  For example if you mistime a double-jump at any point you basically need to restart the level.  However, I suppose if you respawned enemies the puzzle aspect of the game would be lost.

I managed to beat the first level with the full 20 coins (after a few tries) but the second level got the better of me.

The door opening effect is cool too, and I laughed at the intro when the "salesman" cursed me into becoming a hat.

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Really liked the songs in this and the sprites are great too.

Some good ideas for the curses - I couldn't get to grips with the reversed controls so I was glad you allowed us to drop them.  The UI overlay and random teleport were much more manageable (so I think you could probably make them more annoying, haha).

One thing you might want to watch is the filesize - your game is like 10x larger than most other jam games I've downloaded.  Not really sure what's causing it - could be some uncompressed sprites have made it in or maybe its a Godot 4 thing.  Not really a big deal, just letting you know.

Very nice mini-metroidvania.  Taking away the powers after the tutorial is a good idea as it really makes the player miss being able to move around so easily so gives you a nice reward once you find them again.

The game feels good to control and the checkpoint system in this is done very well.  I died a few times but never got sent back too far.

I also appreciated the keybindings - I had a bug where climbing using the W key didn't work (had to tap multiple times to climb) but I remapped the controls to a controller and it worked fine.

This game is really good.  I played through a few times but the wizard always got me in the end.  My favourite build was a quick long range jab on the right hand and a massive slow powerful hook on the left.

The way you can choose which hand gets which powerups makes the game surprisingly complex and it could get even crazier with a few more powerup types.  Its great how they all work together, reminds me a lot of the Binding of Isaac (just a lot less gross).  One idea I had while playing is that maybe an upgrade could reduce the damage of the punch but makes it apply a debuff to the enemy to incentivise giving them the ol' one-two.

The theming is great as well.  Making the link between the classic rectangular dungeon and turning it into a boxing ring is brilliant.

Really nice looking game.  I like the glow effects around the fire and time.  Its a cool idea to have the time remaining as part of the level instead of showing it in the UI (I think you could probably get away with removing the timer above the player).

The platforming was a little difficult for me.  A few "cheats" that platforming games sometimes use are making hazard hitboxes smaller than the sprite and giving the player an extra second to jump when walking off a platform (coyote time).  I think if you added those the game would feel a bit easier.

I liked the idea of curses punishing you for using the usual controls.  It was surprisingly tricky for me to stop moving left when aiming while jumping.  The no jump level was my favourite - the spring mechanic is good (just needs a nice "boing" sound).

Thanks Josh!

You don't think shaking a textbox and playing an annoying sound is enough discouragement?  Just kidding, I know what you mean but I couldn't think of a good way to do it without introducing something like player lives/health and the UI is already a bit busy.  I'd rather have even less things shown in UI than it does currently.

Good feedback regarding the difficulty too - I found it hard to balance/understand the difficulty in this game since I was playing it so much.  Once you remember the valid words the game feels a lot different/easier and I don't know how I would playtest it through "fresh" eyes.

Yeah, being able to remember the words is big.  I really want to explore that bit of the game more because there's something weird that happens after you play it for a while when you start to be able to pick out the correct word from a seemly random bundle of letters like "bglnyy".

Thenk yua, Trevh98!

Thanks!  Yeah, we definitely need more typing games urgently.

A perfect score!  I wanted to do a bit more with the score like harder curses giving you more points per round and the time left in a round getting added to your score (like Mario) but it felt a little gamey and I wasn't sure how I would balance the scoring without lots (and lots) of playtesting.  I also experimented with having more than three rounds but it got impossible very quickly - one consonant swap, one vowel trick, and then some form of anagram seemed like a nice curve.

Nice game!  I like that the curses can apply to the enemies as well so it gives you a reason to pick them up (other than just making your score go up).  Game over music being a version of the normal music is a neat touch.

I really the gambling/curiosity mechanic in this.  Starts off where you aren't powerful enough to collect some orbs and then once you unlock dash and double jump you can go back and get them but need to weigh up if its worth going back into the curse.  Blurs the difference between the game's mechanics its theme.  Nicely done.

This game looks so good!  The screen wipe effect and buttons are real nice.

Also like the twist on the Spelunky style gameplay where you need to backtrack.  In one playthrough I picked up a blindness curse so it was a little bit like a memory game too to remember the quickest path.  I was also wondering what all the yellow blocks were for until they started crumbling down around me, sometimes bonking me on the head but also sometimes opening up new paths.  Great work!

Really cool idea - it seems like a much more complicated version of the usual turn this light on and the ones around it change too.  Maybe a bit too brain bendy for me since I never managed to cure any villagers (unless you count giving them foot hands and invisible heads as an improvement).

Great sound design and atmosphere - its really good how it slowly builds.  I like all the little touches of things slightly going south like the bone container and phylactery renames.

Cute ghosts and a fun little game too.  I like the old school adventure game vibes of picking up seemingly random items and then finding their use.  Good choice to allow the player to be naughty or nice.