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pdil

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A member registered Feb 11, 2017 · View creator page →

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I was surprised how much I enjoyed this! I think we’re kindred spririts in the “over ambitious 3d world” realm. Echoing some other comments, having boost on a shoulder or regular button instead of stick press would have been good, though it was less of an issue since if you luck out like I did and do all the things right. Love the effects, it still felt pretty good to boost and drift and I felt a nice sense of control on the bike with the 3 thruster feedback.

A trick to help feel fast and make the world feel more real is to spawn particle effects, like dust, generally in a volume mostly in front of the player (vs the whole world and tank perf). I hope you keep at it, I’d love to see more!.

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Thanks for the feedback, I really appreciate it! I can’t believe I forgot to add controls to the main page, I guess I was so amped up with my submission barely under the wire upload I forgot (now fixed). I also didn’t realize till just now I some how messed up all the main menu buttons, whoops! If you pause in game (Esc/ Right Menu) you’ll be able to access everything correctly (also noted on the game page). Thanks again for reporting!

I’m 100% onboard. I had a few silly bugs where my head would get below my feet, and I accidentally died while riding a claw which respawned me riding the claw but nothing was a real issue since spawning was quick and painless. My only real “complaint” is seeing game I can’t play yet, please finish!

Loved (most) of the crazy side effects and cheese lore but dang, no gamepad support or rebindable keys is brutal. My keyboard has arrows on the left side and I just couldn’t get my brain to manage moving, dashing and jumping all on one hand. Eventually I got the drift side effect and it was way too hard.

Nice work! Bummed there was no gamepad support, I think it would have played really well. I played the download version but it was still really twitchy with the mouse, using IO to turn was much nicer but the controls felt, unusual. Still, made it to the end, I really appreciated the checkpointing. Combat was awesome, would love to see this expanded, maybe even with some more ambient enemies and puzzles to kick them around.

Thanks for reporting that, I’ll fix that post jam. If you have a gamepad, it should work well, that’s what I did all my testing with.

Do you happen to remember where you fell out? Looking over I found one hole to the right of the store. Indeed, this game had the least about of testing of anything I’ve ever made. Glad to here it ran well, I always build stuff with potatoes and toasters in mind but didn’t have time for a perf pass.

Thanks for playing, I’m glad you enjoyed it. Yeah, I really wanted to wear the clothes and forgot to at least put up some UI for the items. I also wanted NPCs to tell you off and complain about what your were missing. Maybe next time I’ll scope better…

Nice work, super cool to see an Odin based game, I’ve been dabbling with it for a while. It was only after re-reading your theme did I realize why the staff went away, but I agree with others that it was confusing to start places without the weapon. The mechanic is really cool, teleporting through things feels awesome and I love when blocking is really satisfying. I would have loved to see more levels design around the teleport but certainly understand the jam constraints. I think the boss build up was really good. Also super impressed to get three in! The final was a real struggle and just as I was thinking I’ve only got a few more tries in me, I managed to eke out a win.

To be clear, I didn’t just like it, I loved it!

This was so good! I wish there was less linear sense of progression but I think that could easily come from more. Hint, please make more. Would love to see this as the game form of Gojira’s From Mars to Sirius album.

Really nice work! Nearly every metroidvania I do is essentially a robot being thrown away so the story really worked for me. Love the hint that you only need 2 abilities to cross the big pit, that was fun figuring it out sans-magnet. Also, it was great to play on gamepad.

My on minor complaints where the backgrounds, especially at the start, could sometimes blend in with the foreground. I still made made it to the end (regular mode) but sometimes I had trouble making sense of what were collidable surfaces. Of course this was mitigated as well by the fast respawns. It seemed to me that pressing up to save/talk sometimes took a few tries. Again not a big deal. Lastly, especially with the last boss, I think I would have preferred the boss to be all red, again so it would be easier to distinguish in the heat of battle, especially when trying to jump on it to recharge.

But all these are really minor, fun gameplay, fun story, good controls, you nailed all the big important stuff so all that’s left are minor things. Great work!

I really struggled to get past the first few levels, I couldn’t make the really long jump. The cheeks are choice, though!

Definitely some cool things going on but as you noted, a lot of bugs and things to work out. It took me a while to figure out how to actually get to a level, since the jump is so small, I’d miss the stairs, fall past the level changing platforms and would just be off screen. Eventually I did make it to the level, and the was able to get crushed by the boss. Keep it up!

Nice work! Super fun mechanic. Gamepad support would have been nice but I still managed to make it to the end. It would be fun to see this expanded, it has a lot of potential!

Excellent work! I’m not into slippery movement but you really made it work. I think my only complaint was the boss was so rude, it took several tries, but when I finally beat it, it had started spawning ghosts and I had one health, landing on one to my demise. Second time I beat the boss I had one health and fell into the thorns. I eventually did beat it and live long enough to finally get to then end. Maybe a different looking block to help orient myself as well but since the world isn’t massive, that wasn’t big issue in the end. Cute art and music, fun gameplay, great job!

Thanks for playing! I didn’t intend for the final piece to mysterious but the end is a bus line, so you also need a coin, or you didn’t find the shirt, which I think is a little harder to find but since this wasn’t playing until an hour before the final cutoff, I don’t actually know since I did zero playtesting. It was a real mad rush so there’s a ton of stuff I wanted to do but couldn’t make it. I’m glad you enjoyed what was there.

Nice work, I’m super jealous of how much stuff you did that I wanted to do but didn’t; I don’t know what it is, but I love the 2d character in a 3d world. Lots of panache and I really appreciate the gamepad support!

I think the core is ideas are good but a handful of changes would help. I don’t know if it was gamepad related or something else but the elevator especially was often really finicky, I’d keep pressing up or down but nothing happened, step off then back on for maybe 15s. But not always, sometimes it just worked. After reading a terminal, I couldn’t move left or right but was able to jump and maybe that made moving work again. Also gamepad not working in the menus was a bummer.

Having a little something for the surfaces when things are depowered would have been really nice, maybe just around the character. Since the level was so simple, it wasn’t too bad but if it would have been a bigger game by even a small amount, I can imagine it being frustrating to navigate.

The bird interactions where confusing, at first it felt like a buddy but then I had to attack it?

You definitely have something cool to build on here, keep at it!

Nice work! Lots of polish and it played well. The soda sign was delightful! The main thing (aside from more game) would be gamepad support.

I basically loved this! It would have been nice for the abilities to get more use but for a jam, I really can’t complain. Thematically, it was so strong: the upgrade names, saving, the premise, the name, this was a real delight!

Nice work, totally dig the characters. I’m really glad you had gamepad support but turning was sooooo slooow for me, plus I desperately wanted to invert the right stick. I’m not into the slipperly feeling but it wasn’t too bad. Having some feedback would have helpful, when the enemies died during the boss fight I initially though it was another wave of them falling down. It wasn’t clear I was doing any damage to the boss but reading the comments, I got the shop so I’ll take the win.

Stellar work, this was just so much fun! The writing was a lot of fun, my favorite being the spies and when you get the ranged upgrade. As someone who attacks every wall looking for secrets, I appreciated the trickiness. The end boss was a lot of fun, that was such a good … twist!

Thanks for playing, this is basically the best feedback I could hope for. I did have a slower skill build planned, plain dash no reflect -> single reflect but no recharge -> single recharge -> multi recharge, but as time was running out figured I’d at least put in what I thought was the coolest idea. Hopefully I actually get back to this post jam, I really appreciate the encouragement.

Thanks for playing! I’m glad you liked what was there, I had really high hopes that I’d make cool environment but apparently I’m incapable of choosing fast methods/am very slow at arting. I’m annoyed with myself because I’m 99% sure I know how getting stuck inside the wall happens but forgot to try and fix it in time. Maybe next time I’ll plan better…

Dang, this was intense! I feel a kinship with having a small character, I love having a lot of the world on screen. I think this was 3% too hard for me, as in lots of death but I kept getting a smidge better and with a little luck was able to make it to the end. I think my only real complaint was that I wanted to respawn faster since I died a loooot. I am so thankful for controller support, I can’t platform at all with a keyboard. Great work!

Nice work! I liked the atmosphere and the size of the world with things linking together in interesting ways. Would have been nice to not have pause only on esc so you could see the map on web and stay in fullscreen, also gamepad support. The platforming was good, I only missed a few jumps but the respawns where quick and being able to heal easily from combat was helpful.

Great work! Love the fans + ribbon mayhem. Reading some other comments, it looks like I totally missed getting the love bomb. It was fun seeing the gallery callback. The transformation sequence was so great. Obvs a little short but I’m in the same boat, lots of life things getting in the way.

Thanks for the encouragement, I really appreciated it!

Dang, this was tough! I also audibly yelled the first time I died abruptly. I accidentally opened the first door because I was assuming I’d need to hit E to open it, wasn’t expecting a QTE and just got lucky. One thing I’d definitely change is having enemies stop firing when you’re dead instead of the really loud buzz you get since they’re so close. I still enjoyed it but I think a few balancing tweaks would go a long way but I’m not complaining, you actually got the whole game working unlike me.

Loved it! Fingers cramped up midway through so I’m thankful for accessibility mode. My fav multi-functional level, what a literal twist, I’d give you 7 or 8 stars for that category if I could.

Nice work! Echoing some other comments, having a few presets would have been nice to dive right in, especially because it was really hard to judge things like jump height. Love all the customization, would be really fun with real multiplayer.

This is so charming! I assume I have to hit the heart to crit but never managed to make it happen. It also felt like some QTEs were impossible because all these double letters would pop up at once and the cooldown wasn’t enough to hit them twice. It have a funny ending if his dying statement was “I guess I just added to the skeletons instead…”.

Thanks for playing! I appreciate the comment, I really gotta do this idea justice in the future.

Thanks for kind words! Regardless of how things go, I’m hoping to get at least some of the features in now that I figured out my navigation issue.

FWIW, if the star goes away, you got it (which you probably did, the timing isn’t too strict and the “rating” you get determines the effectiveness of the powerups, which doesn’t actually get applied). I’m kicking myself that I didn’t take 2 min to make a little dialog popup, lessons for next time I suppose. I really had tunnel vision trying to make the enemy navigation work and it shows. Thanks for giving it try!

The larger 6 point around-the-edge lagged. I don’t think I had any issues with the smaller one.

I really like how to expanded this, battle feels great, the binding is cool and setting the traps was fun. My only mild issue is my very beefy pc struggles with the binding sometimes, the fps goes way down and the timer appears frozen but then it just stops.

Again, awesome work, really enjoying how this is shaping up!

That was intense, I’m kind relieved it’s so short. Maybe I somehow clicked out or something but it felt like the like only ever let me charge it up once. Great atmosphere!

More like 30min miner, I just kept trying! Made to 15 (I think, bummer the leaderboard doesn’t show more than 10). So well done! I don’t have any suggests, it’s not your fault I smashed my mouse so hard it slipped and closed the game on the final QTE.

So I don’t bury the lead, I really love this game and, despite the challenges unique to me, can totally see this in the same scope as Leap Year and would 100% buy this for $5. So all of this is me encouraging you to keep going!

FWIW, I think godot actually lets you do “physical keys” so you can check DisplayServer.keyboard_get_keycode_from_physical() for layout. But, yes, totally out of scope for this jam!

And here’s the Kinesis keyboard. Since keys are vertical, I only have one key directly above. Thankfully you don’t require them in order (and preserve hits), so technically I can hit the key directly above and then figure out if I need to go right or left BUT this slows me down quite a bit. I think this could actually solved by making the timeout adjustable.

Again, all stuff way out of scope for a jam, excellent work, obviously hoping for more.