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East4

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A member registered Jun 11, 2021 · View creator page →

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That was fun, I liked how bouncy I was especially when bouncing between a bunch of crystals.

Nice job! The music was very atmospheric and I liked the simplicity of the controls. The collisions were sometimes a little finicky though and the game play quickly felt like gambling.

This was a unique little adventure, and I love the capybara protagonist and the surrealism of the world. Some audio would add immensely to the world's feel. The 1984 Animal Farm area was super creative, and I laughed at some of the bizarre comedic elements (like the excessively specific legend, the long ponder about the help sign, and the pig's eating animation).

It felt a bit long, especially since I felt like I only got to make a few infrequent choices, and it was unclear why my choices affected the ending at all. Also there's a section where I accidentally left the map through the forests in the northeast area. This would be really cool with some more gameplay mechanics and some clarity on how the ending works.

Overall nice work!

Thanks for the feedback! I'm glad you enjoyed it. If you're interested in playing again without lag, they let me reupload the Windows build as a bug fix, which shouldn't have the same issues the browser version. The boss fight is on level 6 by the way.

Regarding the minimap, your position should appear as a cyan dot, but I might've made it too small. Additionally, I probably should've explained this in the tutorial, but the gun automatically begins reloads whenever you don't shoot it for 4 seconds, even if it isn't empty. The different difficulty curves are a little strange, but the jump from normal to hard is probably a fair bit bigger than the jump from easy to normal.

I can't seem to find the exact tutorials I used to get the shadows working, but it was a lot easier than I expected:

  1. Use a Light2D node with a grayscale texture and shadows enabled (they are disabled by default). Then in my tilemap I set the occlusion of wall tiles to be a rectangular shape. If you want shadows on nodes that aren't tilemaps, give them LightOccluder2D child.
  2. Use a CanvasModulate to set the default color of anything not touched by light. I used fully black, which perfectly balanced the white light emitted from the player.
  3. For different colored lights, you can change the color property on the Light2D node (this is how I got blue lighting in the boss fight using the same grayscale texture as on the player).

Note that I used Godot 3.5 for this, but I think it's a pretty similar process in Godot 4 if not more streamlined. Also, it's important to have a background that isn't just the environment background, because light has to be cast onto nodes (I just used gray floor tiles that had no collision nor occlusion shapes).

Thanks! Yeah, I was hoping to make the track longer than a repeated 7 seconds... but maybe it reflects the monotony of going to the airport.

Haha I loved the ending! The player was super satisfying to control as well which was great.

Thanks! I'm glad you enjoyed it.

Thanks! Will do

It would yeah. I probably should have used Godot 3.x, since unfortunately MacOS can't build to web with Godot 4 yet.

Well done, this is a nice game. The gameplay got tedious quickly as the galaxy felt fairly empty, but otherwise I enjoyed playing.

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Thanks! And yep, I worked alone on this. 

Also quick question: could your ship take damage? I think I accidentally submitted the builds with player invincibility... whoops!

My new side project to do before the jam.

I am hoping to participate most days, and I will definitely be using Godot.

My Pygame skills are a bit rusty, but if you decide to use it then I will def look into building on it Day 2!

Ah yeah I'm sorry, that seems to be a common (and upsettingly game-breaking) bug with the browser version unfortunately. I'm not entirely sure what Godot did to the code when exporting to browser, but their spawn point is supposed to be at least 5000 pixels to the right of where the ship is currently.

Thanks for playing, I'm glad you like it! When exporting the game, Godot unfortunately removed the enemies which make it much harder to keep flying forever. Here is a video of some gameplay on my local version if you are interested in seeing.

I really liked this game. It could use a timer and a better difficulty curve, but otherwise well done!

Thank you for playing!

Out of curiosity, did you play in browser or download with Windows? And also did the destroyers keep spawning throughout the game? I haven't played the Windows version because I have a Mac, and I'm curious to know if it works better than the browser one.

Thank you, I'm glad you liked the idea! That's the first non-rectangle character I've ever made for a game haha.

I didn't plan the dimensions of everything very well ahead of time, and unfortunately the outlets had to be this small to prevent weird bugs from occurring when you collide with multiple of them. I will definitely be tweaking this in the post jam version.

Cool! Too bad I'm broke haha

Thank you -- I'm really glad you liked it. I'm currently cleaning up the code and thinking about adding to the gameplay, so a fleshed out game may come to fruition! Let me know if you have any suggestions

Thanks!

Very interesting take on the theme! It was a little finicky and could benefit from a more visible grid, but overall I enjoyed it. Well done.

Thanks for your feedback! I'm thinking of releasing an expanded post-jam version, so keep an eye out ;)

This looks really polished, and I especially like how it is a puzzle game that incorporates some action mechanics. Please keep working on this!

Thank you for the feedback! I'm glad you liked it. I've never heard of Barotrauma -- should I check it out?

I'm glad you liked it! I loved your game btw

Awesome, thank you for this resource!

Thank you for your feedback! I'll probably make a post jam version at some point and your suggestions are very welcome

Thanks, I'm glad you liked it! FTL, Gunpoint, and Last Star Legionnaire (from LD 48) were my 3 biggest inspirations (despite the fact that I've played none of those games lol)

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Thank you for playing and for your feedback! I agree the doom is a bit underwhelming, which is a combination of bugs and running out of time. When exporting, Godot basically removed enemy turrets from the game -- my local version is honestly a bit too hard right now.

Nice job! I liked how you played with distance in your puzzle design. The controls were nice and smooth. My biggest suggestion is that the game could use some more feedback when you're close to the maximum distance.

This was awesome and one of my favorites. That jumping sound effect was very satisfying. I wish there were more levels!

This was awesome and one of my favorites. That jumping sound effect was very satisfying. I wish there were more levels!

Thanks! Glad my tutorial's tutorial came in handy

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This was fun! It seems to fit last years theme too which is pretty cool. A thought I had was that it'd be interesting fend off enemies that you can swap away with your shrubs. Good work!

This was so good! I'm still playing through the levels but wow, pat yourself/selves on the back

Wow! That was spectacular. I loved the gameplay and the premise, and it was very polished both visually and aurally. Very, very well done -- this is one of my favorites so far!

My only suggestion is to make the objective a bit more clear. I initially thought it was going to be level based, but then it didn't seem to be (or I just didn't know how to exit/finish the level).

Nice! I quite liked the simple aesthetic and color palette. I tried level 8 so many times but always got the swing juuust a bit off haha.

The physics were a bit wonky (wongy?) and it could use some music and sound particle effects, but overall good job! That was enjoyable.

Nice! I quite liked the simple aesthetic and color palette. I tried level 8 so many times but always got the swing juuust a bit off haha.

The physics were a bit wonky (wongy?) and it could use some music and sound particle effects, but overall good job! That was enjoyable.