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A member registered Jul 23, 2016 · View creator page →

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Thank you for the comments! Those are the links poly.pizza gave me so idk haha.  The security cameras are line of sight so you might have been behind some furniture even though the light was shining through (I didn't have time to figure out a fancy security light shader)

Thank you for playing! Just to make sure my code isn't bugged, did the shrimp have yellow exclamation marks over their heads after you tried to stun them?  The stun effect only triggers when the bar is fully charged.

I hold out hope too lol.  Thank you for playing and feedback :)

This was my first attempt at a player controller that couldn't strafe so it definitely needs some adjustments haha.  Thank you so much for the kind words

A very fun mash up of concepts.  Late game the ding noise can be too much but besides that I really like the gameplay loop

Very good visual style and inventive twist on a well defined concept.  

I really like the use of lighting on the sub!  There is a good learning curve for how to drop the bombs accurately.  Very nice!

Very good start for just learning :).  I would recommend reducing how much the player character slides around on the ground, or make the platforming a bit easier.  The last section of level 2 is really hard haha.  Keep up at Godot!

I really like the concept, writing, and especially the voice acting lol!  It could benefit from being able to see what is falling a bit earlier.  nice job!

I really like the concept but the key selection for the controls made it ergonomically difficult to input everything, especially with the time windows for certain actions.  Great sense of humor and art direction.  Felt very warioware and I liked that.

I loved how you mechanically used the same concept in different ways in each level.  Good job!

Very funny concept.  Cutscenes are definitely something to be proud of even though the text is too fast.  I like the art direction too.

I like the art and sense of progression via land unlocking.  I like the detail of all the different villager varieties.  If I was to change one thing it would be what Hopeful Undertone already said.   Good work :)

Thank you for the feedback!  The changing maze was meant to invoke a sense of distortion (an aberration in space). The maze is indeed solvable but if I update the game in the future, I will be adding more context clues to solve the maze after it changes.

Thank you so much!

hmmmm, you may be on to something