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autumnalheart

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A member registered Aug 12, 2018 · View creator page →

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Camera doesn't seem centered, so rotation feels a bit lopsided when going clockwise or counter clockwise with right mouse button. Maybe an option for a non-inverse camera too?

Q and E for rotation make sense (a few games use them for rotation) but they still feel off? This one might just be me.

R and F just feel really off, but I don't know a good way to deal with them. It makes sense - r (increase) is above f (decrease), but actually using them doesn't feel good.

The two levels you added are amazing! The music is so relaxing, and it feels more complete! There is a weird camera glitch where it got stuck on the sides and corners, and another where clicking with nothing in your hand will pull up the last object you collected.

This was already great in part one, but its even better now! And you made even more cute assets!

My only complaint is that the controls are a little bit awkward, but I appreciate having more camera and asset control!

Thanks for playing! I'm glad you enjoyed it!

I had the general ideas worked out (2D top down, collecting beads, special beads with powers, arcade game, RPG-lite progression with generic beads, beads in a loop), but after I started work in Godot, I realized I didn't have a real base to work off from.  I used Bomberman as inspiration for the main mechanics, since it was already very arcadey and fit my goals and limitations. For the main loop/player goal, I used the Paper Mario Pit of 100 Trials (grab key from enemy, go to door)  due to recency bias, I think. The grid based staging, blast bead and player controls are heavily inspired by Bomberman, but other things were taken out do to time, balancing, and being unfun or not fitting (the mentioned RPG progression, having more hit points, being able to ignore the enemies, all the other beads being some sort of projectile). The player goal also changed as well - I originally had the key be spawned in an enemy or in the open in part one, but it was way more fun and less hassle to just let the key be in the open. Testing (especially after the entire game loop was implemented) and working with and around limitations greatly helped to find its unique identity.

I'm glad you enjoyed the game and the changes!

Thanks for playing!

I'm glad you enjoyed it!

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This is great! Its a bit anxious trying to manage a bunch of flowers, but its addicting.

Big two issues are flowers sometimes spawning on top of each other, and trying to figure out what was going on at first.

Thanks for playing and the feedback!

Thanks for the feedback! Your suggestions for showing the current bead is a good idea, I really wished I thought of something similar to that.

Thanks for playing!

The fixes make everything feel cleaner and better! And I really appreciate the difficulty selection for the concert minigame!

This sound design and visuals make the game for me. Great job!

This game was amazing! The art and audio is well polished and the minigames are short but sweet! All the characters are super charming and the song at the end rocked!

Only a few issues: the ant's amp section feels a bit unintuitive at first - I felt like I was fiddling around randomly.  The ladybug's section also needs better ways to tell what keys you can't press (though that may be on me). Lastly, at the thanks for playing screen, it brought up the UI for the centipede minigame (in the web port).

The art is amazing and I love the little interactive elements. Its a wonderful short and sweet hidden object game.

This was great! Adding stickers was fun and intuitive! Like, I really really like how you handled it it felt so good! The stickers themselves were great too!

I hope you can expand on the driving part later, and the controls are a bit off. Like someone else said, a reset/upright button when you get stuck would be great as well.

This is very relaxing! The assets are also very nice!

The game is very cute! I really liked the saved ducklings playing around at the pond.

Unfortunately, it's easy to get lost and leave the intended (?) area. The movement also feels off and sluggish.

Oh no its fine! That just means I didn't make the key noticeable to players whether or not its collected.

Thank you for the feedback!

The UI is definitely going to be fixed. Someone else had the same problem and I was still worried about it too.

Thank you!

Thanks for playing! I'll make sure to allow for better screen sizing.

Was there anything else causing strain, or was it just the screen?

Hi! Thanks for playing my game and giving feedback!

Yeah, between what others have said, I'm definitely going to try to clean up the UI and allow for more screen sizes.

Unless its another glitch, the key should either spawn on defeating an enemy or directly in the level.

Hi! Which one are you having issues with?

This was a really cute and cozy game! The entire vibe is just so nice. Great job!

Thank you for the feedback!

Thanks for the encouragement!

Thanks for playing my submission! Also hoping to complete it over the month!

Thank you for the feedback and ideas! I'm glad you like the art style!

It has some issues with collision and some weird physics, but its an enjoyable game and fun platformer! Getting all the balloons was really fun!

Yeah, sorry; In general, the ant and your swarm 'overlaps' other insects until they die. However, I sort've just realized this never got relayed or signposted at all. The little circle is supposed to show that damage was done.  The collision for is a bit weird and a little inaccurate for clicking, but you can make your swarm (including your ant) go faster and your swarm will hone in on the closest enemies. If I get back to this, I'll try to make them more responsive.  And definitely make sure all the mechanics are explained because that was a complete mess on my part.

Thanks for the feedback.

Bestiaries and guides are two of my favorite types of books, and this was an amazing one! Thank you for the amazing writing and art!

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Thanks for the feedback, and I'm glad you enjoyed the game!

Thank you! I just fixed it!

Thank you for the game! The simplicity of the art went well with the feeling of melancholy the story gives.