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jjoshpoland

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A member registered Jul 04, 2017 · View creator page →

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Thanks for posting these!

We definitely debated whether or not a checklist of activities made sense vs just making everything be "easter eggs". Thanks for the feedback and glad you enjoyed!

Yeah that makes sense (and is a good idea), and I thought that might be the case, but it was hard to tell if that's how it worked. It also means that I am pressing beats on directions that might not need an attack while a bunch of monsters are coming on a direction with little or no beats, so it might just be my brain was super conflicted the whole time.

I was indeed using Firefox, I'll have to try again with Chrome.

Nice art. Tight platforming mechanics mixed with stealth, but not too difficult for a casual player like me. I liked the upgrade mechanic and was looking forward to more upgrades. Overall really well done.

I had hardware acceleration on and still experienced the freeze after looking at the phosphorus recipe and trying to interact with a banana. Beautiful game and it would have taken me a while to understand what is going on for sure. It seems pretty complex.

I ran out of gems just trying to figure out what spell does what. Wasn't sure why I would need to use the illuminate one. As others have said, the view should be locked when doing gestures for casting. Otherwise, I really liked the way the game looked, great job on that.

Not just you - this game is a beast to run. We were optimizing until we fell asleep on the last day.

I love the art and the vibe. The game looks so good. Not sure on the shadow theme connection. But I kept drinking random stuff until I ran out of time. I never did learn how to cure a rash, even with a sootheberry potion it didn't seem to have an effect. The time limit is way too restrictive given how many days will be wasted just learning what the ingredients do.

I really like this idea and the art is great. I really struggled with the controls. The contextual controls are very picky about what can be done when and I spent more time fiddling with that than I did watching the alchemist. It was also kind of hard to tell what the alchemist was doing sometimes. But I love this theme interpretation, I think this is really clever.

Really well done. I think the only thing I struggled with was the enemies and the bullets being the same color, it was hard to find them and aim for them. So it was hard. But it was very cool.

I like the idea, but since the enemies are spawning independent of the available rhythm hits and since they start charging forward at super fast speeds randomly, I felt like this was impossible to play. I love rhythm games and it might have worked if the enemies didnt charge forward, but it still would have been hard to track the timing of all those different arrows in 4 different places at once in addition to tracking all the enemies.

The gamefeel is good and the Hades inspiration is very clear. It was hard to see enemy attack animation telegraphs, so reacting to them was very difficult. And since losing light also makes you weaker, its a really challenging snowball effect. I didn't find enough elements to do any crafting and the first boss compounded the difficulty and I couldn't progress. And the boss kept running behind the walls so you couldn't see attack animations OR see if you were hitting them.

I really liked the pixel art and music choices. Would have loved some more sound effects. I didn't find any potions in my run, so I felt like I was gimped. Due to the slowness and cooldowns of blocks and attacks, I pretty much spent all my time kiting everything, which made the boss trivial, but made projectile enemies really tough, especially since their bullets were going through walls. I ended up falling down a pit I didn't know was a pit in stage 2. I also would have appreciated a vulnerability timer for a split second after block expires and I'm getting hit by multiple enemies, because your block can be consumed and then multiple other attacks can proc damage. It wasn't always easy to see attack animations so it was hard to time all of that perfectly, so some grace for mistakes is a big help to noobs like me.

This was a tough one for me. The main issue I had was I had a bunch of cards with the condition "allied swarm has < 4 cards" and that transformation condition did not fulfill with fewer than 4 cards on the map or fewer than 4 cards in my hand. I didn't try fewer than 4 cards in both, but since my hand was mostly made up of those cards, that would have made the hand pretty useless. Reading through the descriptions again I think I understand how the game should be played and I just got dealt a crappy hand. But that resulted in me having 1 hp after the first turn, so I didn't think I could win at all. I'm bad at a lot of these card games so I'm a player who needs extra hand holding in the descriptions to make it work :)

I think this game still looks great, despite the challenges you had. We also learned a lot of hard lessons about Godot Compatibility pipeline this jam as well and had to make a ton of compromises. Thankfully we did a test build early on, so we knew what they would be. I couldn't figure out how to get out of the first area and didn't hear any sound effects, so that was disappointing, but otherwise I was engaged and wanted to keep playing, I just couldn't figure out how to progress.

Love this idea. Had a ton of fun. Love the art. I really like how the wizards shoot at stuff within that tiny light radius around the center, that is very forgiving. By the time I got to night 30, I had 7k gold, innumerable wizards, my lightburn could kill the entire wave by itself, and the wizards all just stopped working at once haha. I was starting to get some frame drops before that happened, so maybe an unhandled error. So needs balancing, but I still had a ton of fun.

I had fun, but I wish I could tell which ingredients I had put in the pot so I don't make the same potion twice. Overall, I couldn't find enough timber or ingredients to keep making potions. I got to almost 4 minutes and at about 3 minutes, the timber was dropping too slowly to even keep the fire alive without any shadow hands touching it. Seems like some of these potions do really cool things, I wish I could have made more of them.

That makes sense. Maybe even just exposing some tower stats in a tool tip or when selecting them would have given me that information so I could react to a long range, slow fire tower type and move that to a better spot. Same with exposing enemy stats so I could potentially avoid relying on slow fire towers if the enemy is a fast enemy, for example.

This was really hard because it wasn't clear which icon in the recipe corresponded to the crafting station needed to do that thing, especially with the meat blessing issue. The time before recipe corruption is so short that if you make one mistake, you will likely fail. There were a ton of times I was putting what looked like the raw ingredient on the recipe into the cauldron and it wouldn't light up green, even after doing it multiple times. And it only took 2 recipes before a 5 ingredient recipe showed up, which looks like it breaks the game. But I really like the art, music, and overall vibe and really wanted to keep progressing, so its a good gameplay loop.

Great idea, was definitely having fun, but it was very difficult. Two things that got in my way were that sometimes I thought I had picked something up but it was still on the ground. And by the time I realized, it was too late and my beard had overgrown the area and I wasted too many moves. The other thing is that tapping a move direction moves you further than you might want to go. There were times I needed to go just the tiniest bit forward to follow alongside my beard trail, but I died because I couldn't go a tiny bit forward. I would have kept playing until I won if it wasn't for those issues because I really liked it.

Not just you, the game is drawing a ton of stuff per frame since the world is 8 sq km and the view distance is 3km. There were so many optimizations left undone unfortunately.

Its a bit of both since the hex grid doesn't map to up/down/left/right like we typically do when using WASD. I think mouse movement that is similar to other games in the tactical turn based genre would have been easier.

The horses are immune, but you can burn down entire cities if you find them. 

I love it. Great art, abilities are cool, good incorporation of the theme. Hitboxes could be tuned, I found a lot of projectiles missed even when they were straight on target. Abilities could also be balanced more. Using the mist on a big enemy wouldn't really do anything to it other than slow it down while hitting it with a blood bolt, spray, or earthbind would kill it instantly, so the mist ended up being not useful. But I enjoyed and survived the night!

This is a great idea and everything was very clear after a few moments. My only frustration was that the limited ammo was significantly impacted by towers that were missing their shots. Its hard to combine and be strategic when so many shots were missing. Would have been great to place towers myself so I could try to find ways to get combinations without sacrificing accuracy.

Ah I missed the part about bringing the coffee to it!

I love this. The art style is perfection. The procedural ingredients are a great idea. The time pressure mechanic and the tradeoff of how long it takes to make something is compelling. It is very hard because there are no intuitive combinations of any kind, so I died on leg 4 after deciding to actually try and fulfill some orders.

This is a nice game, very mechanical which I liked. The mana regen rate vs total mana makes it kind of slow and I don't fully get the theme tie-in, but I enjoyed it nonetheless.

Love the art, love the puzzle innovation. Felt a lot like a zactronics style game. Really well done!

Dang I loved the art and concept, but I got stuck because the glorb pot wouldn't do anything :/

Nice to see some multiplayer in here. Controls are very frustrating and I didn't see any other players, so I was frustrated, but good job figuring out how to do this in a two week span!

Love the idea and the spell combinations. Would have loved some more sound effects to help me parse all the different things going on, but otherwise I really enjoyed this. Nice work!

Really good looking art assets and I like the concept. It was a little difficult to move around and I'm not sure I totally figured out how to win/what to do. Since the walls and towers were so big, sometimes it was hard to see what was happening around them.

I got stuck in the water after going down to the 2nd level. Light, sound, and music were all very nice. I also ended up just running away from enemies and getting one copy of each ingredient since the ingredients werent used up after crafting them, so I could make infinite things.

Yeah making one or two mistakes is game over

Congrats on publishing your first game! Scope management and keeping a team together are huge challenges on top of learning the toolset. My first game jam I didn't even submit the game correctly to itch - so well done on actually completing something and getting it published.

Wow visuals and atmosphere are amazing. All the care, planning, and hard work to make this game look and feel the way you wanted come through and I was immediately immersed and impressed. The only mechanic I struggled with was understanding how much damage you would take by being in an area - it seemed like just having the entity anywhere nearby would do damage and it spreads much faster than I can purge it, even when blasting it full time. But otherwise, I just spent the whole game enjoying myself, wishing there was more, and being jealous of your shader skills.

Gamefeel is great, I was feeling great when starting out. Art and effects are great as well. The timer mechanic was very hard for me and I didn't get very far after several tries. 

Great art and aesthetic in general, definitely kept me searching, but was also very frustrated to not make progress and get stuck in the dark a lot.