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Clark Padmore

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A member registered Jan 27, 2022 Β· View creator page β†’

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That was neat! The designs are stylish, the art is excellent, and that kick is fun to use!

The music and sound is great and punchy, but a little imbalanced. Additionally, it's possible to stack the kick sound on top of itself equal to the number of enemies kicked at the same time (possibly 6 to 8 at the same time!)

All-in-all, great work!

I don't have much to add; the protagonist is exceedingly charming, the animations are expressive and proficient, and the mechanics are competent, if a little dry in parts. All-in-all, great work! πŸ’š

I'm glad you enjoyed it. πŸ’š Thank you for playing!

I know there is some sort of intermediary step with Godot's viewport sizing that I'm missing... I'm working on that.

I'm glad you enjoyed it. πŸ’š Thank you for playing!

I'm glad you enjoyed it. πŸ’š Thank you for playing!

Thanks for playing!

I'm glad that you think so πŸ’š Thank you for playing!

This made me very nostalgic for old Flash / Flixel games. πŸ’š Very stylish use of solid color. I like the protagonist's wobbly walk!

In the future, specifically for resolution-restricted jams like GBJAM or low res jam, be mindful that the game resolution isn't higher than the art resolution. The movement of objects isn't restricted to the grid.


The page says this is made in Godot. Assuming you and I are using relatively similar versions of Godot 4: while there is a lot of nuance and a lot of edge cases, the simplest "starting point" to having the correct design resolution is going to Project Settings under [Display > Window] and setting the viewport width / height to 160 x 144 (or desired resolution) and setting the Stretch > Mode to "viewport" instead of "canvas_items" (so the entire view is stretched as-is from the desired resolution, instead of being "enhanced" to a higher one).

All-in-all, great work!

Oh! I see what happened. I kept killing the skeleton with the bomb, which doesn't seem to count. When I trapped them in the pits, I was able to reach the end of the game. It was nice getting to outwit the captain! πŸ’š

Oh this is go-o-od! Stunning, raw, and full of charm, this was really fun! Special props to the soundtrack for capturing the violent tone quite well.

For what it's worth, the moment the completely undodgeable shotgun attack happened a third time, I immediately suspected there was a parry mechanic I had missed, and then I actually read the manual. Being compelled to master the parry is quite satisfying! I don't think it needs an intro tutorial per se, maybe just an explanation of the parry after dying to the second boss. The parry isn't completely needed for the first boss, so it was very satisfying replaying from the beginning with the new tech!

The construction of the audio is fantastic! I've rarely heard noise channels this crunchy! That said, while the volume option is very appreciated, the default volume is a bit loud, regularly peaking above +0.0 dB unless I turn the master volume down to about 3 bars (I got a peak of +4.0 dB once!).

All-in-all, fantastic entry! Great work! πŸ’š

I seem to be unable to interact with this chest.

That was a neat game! The deaths were surprisingly grisly [positive]. Good work; congratulations on the submission! πŸŽ‰

"It's so nice to have a form of digging that feels like attacking the earth itself!"

This entry has been polished to a mirror shine! πŸ’š It's been a long time since I've had this much fun digging around for stuff. The characters are quite charming, the music is driving and perilous, and the sounds are perfectly crunchy. 

One small nitpick: the audio is mixed a tiny bit loud. While it stays within reason near the beginning, it gets a bit too loud once all upgrades are in play; the audio consistently peaks above +0.0 dB with everything going on at once.

All-in-all, fantastic! Great work!

STATS: Launches: 94. Walls hit: 111. Time: 96s

I don't have much to add; it's a fantastic gem of a concept! The current slate of levels does a good job iterating on the movement in interesting ways while never being too frustrating. Great work! πŸŽ‰

What a wonderfully fun adventure! Movement is clean and intuitive, and the art is purposeful and charming. It was nice going from the basic down-n-up to blazing across the landscape!

The audio is mixed a little loud; regular gameplay peaks the audio above +0.0 dB.

All-in-all, fantastic! Great work!

Thanks for playing!

I'm glad you think so πŸ’š Thank you for playing!

Holy moly! 🀯 Excellent catch! I just tested on my phone -- the node was set up wrong.

This game -- being rushed for a game jam -- is set up primitively. All connections are manual; each gate or mechanism has a magic number associated with it, and the switches can have the same number. This one is just set up wrong, and I didn't notice because that bulb isn't necessary for progression.

( Granted, the effect is the same in either case -- it's a trap bulb that locks Bi-Boy from progressing! )

I apologize for the confusion! πŸ˜… Thank you for playing!

Cute!! πŸ’š The art and designs are clean and charming, and the mechanics are competent and cozy. It's a pleasant late-spring / early-summer day condensed into to a few minutes. Love the gator / croc!

In the future, specifically for resolution-restricted jams like GBJAM or low res jam, be mindful that the game resolution isn't higher than the art resolution. The movement of fish and the bob isn't restricted to the grid, and some of the text is misaligned or mis-sized.

In particular, look on the left side of the bob.In particular: look at the bottoms of Q and U.

The page says this is made in Godot. Assuming you and I are using relatively similar versions of Godot 4: while there is a lot of nuance and a lot of edge cases, the simplest "starting point" to having the correct design resolution is going to Project Settings under [Display > Window] and setting the viewport width / height to 160 x 144 (or desired resolution) and setting the Stretch > Mode to "viewport" instead of "canvas_items" (so the entire view is stretched as-is from the desired resolution, instead of being "enhanced" to a higher one).

All-in-all, great work!

Competent prototype! The art pleasantly reminds me of old Flash games. πŸ’š

While I understand the overall intent, the visual language association between the card symbols and the bottles themselves is a bit hard to understand, especially with the somewhat arbitrary shapes of the bottles themselves (I understand the spade bottle, and that's about it). I found myself squinting directly at the small toppers the entire time. Even so, the toppers are low-contrast and have a lot of ambiguity (I confused the spade and diamond toppers very often!).

Overall, good work. Congratulations on the submission! πŸŽ‰

There's much praise to be had — gorgeous nu-retro lighting, grim and roguish soundtrack, and fantastic premise — but I'm particularly enamored with the lock picking and its layers of spatial reasoning. Between keeping both positive and negative space in mind, cross-referencing where the desired pick even is, flipping, and correctly adjusting for the difference in rotation between the pick and the lock, there is a lot of brain-work going on in such a short time frame, and it's immensely satisfying to perform successfully or quickly. It's nice when games can challenge the more abstract cognitive functions!

Fantastic! πŸ’š Great work!

My initial designs had a lot of complexity and fluff that I (thankfully) cut back on. I'm happy to hear what's left is as intuitive as it is!

I hadn't thought about comparisons to soccer; that's quite clever! Perhaps the up input could be re-worked into something like that... πŸ€”

Thank you for playing!

I strive for smoothness! πŸ˜„ I'm glad you enjoyed it. Thank you for playing!

I'm happy to hear that the levels conveyed that. Thank you for playing!

I was especially grateful for her help this time around... "OLD GOLD" had me spinning some strange circles in my own head πŸ˜΅.

I'm glad you enjoyed it. Thank you for playing!

That is a generous offer! πŸ’š But I'm sure I'll be quite busy by then (my apologies). Game jams in particular just tend to bring out my competitive spirit!

(1 edit)

ADORABLE! πŸ’šπŸ˜† Inspired use of the theme, with lively, tactile animations, exceptionally charming and expressive characters, and a compelling incremental loop. Fantastic!

The audio is a bit imbalanced and a bit too loud. In the intro, the "page turning" sound peaks the audio above +0.0 dB. The main gameplay consistently peaks the audio above +0.0 dB.

The music is jaunty and mischievous! Unfortunately, the left and right channels of the music kept de-syncing for me. I don't know if that's a common problem.

All-in-all, great work!

" He looks so timid. I want to reassure him... πŸ’” "

Cute and competent! The last level was a little tricky, especially with having to remember that spike pit below the key, but it was doable after a couple of attempts. Excellent expressive design on the characters!

Congratulations on the submission! πŸŽ‰

Thank you! πŸ’š The block tiles are sort of an γ€Œascended placeholder.」 Originally, they were going to be reserved for more "gold-heavy" rooms full of treasure, but the levels never got fleshed-out aesthetically.

I'm happy to hear you enjoyed it. Thank you for playing!

Funny story: egg-kicking was an interpretation I added onto Joyce's egg-dropping concept, and it was only when I got to implementation where I realized the similarities to Yoshi's Island. Happy coincidences! 😊

I'm glad you enjoyed it. Thank you for playing!

I'm glad you enjoyed it. Thank you for playing!

I'm glad you enjoyed it. Thank you for playing!

I'm glad you enjoyed it. Thank you for playing!

I'm glad you enjoyed it. Thank you for playing!

"Enjoy the heights and the times?"

Thank you for playing! πŸ’š

You are correct: I did not find a good way to clarify the relationship between player input and egg movement. That would certainly be the first thing to fix! (and I know ways how to)

Thank you for playing; I'm glad you enjoyed it!

As the dice fall, so they say! πŸ˜… I'm glad you enjoy the presentation.

Thank you for playing!

I'm glad you enjoyed it! I've been learning to be more conscious of anti-aliasing in my designs; I'm glad to hear that it's showing.

Thank you for playing!

(2 edits)

Knowing I beat a developer score prompted me to play again while recording so that you could verify everything is behaving as intended. I'm a bit unsure if the interaction with walking past the guards while they're walking is intentional or not.

FINAL RARIUM COUNT: 14

I may have overthought it a bit.
[ SPOILER WARNING ]

But yeah, great time! πŸ’š

Gorgeous! πŸ’š The art reminds me of Y2K-era throwbacks to 60s cartoons: polished and detailed, but with striking exaggerated bases; perfectly expressive, exceedingly charming! The world is a nice lemony treat, just sour enough to feel real, but with the sweet tinge that people really do care underneath the pretenses.

This might be the first game I've played where someone is competent enough to walk in-between spikes after they've popped up!

The talking sounds are a little bit loud compared to the rest of the audio.

Very minor nitpick: In the text, whole words may start in one line and then "skip" to the next line after reaching the edge, creating a little discrepancy when reading while it's typing. There's some ways around this, such as predicting where breaks should be inserted after spaces (easier with a monospaced font) or by creating the whole words beforehand and then "revealing" them letter by letter.

Fantastic! Great work! πŸŽ‰

What a pleasant gallery! πŸ’š The character designs are cute, readable, and charming; they invoke a vision of a more innocent world.

Good work! Congratulations on the submission! πŸŽ‰