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Clearleaf

145
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A member registered Aug 24, 2016 · View creator page →

Creator of

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A lot of people aren’t interested in porn games, but the setting to hide all “adult” content is not very helpful because it includes any game that is marked as adult for any other reason such as realistic depictions of violence or difficult themes like mental illness. It would be nice to not have to lump it all together.

There are browser scripts that add the ability to filter tags and it solves the problem really well because humans are good at organizing stuff like this. But simply having two categories of adult games, porn and not, would be really helpful too.

Steam has had the same problem ever since porn games were first allowed. This would help make itch more of a place where creatively risky stuff can be given oxygen while also being a safe place.

“cartridges and accounts can delete themselves (with 30 days to change your mind)” This might not be phrased well. Is this implying that accounts will be deleted after a period of inactivity? I can see on the site that users can now delete their account and/or carts which I guess will not apply until 30 days after the request. However I wouldn’t say this is carts “deleting themselves”.

This feature existed in previous versions as well but it was not enabled by default.

I don’t know what to make of that either. He abandoned his daughter and is hiding the fact that from her but I can’t tell if it’s meant to be heart warming or what.

I love this entire format! Really awesome way to do an adventure game like this. I think this is my pick of the whole jam.

Going by the comments, you are the first person who has gotten that far AND the first person to notice the amonguses. Congrats!

You were only one step from beating the game! Hint: what do pirates usually do when they find an X?

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My favorite game so far. Also RIP big man

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248 users found this review helpful

Great graphics and interesting gameplay but it was very laggy on my computer, and I had a lot of problems with collision detection. This was a very challenging genre to take on and for what it is you all did a good job for 10 days but I think there are other genres you could excel in much better with the skillset you have available.

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Yeah that ended up falling through the cracks… Thanks for giving it a chance despite the first impression lol

Most people seem to have a problem with the fishing. Something about how I designed it is just not right… Basically you hold UP or DOWN to sink the hook. When a fish is nibbling, wait until the screen flashes (the fish bites) and then press UP at that instant.

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I never wanted to “win” this game because it was so fun to expand the garden. I love games like this that could be classified as toys as much as games. Maybe you should make more stuff like this. (I haven’t played your more traditional games so I don’t mean to insult those, this is just something the world needs more of).

I am trying to push and pull them like the boxes in the previous level but I can’t move them. Here is where I reached in case it’s not clear.

image.png

Darn. It’s supposed to explain itself the first time you fish and then it repeats if you talk while fishing. The way you do is UP+DOWN to move the hook. When a fish is nibbling wait for it to flash and then press UP to snag it.

This is cool I hope you do something with this character

Cute little game. If anyone feels stuck at the garden, keep doing the quick time events on the bush.

Really fun. I maxed all the upgrades. Thanks for giving the controls some wiggle room when buying stuff. There’s a lot of games here where it’s too easy to accidentally press A and quit out from a shop or something. Very very good interface in general. Also not too hard or too easy.

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How do I get past the boxes at the start of level 2? I’m pressing A (z on keyboard) but I don’t seem to have the pendant.

I love the sound in this and played for quite a bit. Does anything change if you go long enough?

Really solid little pinball game! The physics are nice with how the ball never goes too fast or bounces weirdly.

I really enjoyed this. I gave my cat 5 hugs for how good it is.

HUGE

This option will apply to your currently selected Control node and it’s children. If the game switches to a different scene, it may not have this option set and so the mouse would work.

Although you could do this for a fullscreen transparent rectangle, and then set it’s filter to block, so that it will always block all control nodes behind it. If the rectangle was a global then it would block input in all scenes.

Yes in Godot you can use a collection of GUI controls like buttons and dropdown menus and stuff. By default they all respond to mouse events, which are handled a bit differently from button inputs in godot. It’s a doozie for new users so this is a way to ensure any mouse input that does reach the game is eaten regardless of however the game is set up.

I agree it would be nice to have it be secondary option but oh well. If you’re a godot user please see my edit in the OP if you need help disabling it.

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My game is entirely menu based, so it’s nice to just click the buttons rather than using keyboard inputs. The game is primarily designed for keyboard/gamepad input and the mouse is a completely optional alternative, so is that ok or should I disable the mouse inputs when I submit?

Edit: A reply was concerned that it’s too hard to disable mouse clicks in engines. Here’s how I’m doing it in Godot. You can copy this into a global script to send all mouse clicks to a black hole. Functionality to toggle it is there so you can use it while testing if you need/want to, and then you disable it for the submission.

var mouse_input_disabled = true

func disable_mouse_input():
	mouse_input_disabled = true
	Input.mouse_mode = Input.MOUSE_MODE_HIDDEN

func enable_mouse_input():
	mouse_input_disabled = false
	Input.mouse_mode = Input.MOUSE_MODE_VISIBLE

func _input(event):
	if mouse_input_disabled and event is InputEventMouse:
		get_viewport().set_input_as_handled()

lmao that’s funny that it looked like a box of pasta, I can’t believe I didn’t realize how easily confused that could be. I was hoping this game wouldn’t need updates but that could do with a change…

Thanks for playing!

sorry but I’m very confused about how to play this and if someone could help explain the “high level objectives” it would be nice. When I go through gates I just sort of wander around and eventually pass a point of no return back to the center without knowing whether I accomplished anything or not.

Apparently the compressed version may trigger antivirus software when it tries to run an uncompressed version of itself.

Really fun and the style is awesome the only thing I wish is that it was a slightly slower pace. It’s nice that it’s faster than the original katamari but the whole thing is over really fast. Once you’ve caused enough damage to be big, the police are already so strong that there’s no fighting their power to melt you.

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One of the most classic jam games.

The main thing I think could be improved is the level design. I see that you have the common instinct to make branching paths in levels, but you actually should avoid that even though choosing a path seems interesting on paper. In practice you’re just turning your level into two levels and people will think they have to backtrack to get and see everything. Branches should be for secret areas or secret exits. Also I think one-hit-kill games should be more forgiving with checkpoints.

Actual banger

The archery is cool. It doesn’t follow a straight path but still feels like I have a lot of control of where it lands. I agree with the others that crouching should fire a different trajectory.

I found there wasn’t much to do besides advance text boxes however I like this implementation of the “rpg maker horror” format as an NES game. There are some really cool features that stand out like the “line of sight” system turning rooms dark if the character can’t see inside them, things like that make me think this is extremely worth continuing. I enjoyed the sprites as well.

Great atmosphere. The only reason I stopped playing was because restarting from the beginning was so punishing.

This is pretty well implemented. There’s no weird collision or jerky actions (aside from the movement feeling a little sensitive). I can tell your programming skill is high enough to make good games, you just need better game design and nothing will stop you. Your art is very funny. It reminds me of comics and we don’t see many games using this kind of hand-drawn art ever since games like day of the tentacle went out of style. If you make more games please put in drawn graphics like this game has.

The one handed controls are an optional alternative. Arrow Keys + Z and X is the intended way to play. Thank you for saying it’s fun though.

The cutscenes can be fast forwarded with A but not skipped, and you’re right that it’s an oversight. I’m glad you enjoyed the game as much as you did!