Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lantana Games

301
Posts
30
Topics
156
Followers
197
Following
A member registered Feb 26, 2015 · View creator page →

Creator of

Recent community posts

Okay so this is really really neat. I'm not quite sure how it fits the theme, but the constant panic of more bad things getting flung my way is tons of fun. I enjoyed it!

Are you holding the direction displayed at the same time?

Hi. Out of curiosity, what inputs were you using? The equivalent keys to the button inputs are listed under the game itself. IE, the Y button on the XBOX controller is not mapped to Y on the keyboard, but to V and Numpad 3.

I want a 1% finder's fee if you do Meccha Chameleon numbers. :)

This is huge and so so good! You did a fantastic job of coming up with a concept that's scoped well enough to fit into a game jam while also being able to make an absurd amount of content. I adore this game.

A couple things to note though. One, it doesn't seem like the shield does much to protect from the mud. I still got muddied even with the shield up. And two, I'm not sure bombs do anything but hurt me. They certainly didn't slow down my opponents, at least not noticeably.

All that being said, if you give this a few weeks worth of polish and maybe even add in local multiplayer racing, I'd put this up on Steam for a couple bucks. It's that good.

Hey here's mine! I'll go try yours out.

https://lantanagames.itch.io/lets-gym-time

Which inputs were you using? Both directional and button.

It's just using the Input Map so it shouldn't be. See if another version works better for you, IE if you tried the web version, try the desktop instead, or vice versa.

A super unique interpretation of the theme! And having grown up on Mario Teaches Typing I was super ready for this. I enjoyed it a lot!

Hmm can I ask which version you're playing? And are you on a QWERTY keyboard?

Okay I will definitely look into this after the jam! Will probably store the score globally and load that back in at the start of the end frame, rather than sending it via a signal parameter.

Aww thank you!

Appreciated!

Hmm can't tell without looking at the code. It may be something as simple as the button up signal not firing on the slider to save the volume setting (or however you have it). A button for saving all settings at once might help, or saving all settings when you leave the menu.

Try changing the volume on the sound effects Bus rather than on the individual effects nodes.

An absolutely lovely work of art. This is one of those games that reminds you how much power there is in videogames as a storytelling medium, and even in such a short game, you can tell how much love and care was poured into every detail. For sure the Gwizziness is off the charts here. I applaud this one!

14777.5! 

This is moody in a really good way! I love the character sprite and the animation work. Reminds me a bit of that movie "9." The world is also really well developed and I'm intrigued by everything going on here. Wish there was some music, but hey, my submission doesn't have music either it's fine. The sound effects at least are quite good. Overall I give this one major props for the graphics, theme, and general Gwizziness factor. Nicely done!

Not a bad little clicker! Just needs some balance and a bit more polish. For instance, the auto-shoot upgrade is useless. What I mean by this is that it's the same number of clicks to kill an enemy, regardless of if they've been hit by the campfire's shot, even early on, and the stacks don't add as much bonus as one would think. The game could also do with a few more visuals, like showing something coming from the fireplace when you attack.

Also the effects volume slider does not work. Can't vouch for the other options, didn't try.

Overall I'd say this has medium Gwizziness, veering on medium/high.

(1 edit)

I like this a lot! For sure it's gonna be a highly rated game from the jam. I'll echo some of the other comments that level 1 could use a checkpoint when you jump into the ocean. I couldn't make it to level 2 unfortunately. But the graphics are great, the music is excellent, and the controls are tight. I dare say this has got some extreme Gwizzy Factor to it!

Thank you so much! Will do.

Ah gotchya. Yeah I have the icons but like most of the game, glyph switching was outside of the scope for the jam itself. I have done it in the past though, so I do know what I'm doing when I get around to doing it.

Thank you!

Hey thanks so much! Excellent high score. :D

Ah yeah I hadn't considered other keyboard layouts, just quickly whipped up the Input Map. I'll adjust in a future update, thank you for this!

So the color is in fact derived from a separate variable, but math happens sometimes. For the health I'm adjusting the blue channel when your health is over 50, to bring the silhouette to Yellow and then the green channel when it's under 50 but over 0, bringing it to Red. I've seen it go to pink when restoring as well, I think because the blue channel is going over 1.0, but that was such a B-level bug and I was running out of time so I decided to just leave it, especially as ultimately the health variable itself still shows Red correctly.

And there is a chair! Well, a bench, when you're doing the bicep curls. It was going to feature more prominently but my Buddy model got slightly corrupted in Blender when I tried saving it with multiple animations. Like, the outfit texture is lost, I'm getting Python errors when opening him, blah blah blah. Again, time constraints, so I cut the total number of exercises from 8 to 5 and left out the stretching animation. At least there's one. :)

It happens to the best of us. You'll get em next time!

For a game jam this is pretty solid. If I have one complaint, it's that some jumps feel way more "leap of faith" than they should. Not that I want the game to be too easy (though the difficulty does swing back and forth), but when I got to a level where there was seemingly no good way to start it other than jumping to a wall run right at the bottom of the wall, that's when I had to stop. Still, this does fit the theme pretty well, and it plays pretty nicely. Overall I'd argue this has got the Gwizziness we're looking for in this jam, so kudos for that!

Gwizziness is.

Weird. I unfortunately was not able to repro. Maybe something got in the way of the signal firing. Regardless, the score displaying at the end has zero bearing on the game, so hey I'm glad you enjoyed it!

Figured out what I was doing after a little bit. Spend as many steps as you need in order for the exit to open up, while avoiding the Red square and dodging traps. Honestly a solid little concept. I do wish restarting at least took you back to the start of your current level, rather than all the way back to the beginning of the game. That said I'd say the Gwizziness is on full display here. It's a complete package: graphics, sound, gameplay, and challenge, and a nice interpretation of the theme both from the fact that you're a candle and each puzzle takes some patience to get through. I like it!

The game does deliver on its promise of running a supermarket, and it's well-scoped to be able to fulfil customer purchases and restock shelves. I do wish a little bit more love went into the audio and visuals, though. The music just doesn't fit a supermarket. Way too eerie. Would be interesting to see it fade into something like this over the course of the day, though, to show the burnout. Overall I think this has some midrange Gwizziness on display, and at least controls well and has a unique interpretation of the jam theme.

Unfortunately there just isn't a lot here. 😢

Uh... so. First round, I did nothing and won. Oookay? Second round I did nothing and lost. Hmm. Third round I actively spun the wheels around hoping they'd move up into the green, sometimes they did, sometimes they didn't. And I won. I'm not sure what good the front view of the building does. I think the concept has some merit, but I was expecting more of a "FNAF with sprinklers" kind of experience, IE watch the security camera and put out fires where they pop up. Definitely not the Gwizziest thing around but at least the chair does make a cameo appearance.

It takes a minute to load. Games should use a load screen and asynchronous loading if they're gonna be this heavy.

While the primary theme is on full display here, unfortunately there are a lot of problems. Controls feel like you're always on ice, the flame itself isn't a great indicator of its status (other than when it's too big and burning you), and some audio cues about the flame hurting you and such would help a lot. Performance also isn't great as the game locks up when loading (probably because the level scene is big and asynchronous loading isn't being used here). The level music wears thin quick. Overall I think this just lacks Gwizziness, though there is potential here as a rage game if the audio and performance can be improved, as well as some clarity about your and the flame's current state.

This a super interesting take on the theme! Definitely has a chair and burning, but it's tough to judge how far a kick will take me at a 5 as a opposed to a 3 or a 2.5. Some kind of arrow showing where I'll be headed would help a lot. I feel like this has some midrange Gwizziness to it. It's got some attitude but needs a little more time to achieve full Gwizz.

I love it but I'm REALLY bad at it. It's an awesome effort for just a week of work. The animations are great, the juice is flowing, and it kept me trying over and over again. It's VERY difficult though, in part because the controls, tight as they are, can really send you flying. Luckily respawn is instant, but still, I couldn't even technically finish the tutorial (though I was right there). Definitely has top tier Gwizziness though!

Zero??? Uh oh, that shouldn't happen, since you burn one calorie per action. Which version were you playing? Did the calories show up in the corner during the game?

The Fake Wizard is a Real Cool Guy.

Thank you!!!

Ahh thank you! Means the world. :)

Yeah I had originally wanted to be able to do some character interviews so you could make a better-informed decision on which travel package to sell, but considering I didn't start work until 2 days into the jam I scrapped that idea pretty quickly. I think the final result gets the core idea across pretty decently.

And I had a lot of fun building the page. I'm a huge fan of what itch has to offer in terms of design capability so I always try to add some style to whatever the project is. This one just happened to have a pretty clear route for what it should be.