Skip to main content

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

Plide

205
Posts
7
Topics
25
Followers
10
Following
A member registered Aug 20, 2021 · View creator page →

Creator of

Recent community posts

Honestly, this game surprised me with how good it is! It's challenging, but said challenge forced me to reconsider my approaches for levels. Each level seems designed to teach you a new element of the mechanics, and I am ever thankful one level specifies the exact enemy HP, because that tip is vital for it and the levels after!

Certainly a unique game. I ended up figuring out moonwalking was the best strategy. Not sure why my bullets sometimes missed even if they were dead-on. Was there some sort of fire-rate cooldown that only applied to the damage and not the shooting? It seemed like my shots more consistently did damage if I fired slowly.

Overall, a very fun game! The sprite work is great, the sound effects are fantastic, and the music was awesome, too! The movement felt nice, too, and I liked the challenge! However, the stamina system artificially slows down the pacing: If you only dash when needed, you have more than enough. If you ever do extra dashes, you won't have enough when you need it, so you end up waiting. As for enemy placement, it's mostly good at rewarding patience and observation! But, some chase you from dead-ends or narrow spots where a first-time player cannot possibly avoid them. Otherwise, this is a great game, with fluid movement and a great ending, and I love it! Keep up the good work!

(1 edit)

I did have a boss idea that got the axe due to time constraints. Aside from some bugfixes and QoL, I might add a secret way to find this scrapped boss, in a post-jam update!

It seems there is no way to restore ammo, so I could only get as far as wave 8.

Sorry, what do you mean by "slover past of map disapiering?"

My record: 4708 points. Pretty fun! Sometimes, the vehicle starts veering to the left after a while, I assume that's it breaking down.  The thing I don't like however is the camera: It follows the rotation of the vehicle way too aggressively and can be very disorienting. I like this game's pseudo (?) 3D look, it's oddly nostalgic!

Fun little shooter, I like the idea of the time being both your health and time limit! My only real gripe is the difficulty of combat is too easy: you always have ample space to simply shoot while running away from enemies, thus fights tend to play out similarly. Took me a while to realize hacking the punching robots restored time! I love the music and art of this game!

Very difficult, but once you persevere, it's fun! I got stuck on level 12 when playing on Normal, so I switched to Easy and was surprised at how subtle the difference was, but it definitely helped. My brother also played through the game on both Easy and Normal, he did very good: he managed to beat normal with only 453 deaths! He loved the game and wished to see more! It'd be awesome if this game had sound effects and music! 

This game is peak. There are no better games available. When me and my brother played, he BEARly beat me!

A very fun game of exploring. I got quite invested into learning about the place, and decoding the hieroglyphics was fun, I got out some paper for that! My only gripe is the theme more gets in the way rather than enhances the game: The rain comes after only 2 minutes, but restarting is so quick, it's really just an inconvenience after the first time of exploring the rained upon town. Otherwise, I enjoyed this more than I expected to!

A unique, fun take on the clicker genre!

This is amazing! It cleverly uses the theme, it's unique, it's gameplay is smooth and creative, the graphics use the mostly monotone palette perfectly, and the music is top-notch! What's not to love about Atan's Garden Quest?

Well... I guess the control scheme can be a bit odd with grabbing and throwing being separate buttons: it can be clunky to use a separate button when you almost never want to just drop the flower and I often do the wrong action. Ultimately a minor nitpick in an otherwise excellent game, defeating the enemies by throwing the flower at them is tons of fun! I love the ranking system, too. S rank on my replay!

Thankfully, Windows builds of Redot games are very compatible with Linux if you install Wine. Once you install wine, you can simply run ``wine path/to/game.exe``! I promise my submission will be available on Linux, Windows and web browser, since I use Linux myself.

Thanks for the feedback! I did plan to add subtitles, but the April Fools was deadline very quick and my cutscene code is already very spaghetti, so I didn't add them in time. I may add them in a patch!

This was quite possibly the best game I have ever played! A bold new take on gaming; it redefines all conventions!

(1 edit)

Mother Nature is meant to look both motherly and intimidating in an exaggerated way.

Awesome! Being able to slip forwards on your own water reminds me a lot of Splatoon! I also really love how the enemies have old Hannah Barbara sound effects when they die. The movement doesn't seem to be normalized when moving diagonally (you go about 41% faster when doing so), so it took me a bit to even realize the slipping mechanic existed because I was just making those jumps with strafes! The aiming seems a bit misaligned, too. I had lots of fun exploring the area, which is pretty well modeled! Great work!

Fun game overall. It's therapeutic gradually covering all of the ground in snow! The last level in particular is long, so it's unfortunate the game ate my jump input when I was near the end of it. (Coyote time would be good just-in-case). There also seems to be an off-by-one error, because I beat the last level even though a tile wasn't covered in snow yet! I really enjoyed freezing the enemies in with the jump, the anticipation from how high it goes is... and then freeze!

Pretty "cool" idea! I like idea of planning out your moves, but being able to use the shotgun both for killing the other penguins AND correcting your movement! At first, I didn't realize Q and E adjusted launch speed (don't ask why I thought it was a video quality setting), so I ended up mostly playing with just launch speed 3. It created a fun challenge on level 3 with the gap, because I had to use a shot-gun shot the opposite way to get enough force to cross the gap, and even though that's likely not the intended way, it was super fun! My only gripes are that level 2 can mostly just be trivialized from a distance because there's no walls to stop you from just camping the initial side of the level, and that there is no option to more quickly start a turn (though this could just be my own impatience!) Very good game overall!

Very fun for only being made in 3 hours!

Whoops... I forgot to fix a glitch if you press Punch or Right durring the ending cutscene... It won't play out as expected at all!

Since I've commented on every other submission, I'll use this comment to share some development fun facts of this project.

1. This game was originally going to be a stage play.
Like Super Mario Bros. 3 was! In the end, I decided not to because it be such a let-down and make everything feel pointless. Besides, stage plays aren't combat focused like this game is!

2. The final boss was going to be a dragon.
Originally, there was going to be a fight against a dragon who would have been assembled from background tiles! And even a space shooter section where Brad got in a jet and chased after it! Needless to say, this didn't happen due to the scope, time crunch and lack of motivation. It was also going to break into a bunch of wooden boards to reveal it was just a cutout, then reveal the gimmick that it was originally a stage play.

3. There is an unused kiss sound in the game's sound effects.
I originally used a quick kiss sound on freesound.org, then converted it to 1-bit dpcm in Dn-Famitracker. However, the sound would be unrecognizable as dpcm compresses higher frequencies poorly. So, I tried adding a low-pass to the sound before converting and it sounded slightly better, but still unrecognizable. So I scrapped using a sample. Instead I made a very short blip with a pulse channel and a hardware pitch slide up, and it actually worked pretty well! But, went unused. Originally, Brad and Sela were going to kiss at some point in the ending. This was scrapped due to laziness and the original joke that was going to be done would no longer work since I scrapped the stage play gimmick.

The project files also contain the .dnm files (Dn-Famitracker modules) used to make the music and sound effects if you want to download Dn-Famitracker and see how the sound channels are used.

Rock Paper Scissors!! Having the different algorithms is nice. Though, with no knowledge on how CPU Rock Paper Scissors algorithms works, I just ended up mashing 1, 2 and 3. If you want suggestions on controller bindings, I would recommend top face button (Y) for rock, right face button (B) for paper and bottom face button (A) for scissors. I love the CRT effect used in this game! Legend has it if you play long enough on Cheat Mode, you may eventually win!

The Windows / Linux downloads are just project files, but even then, it is missing the project.godot file. Even when I attempt to add a project.godot file from another project and then load this, it still does not work. I am on Linux (Artix), which according to install instructions, it "works on Linux", but there isn't even any sort of executable to be downloaded. Are you sure you zipped up the right files?

The bottom of the screen is cutoff in browser and I was going crazy trying to figure out the password. Was it hidden in a subtle color? Was it it circled somewhere in the description? "cedits" didn't work. Does asterisk have some alternate meaning I don't know? Nah, I just had to zoom the page in so it displayed the full screen.

It doesn't seem to be that there is any hint on where to find the bunkers, so I just ended randomly guessing as fast as possible by just mashing right and enter until I ran out of guesses. One attempt I got 2, one I got 0, but one time I got really lucky and got 12. 

Besides that, I love the retro computer aesthetic! The keyboard sounds, the ambient hum, the CRT effect, the green color... Love it! I'm a 2000's kid and yet it really makes me feel like I am back in the 80's!

I had a fun time buying ice cream, paying attention to demand and making milkshakes, then adjusting the price up if I start running out, down if I had a really good supply. I do wish the controls were simpler. Moving around with WASD, while also having to open the menu with CTRL, using said menu with the mouse, while the mouse is used to move the camera, so you have to press CTRL again to hide the menu. I just ended up keeping the menu open the whole time and didn't move the camera, as everything is usable with the same angle, though the strafing speed is so fast, I often overshot the milkshake machines. Control gripes aside, I love the retro diner setting! Even though I'm a 2000's kid, it still feels nostalgic!

Pretty fun game. I love the weighty controls of the ship and the automatically aiming turrets are great! I do wish the enemies were a bit smarter, because even with almost no ships in my fleet, I can beat the Enage (250 Ships) mission no problem: Just move around a bit and they all cluster up, making circle camping them all trivial! I also have no idea how this fits the theme "Back to the 80's," as it seems very futuristic. Perhaps it's 2080's? There also seems to be bugs with how counting destroyed ships on both your own fleet and the enemies. Often, there will be negative ships in my fleet and negative enemies remaining! I enjoy watching my fleet destroy the enemies, and getting more is fun!

This is brutally difficult! Mostly because the tank's projectiles move extremely slow and seem to be affected by the tank's movement in an unintuitive way, so I would aim blindly in the direction of the enemies and hope I hit. I could only get as far as the brown buildings shown in the 3rd screenshot (yXvBuY.png). The war setting is a creative interpretation of the 80's theme! I also love the simple low-poly terrain and models!

Creative use of the theme to have this be a haunted lost game from the past! However, the gameplay gets quite tedious and the high-score is set far too high. Each enemy only gives 100 points and you need 100,000 points, meaning you need to kill 1,000 enemies... Well, in practice, not quite as many since if you spam a few shots really fast, you can hit the enemy's death sprite for additional points (probably a bug). I can usually score about 400 points on each enemy doing this, but it still takes a really long time. The game does a good job at being unsettling with its background effects!

Very funny modern humor! Yet, it references many things from well past the year the game takes place in: 1984, making it only feel like an 80's game because the game said so, not showed so. I imagine the future references were meant to be ironic. Some sort of UI for knowing how much of each resource you have would be extremely helpful. That, and making some of the music quieter and or adding subtitles when listening to the speaker would also be greatly appreciated, as sometimes I cannot hear him and most go out of my way to listen. That aside, I love the self-aware personality of the voice and the off-the-walls humor! Despite the name of the disease being pretty obvious, the ending was very funny!

Very fun! I love the idea of avoiding attention as a celebrity! Only feedback is that the hit boxes are disjointed-- the entire character sprite has a hitbox when only the feet should in this perspective. The voice acting is a great touch!

Thank you for the tip. Now knowing what to do, I was able to beat the game on hard, solo! Thank you for making this game!

Not sure what to do on the level where the giant robot chases after the closer player-- all pushing all of the crates in did was spawn crates on the X's!

Not sure if this game has an ending. I got to a level where the red robot immediately falls if you don't hold the thruster and right, then I had to jump off a buddy onto a higher ledge with a lever on the top right. Whenever I touched the bottom-right corner, the level simply reset. I tried a bunch more times, but it always just reset. Simple yet fun concept, though!

Love the art! The red dragon is quite hard to control, though. The red dragon moves much slower than the big blue dragon (who you'd expect to be the slower of the two) often getting his tail stuck and refusing to turn around, something usually effortless in most games! There were some nicely done button challenges!

Thanks for your feedback! This was most of the team's first project and many merge errors happened! One of the programmers had a really cool version of the boss, but unfortunately, it wasn't merged correctly and I had about an hour to fix the minimum viable product's boss. That aside, if I were more of a programmer for this project rather than the sound designer, I'd have loved to have added much more! 

The music I composed for this was also all used in different contexts than originally composed for. The home music was more expected for inside the home rather than outside, the "forest" music was meant for more of a dense forest where you'd progress through many enemies and the boss music was originally supposed to be music for attacking or sneaking your way though the bandit hideout. 

Thank you for playing!

Whoops! I forgot to mention movement is primarily on the arrow keys. WASD I put in as a secondary control option alongside SPACE, SHIFT and E. I'll update the description to show controls as well!

True that! I ended up submitting on behalf of the team very last minute despite being unfinished because otherwise, we wouldn't have had this submitted!