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whateverdat

96
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A member registered Sep 26, 2023 · View creator page →

Creator of

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The cats are adorable :D I vaguely remembered seeing the same sprites some time ago in another jam. Sure enough, it was your game from Scream Jam 2024 :D You played both my games in Scram Jam 2024 and this year (I unfortunately missed 2025). 

I personally have a soft spot for cats (and I love all cats :D) but I must note that your cats are just adorable, and the greater story is a well written one. Which is especially impressive for a game with such a short playtime. I personally often find myself trying to balance between writing something interesting and keeping it tidy for a jam entry. I must say that yours feels just right with regards to this balance, and therefore your ranking in the story category is a well deserved one.

I also really like the lightning system you've implemented. Not only does it nicely enhance the general atmosphere, but it also is a very impressive piece of tech that made me find myself going back and forth between rooms, just to see the way it is projected in the game world :D I don't know much about GDevelop, so maybe it was something rather simple to implement. Yet regardless, it a very cool usage of the mechanic on your part.  

On a side note, I am eager to one day try GDevelop myself. Simply because I've encountered so many well made games with this specific engine across different game jams. Maybe it was just coincidence, or maybe it is an engine that is preferred by lots of experience developers such as yourself for a reason. If so, I'd like to discover that reason.

On a rather more important side note, I want to thank you for your Scream Jam videos. I really, really appreciate them. And I thank you not only for playing  my two games I happened to submit to Scream Jam, but for playing and recording lots of jam games in general. Seeing someone actually play your game is something invaluable in terms of discovering what can be improved. And it especially is encouraging for developers that are just beginning their game development journey, and consequently whose games do not normally get much attention. I am speaking from experience, so thank you. Both for his cool entry, and the amazing work you've been doing for the community :D

That was pretty unique! Really cool art-style, it is very charming. Dialogues are very funny too, I liked beatmag , he seems cool :D The sad part is that I've realized there aren't much time left for voting so I kind of rushed playing it and quickly cleared two endings. I'll return once more at a more appropriate time. Lovely game though, congratulations! 

Awesome art style, very lovely shaders! It was pretty fun to play. A very solid entry overall, congratulations to the team, awesome work!

Definitely worth polishing after the jam, I'd love to see this developed further. Good work!

Pretty cool! I love the fact that you can interact with every npc, and there are quite few too! 

Pretty simple yet fun gameplay loop! I think while there are some small things that need polishing, there also are small details that I really appreciated. Like the way you prevented the player from spamming gravestones to clean, it feels better and more rewarding to press the button calmly at set intervals, than to just keep mashing it :D About the polish, if I may, I would suggest that check the collision box of the pillar like tall gravestone; maybe add a sound cue before the grim reaper appears; and prevent coins from dropping unreachable areas. Solid work overall, nice game!

Really cool, I just love one button games--very intuitive to just pick-up play! Sound effects and art/animations are really good, it feels very nice overall, just to interact with the game. One small question and suggestion, are the power orb drops completely random? If so, you could perhaps make them appear in a specific pattern. I sometimes got couple of them one after the other, and sometimes got no orbs for a long time.

Encountered some bugs but still managed to reach the end! The game looks cool, hope you decide to finish it after the jam.

"It was just a silly prank" lol :D Meanwhile the prank... I'd say Kevin had it coming at this point, absolutely  diabolical. Thanks for the game, it was a short and fun experience.

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Really cool game, and very charming pixel art! How many endings are there? I attempted to reach to the bottom of dungeon couple of times, expecting a third one but was not successful :( Awesome work, it was fun to play.

Really beautiful artwork! This did not feel like a jam game, but a properly polished, fully-fledged game--and not only because of the polished feeling, but also due in no small part to the quality of writing.

I don't normally play a lot of visual novels, and don't have much experience with this genre, but this was really captivating. I must admit that I booted the game up while grabbing a bite, but ended up with an almost full plate when the game was done.

Because I just jumped in without reading much of the description, I initially expected a story like The Tell-Tale Heart. I have seen your mention of the The Fall of the House of Usher in the artistic inspirations section only after finishing the game, but the Gothic influence is unmistakable--which I really enjoy. 

I decided to stick by Lord Ruysch, because it felt like a more fitting end to the story, one that complements the regrettable life they both have had.    

Thanks a lot for the game, really nice work!

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Very scary atmosphere, and along with the sounds, the game nails the feeling of the jam--good work! Also, come to think of it, we are an atrociously scary species.  

No problem! I am going to try the game again soon, I was in suspense about the ending :D

Hello! I found a couple of bugs in my game, and I was about the fix them. Aside from these bugs, I've also noticed something rather annoying with my current movement mechanic. My game is a tile based dungeon crawler, and there is a limit to the number of tiles player can traverse in a single turn. Rather pointlessly and annoyingly, this rule is also enforced after the room is cleared of monsters, or upon re-entering a already cleared room with no enemies. So I wanted to ask whether I can also address this issue, it is not exactly a bug, but just an oversight.  

Is the final dialogue (after taking cellphone) suppose to be in Spanish? I did not touch the language option and the game was in English up until that point.

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Interesting game, I managed to push the ball out of bounds, but couldn't exactly figure out if there's something else I needed to do, or this is what the name "BreakOut" refers to :D Also, I don't see anything in the dev-console (I think that was what you meant in the game description). Unique and charming artwork though, it looks like an abstract oil painting.

Nice entry! One interesting thing I noticed is how you handle the distance between the chaser and player. The chaser never jumps over the boxes, so it gets pushed back simply by hitting the boxes . And if the player fails the quick time event and hits the box, it gets pushed back similarly to the chaser--however in the process the box is knocked over, so that the chaser won't hit it and get knocked back. Smart way of handling the chase mechanic! Good thing the chaser does not know how to jump lol :D

that's awesome

It's very intuitive because it's played with classic chess pieces; yet mechanics like piece health, movement limitations, swap etc. successfully keep it interesting. Also, I've encountered a bug with the summoning mechanic, where the animated piece card is not always selected correctly. 

I really liked the overall aesthetics! But I think the difficulty curve is a bit steep.

unique and cool idea! like many others have mentioned, I also feel like the upgrades system needs a rework. not just with the amounts, but they also become so frequent as the multiplayer grows that they interrupt the game-play after every tackle.

love the funky physics, good game!

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simple yet fun mechanics! I kind of cheesed it by aligning the players to pass each other directly, without moving at all and got 73 :D You could easily address that, but playing that way is kinda fun too lol

Thanks for playing, glad you liked it!

Very addictive and fun, and has a variety of cool mechanics too! It took me 5 or 6 runs just to see all the different moves, awesome game!

Thank you for playing and kind words!

Very unique mechanic and smart implementation! With polishing of mechanics, this could make a full title, I hope you work on it, I'd love to see it as a released game one day, great work!

I agree that the training section gets a more repetitive than I intended, I will try to figure something out. Thanks a lot for playing!

Modifiers are a creative twist on the classical memory game, I believe that the game could be easily developed further on top of this system--adding different modifiers, shuffling them every once in a while, turning some of occasionally etc. Very cool game, I enjoyed playing it despite having terrible memory lol

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Thank you for playing! I think I could address that issue by changing the practice scenes to fit the next interview mini-game--as someone suggested below :D

Very creative idea and cool game, it was really fun to play! Just as others mentioned though, running into 'past self' immediately after crossing the finish line could be improved. I couldn't even figure out why I was losing the first couple of runs, it just said game-over after crossing the line, it was a bit confusing.

Thanks a lot! I've never encountered the issue you mentioned, but I'll look into it.

Tenseness of the atmosphere is top notch, nice visuals and audio--and really cool shaders.
Also thanks for open-sourcing the code, it is always a treat to check out the source code as someone new to Godot!

I realized later that complete reset is a bit more punishing than what I intended. Yet context-wise it makes sense that player restarts the interview process. Maybe I could make an health bar and allow a number of mistakes before resetting. Practice changing depending on the interview stage is a great idea, I should've thought of that :D Thank you very much for playing!

I believe it's the lack of explanation on my part. On the second stage, there are three emotions. At a time, it is either two negative and and one positive, or two positive and one negative. The odd one is the word you have to type. Thanks for playing!

The download is also a web build, so you'll have to play in the browser regardless. There is not much point to it unless you want to access the game while you have no internet connection. 

In case you are interested, you can run it locally using python. You can check here. 

Thanks a lot, I am happy that you liked playing it! By the way, I do a lot of MonoGame, and I am your subscriber on Youtube, it was a nice coincidence!

When I started to make this game, my goal was to test out Godot, just to create something with it. That's why I used TONS of public domain assets. It's become increasingly more difficult to add new things to the game, though. If I were to add anything at this point, it'd be better if I create assets fitting the overall "art-style" lol. Thanks for playing!

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Awesome game with an abundance of cool mechanics! The first transition got me ahh, so you cannot lose? Though, switching the layout on transition--spikes become harmless and grass becomes spikes etc--is very clever. By the way, I encountered something I thought could be a bug, so I recored it in case you want to check out: https://imgur.com/a/eTsaAJ3 I couldn't figure out what killed me as a zombie at the end of the clip.