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Codebolt

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A member registered Apr 04, 2021 · View creator page →

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Yay!! Godot!

Wish there was a category for "polish" as this game is absolutely outstanding in it, not that it's any more outstanding than the other categories. This might be the best game jam submission I've played so far. This wouldn't be so far away from a premium game title on Steam. Hope to see more from you!

I'm going to have to invite a friend over just to play this game. Already had a blast just playing around by myself for a bit.

That fun! I think I finished it. Guessing the big room above the elevator is the last one

First game I played so far this jam and it made an incredible first impression. Great art, idea, audio, polish, and gameplay execution. I like the frantic loop of having to  juggle between all the items on my tiny little desk as opposed to just pressing buttons. Awesome work!

Thank you so much for the kind words! Glad to see someone getting what I was trying to go for, even though I was worried that it's quite incomplete. About that last bit, you can delete props if you want by right-clicking :D

Absolutely loved this! I think more games should have a similar art style to this, I thought it was so charming and cute. Superb writing by the way! I was invested the whole way.

I softlocked myself after moving to the right after the cutscene of the first fall, so I had to restart. Then I discovered that you can "sprint" through the dialogue by holding run. Very nice touch, got to go back to where I was immediately. Also, thanks for having FPS controls in this platformer :3

This one is really fun :3

Honestly, this is such a great concept. I really like the addition of the heat mechanic too to prevent too much back-tracking. Definitely my favorite submission so far!

Honestly, this is such a great concept. I really like the addition of the heat mechanic too to prevent too much back-tracking. Definitely my favorite submission so far!

The smoke effect got me. Great game!

Once I realized what left-clicking did, I thought this game felt pretty nice to play. I just wish restarting was a little faster so it would be less punishing. (Made it far enough to find the computer by the way)

Thank you! Pacing was a really big thing for me, so there was a lot of playtesting for it. There are some things that have gnawing at me although, so maybe I'll fix them later down the line.

Thank you! First time, but I really enjoyed making those reload animations. Hope to improve them in a later patch/update.

Thank you for the feedback! I agree, but in our defense, that level was made within the last 3 hours of the game jam and my first time using Unity's terrain creator. :P

Movement isn't fleshed out enough yet for levels to rely on them, which is why they're currently more reliant on the weapons system and reload timing. I want to add at least sliding, better dashing, a grappling hook, and maybe wallrunning.

We barely were able to scrap this game before the deadline (less than 10 minutes before), so we ended up having to ship with some major bugs. Any encouraging messages like yours definetly make us want to continue building up and polishing this idea.

This response is rather later, but I'm very happy for you!

That's pretty odd. Most of us, except for our UI programmer, encountered this bug. It sounds like your case is far worse (if I had to guess, 4K display would be the reason), although it shouldn't affect gameplay since we track where you click your actual cursor, not the based on the dice positions.

Regarding the health thing, that's a bug in level 2. (Which was my fault. I placed the player as a prefab and forgot to change their health value /_ \)

I dont know how the other devs see it, but I see the powerups as "damage prevention". Using them correctly can help you avoid damage in the first place. Being able to heal yourself, I feel, would probably be redundant. Having really limited health also gave a lot of tension and challenge to the game.

That one level with the die surrounded by ones was tough, but very proud to have beat the game!

Sorry about that dice offset issue. None of us have ever used Unity's new UI document, so it was a rough journey for our UI programmer, who I think did a great job regardless. What made it really difficult was that she never encountered the issue while the rest of us did. We might have to put the blame on Unity for that one...

This was a solid entry! Really nice art with a very unique idea that I would really love to see expanded upon.

Nice to see a game made in Godot! I liked the animations and the idea was pretty nice, especially since I've only seen dice of the six-side variants. I just wish HP numbers were more visible.

This was a creative idea for a game that I would love to see you work on more!

That was nice relaxing game with a cool visual presentation and maze generation, but I wish the game did more to fit the theme other than the sprite. I think it could make an interesting puzzle game if the dice rolled to move and the player needed to land on specific tiles with a specific die value.

I really want to try out this game, but it seems your team forgot to make it playable on HTML. Make sure you mark the "Kind of Project" as "HTML" and have the upload be marked "This file will be played in the browser"

The art and the world is really nice! I was a little confused about how the game exactly worked, but it was pretty enjoyable! We need more Kirby-inspired games.

This is definitely one of my favorites so far! The art is nice, the music choice was great, and the despite how unfair the RNG got at times, it was a nice challenge. I stayed around long enough to finish the game!

When it comes to programming, nothing is certain.

We're 99% sure it's an edit as it isn't in the code.

Fun fact: 192.168.1.1 is the default home IP address of most routers. 

Sometimes, silence speaks.

Thank you for playing/interacting.

Codebolt#6949

This isn't my main Discord Account, so I am unlikely to respond quickly.

For the messages, that's kind of the point. Hopefully it was just a bit more special

For the timer thing, I wanted the game to be chill with very little stress since it was a clicker, but I actually ended up using that mechanic with the third phase of the BH.