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CCadori

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A member registered Nov 03, 2017 · View creator page →

Creator of

Recent community posts

Ah, I noticed the similarities but wasn’t completely sure, haha. Glad you managed to include them in the game ♥️

Hi Woodland, Thank you so much for the kind words and thoughtful feedback! I’m really glad you enjoyed the aesthetic and the bug-catching mechanic, it means a lot that you noticed small details like the leaf colors!

Thanks for taking the time to play and share your thoughts!

I loved the game, Cherain! Beautiful art, lore, and fun mechanics. Thank you so much for your time and care in making this game for me! 😁

What a charming game! I really enjoyed the graphics and the tone of the story. A submission that lived up to the jam's name 😊

Hi lxv, thanks for the kind words! Godot is an amazing and user friendly engine, I'm sure it's just a matter of practice 😊 

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Hi Tough kitty, you have a really good point, it's a shame that I didn't pay attention to that. I will definitely have this in mind for my next projects.

Thank you for taking your time to leave a review 🙏

Thank you for your review bus ride, nice to see you participating on the jam again. I will review your game soon!

Thank you so much, Turtle, I agree with you, the psyco mask is a lot stronger that the others, its an issue with balancing that I couldnt fix in time!

Thank you for the kind words, CloakedCrow!

It's very creative to use "masks" in the sense we use them in image editing software (I imagine that's the idea), it worked very well with the puzzle/platformer style.

The learning curve works well; I never felt lost without knowing how to proceed.

I think the color palette you used conveys a really cool sense of adventure and exploration.

Congratulations on the game!

That's sooo addictive! You guys did a really great take on the theme, the art is nice, and the tech tree works perfectly (being able to drag and drop it is a plus). The only thing that I didn't like much is relic physics; it gets out of the masks' drop zone all the time, but I think that's intentional.


I got around 17k masks, and am doing 90+ masks per second. I had to force myself to stop playing .😄

Hi Kaynooo, the number of systems you've implemented in this game is quite impressive. The art is also very pleasing and matches the game's style.

I think the game's pacing is a bit slow; the protagonist moves too slowly, leaving the player waiting for a long time, which ultimately disconnects them from the experience.

I understand that some of these aspects could be upgraded depending on the masks, but I imagine that if the character started faster/more agile, you'd be able to retain more players.

Congratulations on the submission; as I said before, it's very impressive! ☺️

Dude, this is impressive. One of the most solid platformer experiences I played on GWJs. The levels are well designed, and the end plot twist felt great!

Olá, Nuno Das Neves, do you speak Portuguese by chance?

Your criticisms make perfect sense. The balance between idleness/randomness/player agency was a point I struggled with a lot throughout the jam.

Thank you very much for the review!

Thank you so much for the review, Brynkilius! I'm glad you enjoyed the gameplay and visuals! Please don't worry, there was no cheating; the most that was done pre-jam are some shaders and UI transitions that I reused from other editions of Godot Wild Jam ☺️

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Thank you, Jake! Yes, the balance is definitely lacking some polishing 😅 I think ghost mask is also not that optimal. On my runs, I used mainly default for fast money, defenders to heal the queen, and lots of psicos to fast convert enemies

Thanks for the kind review, whataboi!

Hey guys, very interesting concept, I like the possibility of being able to mix different buffs by choosing different runes. The game could be a bit more challenging, but it works fine as it is.

Btw: I think I found a bug on the final screen. Seems like a victory, but then my character died in the background

It might be a bug, thanks for reporting and for the review!

I think this is one of the highest compliments I could receive as an artist! Thank you so much for the kind review, Orphic!

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It's great that you noticed😁. Yes, I started developing games with Godot around April of last year, and after each jam I participated, I always transform some of the assets into frameworks (e.g., UI transitions, menu systems, dialog controllers, shaders, etc.). And I always end up reusing and improving these assets with each game I make with them. However, I never reuse core game mechanics or complete art assets, as a way to maintain the spirit of the jam! 😊

Regarding the strategy, I think that's the strongest one, the only problem  is that cheap units are very easy to be converted by the other factions, so they can easily turn against you, if you don't have enough defenders to keep them on your side!

Edit: Feel free to reach me on discord in case you want to discuss gamedev stuff!


Thank you wired! Yeah this game suffered a lot from my lack of decisions gameplay wise. It started as a game about wolves in sheep masks, but at some point I changed to wolves commanding sheep, which ended as sheep randomly interacting each other😁. That said, I put a lot of effort in the art style, I'm really glad you liked it!

Yeah, it was one of the inspirations! Yes, the sheep wear 5 kinds of masks, the crown, the default, the psyco and the ghost one. Each mask beats the others in some way (except for the default one, it is just a fast way to get currency).

Thanks for the review Azyr! I completely agree with your critique. I had to change the game a lot throughout the week, and the gameplay you played ended up being implemented in the last few days. That's why the "masks" theme ended up being a bit confusing.

Sure, I will review your game soon!

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This is probably my most rushed submission to GWJ. I had to change the design several times throughout the week because I couldn't find a truly fun way to make it work. But I hope you like it. I did my best artistically, and I particularly love this palette.

Hi chippper thank you for the very detailed review, definitely will considerate it for the next iterations!

Hi Snoon, if you're interested, I released a sequel to the game, the scenario is a little different, but you might like it. The demo is available here on itch 😊 https://ccadori.itch.io/skybound-colonies

Hey ChaosPotato, I released a sequel to the game. The scenario is a little different, but maybe you'll like it. The demo is available here on itch 😊 https://ccadori.itch.io/skybound-colonies

Hey, I released a sequel to the game. The scenario is a little different, but maybe you'll like it. The demo is available here on itch 😊 https://ccadori.itch.io/skybound-colonies

The system of always returning to your base to recharge and collect resources for expanding asteroids is quite interesting. However, I don't think I understand how to expand. Is there a button where I can indicate where I want to expand?

Congratulations on the game and good luck in the jam!

The graphics are lovely! The idea is simple but interesting, and it works well. The player watches the kobolds perform their actions while also deciding who goes where and what equipment to use.

I found the kobold equipment (weapons, shield, or torch) a bit clumsy; I ended up picking a warrior when I wanted an adventurer, and vice versa.

Congratulations to the team and good luck in the jam!

Quite fun. The game has more depth than the theme led me to believe. The mechanics are very complete, and the UI is relatively intuitive.

Thats cool, the crush/stretch mechanic adds some very welcome depth to the game!

What a lovely game. The mechanics are simple, but the fact that jumping increases your speed indefinitely (or at least I didn't reach a limit) adds a very interesting layer of difficulty.

I had a few minor issues, like the character not reappearing on the other side when leaving the screen. I don't know if it had to do with my screen aspect ratio (21:9), but it didn't affect the gameplay much; I just had to reset the level.

The way the camera shakes when the player is going too fast works really well!

Cute game and great progression. Just tested after the end of the godot wild jam, and it's totally worth it. Congrats!

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Loved the idea, I also like how the game progresses, I think a bit more of fluidity on the characters movement would have been a great addition. Congrats to the team!

What a great game, I'm happy that I played it before the end of the jam. Everything looks so fluid and cohesive. If the game had a simple upgrade system, like turning speed, damage, mouth size, etc, I would play it for hours

Hi Scruffy, thank you so much for the detailed review! I haven't decided yet how long I'll update this game, but I'll definitely consider your points, thank you!

Hey, pdil, thanks for reviewing! The game doesnt have an end yet, so you pretty much saw all the content that is available right now

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Yes, it's an old issue, I think Godot 4.5 beta already have some important fixes in that matter, but don't worry, you can quickly fix it in a patch after the jam, in case you want