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













