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SOURSTONE SRL

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A member registered Aug 04, 2025 · View creator page →

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Unfortunately I haven't played Mirrors Edge. Did play a little bit of Flatout, and I can see how it can be associated with this game.  Even tho I didn't think of Flatout while making the game. Maybe I should have... =)

Thank you for playing! Glad you had fun playing it.

Quite a unique approach to the theme!
My only recommendation is to bind [f] or [space] for attack.  I think it would feel better to play it this way.

Well done! 

The hint was very helpful, I doubt I would have seen that otherwise.

I finished the game, its pretty good, it reminded me of one of my first prototypes in godot. 
The concept is really nice, I would only improve on two things, the way the "TV mode" works should be changed. It is quite hard to read the text on it, it would be better if the camera would center automatically when the player is using it. The second thing is the end, you should add something on screen mby and "The end" message on screen or something. I kept waiting for something to happen after the last cinematic, idk if there is nothing or if I should have waited some more time for something to happen. I just stared at a black screen for a bit and then I closed the game.

Very strong submission! Well done!

Ah, It seem I  got stuck in the first room not knowing what to do =). I will give it another try tomorrow.
Seems promising so far...

Thank you very much for playing and for the kind words! 
I will sure do! Already planed to join a few other gamejams. Tho I will need to plan my time better.
The following months look very busy.

Loved the concept! There is not much to say, the game is really great, not all the levels are necessarily balanced but that can be solved in the future quite easily.  Mby a little story can be added as well tho it does not really feel necessary. The game is quite intuitive as well.

The VFX are quite nice as well. I wouldn't be surprised to see this game on steam or some other popular platform in the future.
Well Done! 

It makes me quite happy to know you had fun! Thank you very much for playing and for the kind words!

Thank you for playing and for the kind words!
 

Very solid game! 2d in 3d can be surprisingly fun, the only thing that I would change is the fence/stakes. They look a bit too similar to the rest of the world, makes you think it would be fine to step on them. Mby making them red would help them stand out a little bit. 
Well done!  It looks very polished =O

Im really glad you had fun playing the game. Thank you very much for playing!
The thought of adding controller support crossed my mind but I didn't know how to map the interact button.
Mby I'll join a "work on an existing project" in the future to upgrade the game a little bit. Its inspired from a game I really like.

Yea, I think that's it. 
It turns around sometimes but its very weird.

A really nice platformer. I must say tho, the camera feels a bit annoying.
Well done! Its quite nice.

Thank you for playing! I did play a bit with acceleration but it felt more like ice skating then running, so I removed it.
Mby some speed ramps would be nice tho.

Hope you had a little fun playing. Thanks again!

Hey, thank you very much for playing the game!
Hope that at least you had some fun playing it. 

I love the concept, its quite creative. Didn't even considered I would see a football(soccer) inspired game.
Took me a sec to find what I had to do but when I got it the game became fun.
The game seems to slow down a bit just before it ends I'm assuming a lot of things happen behind the scenes, but since its the end of the game it doesn't really matter.

If you get around to work some more on the game I would recommend adding some arrows on top of the tombstones (pointing down, mby even hovering). That would help newbies get the hang of things faster.

Well done!
The TV jumping around feels like a dog XD

Should have read the description I guess =).
I had 3 attempts each with multiple tries

  1.  First time:
    Figuring things out, walk around opening doors. Found a black thing, I pressed on it.
    Time passes. I lost? 
    Tried I again same result the number of black things seems to increase... it was 5/8 now its 9/12 (or something like that)
    Thought the invisible parts of the black things where because of the sun.
    Few other attempts... nothing changed
    Think I died once in an attempt
  2.  Second time: 
    I watched the video, close blinds... i see. But why?
    Tried closing the blinds. The room goes green when I close them all. I guess I have to clear each room.
    Tried the tiny map, found 2 black things.  now what? mby the game doesn't have an ending?
  3.  Third time:
    I read the description.
    Found out that the invisible parts of the black things are because of the lack of sun...
    Completed the tiny map and small map.

I would have liked to have some music on the background in the game or something.
The inverted mouse setting. I didn't really understood why it is not off by default. I am glad there was a setting for it tho. Playing the game with the mouse inverted wouldn't have been pleasant... 

A story introduction inside the game is a necessary addition in the future (or at least I think so). 

Good job! Its a really nice game.

I am glad you liked the story, in the previous game jam, the story had some criticism. That didn't seem the case with this game jam.

The bubble gets a bit bigger when you level up, and it shrinks when you die. I am mentioning this just in case.

Thank you very much for playing! 

(1 edit)

Thank you very much for playing and good job getting to wave 29!

It's unfortunate that you didn't get to wave 30. If you remember, I would have loved to know how many attempts did it take to get there.

After the first game jam, I added the "heavy" upgrade as a test solution to the bounce problem. Unfortunately this upgrade was so very op  that it would crush all enemies without much effort.
As a solution to that I added the "leftovers". This makes it harder to just rotate around the margin as pushing leftovers towards it makes the player risk getting damaged.
While the game is more balanced now, there is still much space for improvement indeed.

"All enemies always fire at the same time. Not sure if this is good or bad."
=)) Yes! I hated this when I first created this type of enemy. In the first jam there wasn't enough time to address it. Now, I do not know what to do with it. I looked at other games as well and it doesn't seem like they "fixed" it, its just that the player has so much to focus on, that it is not really observable.
It will probably stay how it is...

On top of being hard to balance, the game has a sound problem as well =). There isn't that much variation that can be added for sounds. 
Pop pop pop... , did considered to add screen shake when player gets hit. Tho I do not like screen shake that much, and with the current bouncing trouble it could end up really shaky as well =D.

"Make everything explode immediately without that pause."
Ah, yes. That is a "bug" in the sense that I know why it happens, it was not really intended and I had to settle with it.

I would argue there is a better dominant strategy than the one you mentioned.  I do hesitate to say it, as it makes the game a little bit too easy. 
Here is a useful tip in case you give it another try sometimes:  always get the damage upgrade.

Thank you again!

Thank you very much for playing!
A mobile compatible version is indeed something that crossed my mind and I even tried to add it at some point but some bugs stopped me from continuing on that path.

Yes, your feedback was helpful, thank you again!
Good luck too you too! 

So I played the new version. The drag and drop functionality felt nice. After a few turns the tooltips still bugged me a little so I was thinking to recommend rightclick for tooltip but when I clicked on rightclick I realized that it sends the item straight to the slime inventory.

After I discovered rightclick I kinda only used that option since it is the fastest.
Idk if it was there in my previous attempts but this option feels the best so far.

I also observed the increase in traveling speed. I have mixed feelings about it. 
On one side I like it on the other it makes the game feel a bit rushed. 

I do prefer it faster tho.

Good job realeasing a new version so fast! I'll keep an eye on the game updates.

It took a while to figure out and even after I did I still wasn't sure if I got it right.

At the beginning you seem to get shot at by the 2 ring things. You can use the shield to deflect and survive but if you don't the character drifts away.

There doesnt seem to be any way to recover from this. This is too much at the beginning. If you don't know how the game works your basically dead. 

If you use the shield tho then you can time things such that you kill the circles with the rotating sword thingy.
And gather some stuff. That seems to increase the score but it doesn't feel very rewarding.

Here are some recommendations:

  1. The game truly needs a respawn mechanic or at least a menu to let you know the "thought" has drifted away.
  2. The score system is overwhelming too many things in there, mby leave like 5 things and discard the rest or make them appear later on.
  3. The camera should follow the player
  4. There seems to be an arena but you can't really see it. It would be useful to have something that indicates when you are too far (kinda repeating what I was saying in the first point).

Extra:
The devlog was a bit slim but I guess that's alright.

Keep working on it and soon you will have a great game. Good luck!

Thank you very much for playing and for the kind words!

A few other people pointed out the songs and upgrade menu. I will see what can be done about it.

Hey!
Thank you very much for tacking the time to write such a long and detailed response.

I'll give the color wheel generator a try, I have been using "coolors" in the past but for this game I didn't find it useful. Very few colors work with the underwater theme. I had an attempt of adding some corals in the background made out of pentagons but then, the UI problems worried me too much and ended up leaving it aside =).

The idea of changing the outline of the enemies may work, but what I observed that what makes it harder to see the player is fact that the bullets are the same color as the center of the player. When things move rapidly my eyes keep focusing on the bullets instead of the player.
Its probably both the bullets and the enemies that have to many similarities to the player.

I am very glad you liked the updates! Yes the upgrades really need a description. The "heavy" upgrade makes it such that you no longer receive
knockback and move slower (there is another one that makes the bullets bounce it is called "bouncer").

The game could use a lot more work, after this game jam all prepare some notes with suggestions and things that need to be done but who knows when, or even if, I'll update the game again.

Would love to add a boss at the end tho =}...

Thank you again! Good luck your next game jams!
What was the saying... ah I remember "May the bubbles be with you!" 

Its an interesting idea. 
The only thing that bothered me was how many cards could be played by the bots while I could only play 1 or 2 cards.
This will probably improve in the future if you will add some deck customization options. 

Good job and keep trying!

Thank you for playing!

I added a few details in some of the previous comments. I'll quote them in this comment as well since they may be helpful in understanding how some of the mechanics work.
Its a bit of a long read...

"When you die the bubble/arena shrinks so it can spawn you again.
Leveling up increases the bubble size there is a "air meter" in the top left corner displaying how much air is left inside the bubble (unfortunately It takes a while to be notices).

There are few mechanics:
There are 2 enemy types: the shooter and the bomber
The shooter shoots bullets  (give damage and knockback)
The bomber explodes (gives knockback and then dies)

When an enemy dies it leaves some plastic behind and a exp bubble.
The leftover plastic damages the player if touched and can be pushed outside of the arena by shooting it.
Enemies can absorb the leftover plastic for more health.

The player has HP and EXP:
if it loses the all the hp (gets hit by shots or leftover plastic) it dies.
if the player goes outside of the arena (knockback) it dies.
When the player dies the hp bar gets filled again and the air bar decreases
If the air bar becomes empty the game is lost.
If the player gets to level 30 the game is won.

+ There are upgrades that  change the player abilities (shape modifiers)
Only one can be active at a type:
Heavy: is not affected by knockback but moves slower
Bouncer: bullets (player) bounce on the plastic leftovers and arena/bubble walls"

---

"I know of a few cases you can get hit multiple times, tho I struggled to make a  decision on them. Some of them are:
Choosing the heavy shape modifier - bombers shouldn't do damage, but they drop plastic when they die, if the plastic gets thrown towards the player, it damages it (it happens to the other shapes as well just less often) . This wasn't really intentional but I decided to leave it for now (heavy is a little bit op).
When plastic is on top of the spawn point, while enemies float toward the margin of the arena the plastic does not. This makes it such that the player will instantly get hit when it spawns. More often then not it pushes the player in another plastic leftover.  There are ways to mitigate this situation, you can try to shoot away the plastic when its in the middle of the arena or you can keep the click button pressed when spawning (you will still get damaged but the plastic will be pushed away preventing the situation from repeating).
Velocity - sometimes the player moves so fast that when it hits a plastic "leftover" it no longer gets pushed away. That makes the player get two hits instead of one."

I downloaded the game on steam and gave it a try.
Its nice, it seems to have a lot of content and the art style is pretty good as well.

Good job!

Thank you for playing and for the feedback!

Typo's my old nemesis is back =))

Its a fun game until you get to the boss.
Since it was my first time getting there  I wasn't sure what to expect.  

I got there with fully equipped with machine guns. The range of this weapon is so small that I mostly played waiting simulator.
Just dodging the boss until he fell  down didn't feel very fun.

Here are a few things I would suggest improving:

  • The shop menu: I still dont know if buying a weapon on the same slot does anything. It feels like it does nothing. So why does it steal my money?
  • The sound menu in the main menu is kinda useless since you can not hear the sounds you are changing the volume.
  • The wave system is a bit weird:
    • The "horse" mob moves too fast in the beginning but after you figure out his range it becomes easy.
    • Haven't really seen the spider mob (or mby i didn't recognized it)
    • The boss feels a bit boring. Mby I chose the wrong weapon but there was nothing to indicate I should get other weapon either.
  • Sounds: the mine sound and explosion sound are off if you are using headphones (I thought something feel in my room every time I heard it). Shouldn't use the 2d sound node, just use the normal one, and mby change it to something more intuitive.
  • I think you can improve the arena a little bit by making it a colosseum, add a few mobs that look at the show
  • Mby even make the mobs bigger than the player to feel like the underdog. 


Good job making the game! I had fun until I got to the boss =).

Thank you very much for your kind words! They are much appreciated.

Your feedback is on point and I agree with it.
The enemies are supposed to appear after the particles have gathered but that is not very accurate and it is also hard to observe.

if everything goes well I'll have a new game ready in 10 days, but unfortunately this time I decided try teaming up. So far its been tough(in the sense that almost no progress has been made)...
The theme is "Adventure!" so... stay tuned =D. 

(3 edits)

The intro is quite nice and the gameplay is smooth and intuitive.
One thing that bothered me was the fight music persisting when assigning the loot. Didn't bothered me during the fight (tho that may need to be looked at as well, after a longer playthrough it may become repetitive - if it is the case that means that the music is too short - had to change the music in my game for the same reason).

I didn't observe how many settings there are until later on. Finding out about travel speed more early would have been useful as I found it a bit slow (the others, I didn't really pay much attention to).

After playing it a bit longer I found myself craving to drag and drop items instead of selecting the UI boxes. 
When moving a item into the slime inventory the item remains selected, leaving the tooltip active. This just increased my craving for drag and drop =D.

There is also a "huh" moment when getting to level 1.  Somehow expected something to change, but it didn't.
Probably adding bosses between levels in the future could mitigate this problem.

Good job! It looks promising.

Thank you for letting me know!
I was surprised to find out that a lot of people are not in this style of game. 

There is some information in the tutorial section but I imagine a lot of people skip that.

Wave 9 is pretty good. I would say that the first 10 waves are the hardest (depending a little bit on playstyle/upgrade choices).

Thank you very much for playing!
Would love to know if you managed to beat the game.

I agree that the game has the problem of not being intuitive,  this makes the game really hard.
While making the game more intuitive solves this problem it also creates a new one. 
After you figure out how the game works the game becomes too easy. 

In other words the learning curve is very steep in the beginning and very flat in the end.

I know of a few cases you can get hit multiple times, tho I struggled to make a  decision on them. Some of them are:
Choosing the heavy shape modifier - bombers shouldn't do damage, but they drop plastic when they die, if the plastic gets thrown towards the player, it damages it (it happens to the other shapes as well just less often) . This wasn't really intentional but I decided to leave it for now (heavy is a little bit op).
When plastic is on top of the spawn point, while enemies float toward the margin of the arena the plastic does not. This makes it such that the player will instantly get hit when it spawns. More often then not it pushes the player in another plastic leftover.  There are ways to mitigate this situation, you can try to shoot away the plastic when its in the middle of the arena or you can keep the click button pressed when spawning (you will still get damaged but the plastic will be pushed away preventing the situation from repeating).
Velocity - sometimes the player moves so fast that when it hits a plastic "leftover" it no longer gets pushed away. That makes the player get two hits instead of one. 

Balancing the game has become quite a difficult thing =) and it was supposed to be a small game...

The "confirm upgrade" option is a great idea! Can't imagine why I didn't think of that until now.

An eye for an eye =)

I quite love the twist on the connect 4 game. 
In the past a made a  "5 in a row" prototype using godot's the tilemap. It doesn't seem like you used a tilemap so I am wondering how the game is structured.

The only thing that I would change is the power button,  mby add some sprites to indicate the current power up.

Thank you for playing the game!

There are a few things that I still haven't figured out how to make more intuitive.

When you die the bubble/arena shrinks so it can spawn you again.
Leveling up increases the bubble size there is a "air meter" in the top left corner displaying how much air is left inside the bubble (unfortunately It takes a while to be notices).

There are few mechanics:
There are 2 enemy types: the shooter and the bomber
The shooter shoots bullets  (give damage and knockback)
The bomber explodes (gives knockback and then dies)

When an enemy dies it leaves some plastic behind and a exp bubble.
The leftover plastic damages the player if touched and can be pushed outside of the arena by shooting it.
Enemies can absorb the leftover plastic for more health.

The player has HP and EXP:
if it loses the all the hp (gets hit by shots or leftover plastic) it dies.
if the player goes outside of the arena (knockback) it dies.
When the player dies the hp bar gets filled again and the air bar decreases
If the air bar becomes empty the game is lost.
If the player gets to level 30 the game is won.

+ There are upgrades that  change the player abilities (shape modifiers)
Only one can be active at a type:
Heavy: is not affected by knockback but moves slower
Bouncer: bullets (player) bounce on the plastic leftovers and arena/bubble walls

Unfortunately the game gets stuck when I press on "fight" so I didn't managed to play a lot.

I dig the artstyle! The UI feels a little bit overwhelming at first. It took me a few seconds to figure it out. The "Back to map" button doesn't really stands out, I am not sure what can be done to improve that (in my first attempt I got stuck not knowing what to press).

I would increase the size of the fonts a little bit and mby hide the fight slots while not in a fight.

 There seems to be quite a bit of content in the game, even tho  I didn't managed to go past the first fight because of the crash.

Good job! Keep it up!

Thank you for playing! Hope you had fun.

I've been thinking so much about the "upgrade"/"lelev-ups" UI, but still, nothing clicked for me.
Was about to make something like a skill tree but I couldn't figure out how to make a menu work with the game in such a way that it would fit.

Will experiment more with VFX, it certainly makes a difference.

It was a bit unexpected but I quite enjoyed the game.
The only thing that bothered me was the sounds that are played while text appears on screen.
It either needs a voice over or to be removed entirely (changed to a keyboard sound). In my opinion ofc.

Some settings for volume control could also be nice.

Good job! Its certainly a game I would keep playing.

P.S. The dev log its a bit lite, but I guess that's fine