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Gardening Gun's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Interpretation | #28 | 2.873 | 2.926 |
Fun | #39 | 2.691 | 2.741 |
Overall | #41 | 2.703 | 2.753 |
Presentation | #49 | 2.546 | 2.593 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A pretty interesting game mechanic, with interesting puzzles. It would be nice to have a dedicated button for a reset (Instead of going to the menu and clicking restart).
Some feedback on the levels:
The small platform on the second level should probably be visible from the top. Having to do a leap of faith is not the best game design. Third level could be made a little more forgiving as I had to restart quite a bit because if I missed any of my shots or a tree I'll get softlocked. (Or maybe I'm just bad lol)
But all things considered, quite a nice game!
I hear you about the level reset button. I see that many games add one, so it's probably a good idea for puzzle platformers (or puzzle games in general)
As for the not-visible-enough block - maybe I could solve this with a smarter camera controller? One that knows to focus on such entities (I'd have to mark it as a point of interest for the camera, of course) when the player is close enough to them?
You had some fun puzzles. It might be better to make the platforming a bit easier though to give more focus to the puzzling aspect. I fell and died a couple times on the second level after I already knew how to solve the puzzle.
Some friendly feedback:
I think that using just_pressed for jump would help the controls feel a little less awkward for me.
The directly top-down lighting makes a nice player shadow, but the shadows everywhere else / on the front faces of the jam blocks look a bit wonky.
I think I cheated the last level a bit by getting stuck on a wall between two colliders and climbing over.
There's a lot of good stuff going on here that I appreciated -- keyboard menu navigation, progress saving, the goblin dance.
I used bevy_tnua in my own game, so thanks for that!
Thanks!
just_pressed is a problem for variable length jumps, but I should definitely fix Tnua to avoid repeat-jumping when you land and the button is still pressed.
As for the "stuck between two colliders" thing - this may be a bug in Tnua. I've already noticed one bug when you can do an unintentional wall-jump - is this the same thing, or did you discover a different bug?
Ah, that makes sense. Agreed.
I went for a big jump here and I recall sticking to the wall and doing a separate jump to get out, but maybe it was more of a wall jump. Memory is fuzzy.
Yup - that's the same bug I've encountered. I did not have time to properly solve it during the jam, so I tried to just put the platform a little farther away so that you won't be able to trigger it, but apparently you still can.
I've opened a ticket for myself: https://github.com/idanarye/bevy-tnua/issues/14
At first I thought it was a bug when I got stuck, but the game grew on me once I realized that was part of the challenge. Fun mechanic, I enjoyed playing through the levels!