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Gourd Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #36 | 3.455 | 3.455 |
Audio | #36 | 3.091 | 3.091 |
Fun | #64 | 2.545 | 2.545 |
Overall | #71 | 2.688 | 2.688 |
Controls | #77 | 2.455 | 2.455 |
Accessibility | #84 | 2.273 | 2.273 |
Graphics | #84 | 2.455 | 2.455 |
Theme | #90 | 2.545 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.0.3
Wildcards Used
Autumn
Game Description
Very simple, VERY Short
How does your game tie into the theme?
Pumpkin needs to make it to the truck for market.
Source(s)
https://github.com/LettucePie/gwj-62-harvest
Discord Username(s)
LettucePie
Participation Level (GWJ Only)
4?
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Comments
Read through the help section but didn't really understand what it was saying until I played (and failed) multiple times, agree with some others that instructions during play would really help.
Once I understood how to play it was fun and wish you had more levels, I saw that you lost some steam, thanks for submitting what you had it was fun
Nice game.
A bit confusing controls. Maybe having a few very short levels at the beginning to teach player how to play would help. Then you could have longer levels to test the skill.
Thanks for playing, and yes that is a good suggestion!
Fun physics game.
Like others, I had trouble seeing the menus, particularly after I maximized the game window and the fonts all stayed tiny.
Thanks for playing, sorry for the poor visible contrast.
Very cute and unique, however the menus are very hard to read. White on bright yellow is not a good mix. Nice work
Thanks for playing! Yes I agree, poor choice of color scheme/contrast. Weird thing is I know it's a bad combination, and had every opportunity to easily change the font color for the buttons in the theme template... Yet I never found it necessary. My monitor might have a weird colorspace setup...
I liked the controls, I understand if people fin them confusing but after reading and experimenting I understood what I was doing, I think some images in the help section could...help, heh, with that, and I would suggest also adding audio feedback to the speed changes, like a sound when your speed increases by 1 and another one when it decreases.
Interesting game, overall fun.
And I like the contrast of the 3D pumpkin. It gave me some nostalgia as it gives me that feeling of the early 2000s computer stuff like Microsoft Encarta.
Also...I found a bug xD
Ok so, on the first level, when the player goes through the uhh "underpass" route...the route at the bottom?, anyways, when you dash down I noticed that the above route got moved to the background (i.e. got darker and I assume this is so the player doesn't collide with the structure), well it does that but after that, if the player falls into the void, restarts the level and goes through that same route, what will get sent to the background are some of the pieces of the route bellow, causing the player to fall to the void...I hope I made myself clear, if not, well, here's an image to clarify:
pimkin goes weee
If anyone also gets this I'd recommend just going back to the main menu and starting the level from there, effectively reloading the scene (I assume).
Thank you for playing and providing feedback. Funnily enough I do have a TextureRect in the help menu meant for loading an image along with each help page, but I never got to making the images and ran out of time lol.
Thank you also for the bug report. Don't worry I understood what you were describing. I had an issue where intended routes could break off at intersections if the player was traveling fast enough, so I had to make my own sort of collision layer system. I must have forgotten to reset the players collision state or layer to default when respawning, or something with that...
Follow up; I didn't forget to reset the ramp layer...
https://github.com/LettucePie/gwj-62-harvest/blob/d34e12b14b68bad5fcfccd72c4a099...
So... I'm not entirely sure anymore lol... Probably some weird memory assignment bug where I should be only adding and removing values from the players array, instead of hard assigning them to be equal to the ramp they land on... Actually yeah, that's the likely problem. I'm addressing the ramps layer array onto the player, then resetting them from the player lmao
I started to understand it was about like ramping up one's speed and those arcs were what I believe were visuals of expected trajectory? I liked the idea, glad you submitted it regardless of doing all you set out to with it.
Hi, I liked the idea but I honestly couldn't figure out how to play the game. I just kept rolling off the hill not understanding why I was rolling off the hill. It seems like I might have needed to keep trying to get different speed levels for different parts but I just couldn't do it. I think the concept could be cool as a puzzle game, if that's what it was meant to be but it wasn't working out in it's current form.
Hello! Thanks for trying and providing feedback. I'm sorry you couldn't understand it, however your assumption is spot on. The challenge is to be not just fast, but at the right speed level to avoid overshooting the next platform. Some scenarios also are designed so being at a certain speed level offers a different path to the end. Akin to classic Sonic games, but without the jump button.
I included a Help button on the menu describing the aspects of the game and the controls. I'm stuck in the situation where I have to assume you didn't read the help menu, because I can't understand any other way this game would be incomprehensible.