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Godot version used
4.3
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Fun and well polished! Saw this on bluesky mid-jam, itβs come a long way since then!
Nice job. Simple but fairly polished take on the genre. The final press at the end seemed buggy (on windows/index controllers). My reflex was to grab the handle and pull it down but it seemed to instead respond to a trigger press, with the visual just twitching slightly.
Yeah the goal was for it to be a lever to pull, and the first pass at it worked fine but when I added the final model and rearranged some things it got weirdly sensitive, and it reacts to like, the tilt of your hand or something, so I'll have to investigate it a bit after the jam. Thanks for playing!
I like the style and the cute music. However, I think the collision is too big makes me harder to touch some game objects.
Were you playing the updated versions or the older windows version? The colliders were definitely an issue with the counter, the updated versions pulled them back a bit so people can reach things. Ive got long arms so I never noticed it when testing and just forgot to make the player collider smaller π
This is a super polished experience: everything worked well, looked great, and had very satisfying interactions, complete with nice sound effects. Also a very friendly, cute vibe, that I loved. Great job!
I think with some sort of "ramping up" of difficulty, this could easily be built into a full game, which I would love to play :-)
Thank you! Last jam I overscoped hard and the polish was real lacking, so I wanted to try and do the opposite this time, smaller experience but focus more on polish. As usual the scope creep still happened though π I am real happy with how it turned out though, so its great to hear the polish was worth it!
I actually had plans to have difficulty ramp up more, like the runes be simpler at the start, and maybe they only want a rune or just a color effect but not both yet, but that got left as a TODO for now lol. Itd be neat if the score actually mattered too, like maybe you have rent to pay each day and/or theres things you can buy for your cart, but thats definitely for later. Thankfully this project is actually in a good enough state that I can just keep working on it after the jam, so I'll probably do something with it after, but first I'm taking a break from gamedev π
Thanks again for playing!
Hi your game was second in my playtesting stream session, you can watch the playthrough here: https://www.twitch.tv/videos/2384636708?t=00h11m24s
I think visually itβs the best-looking one Iβve played! The timer was a bit too difficult at first. But after idk a dozen customers to try things and learn mechanics (and getting into the right mindset) I got the hang of it and could have gone on almost forever. Cool vibes of Overcooked & and other such games!
I just had a little problem with weird collisions with the table or something. I think I had the same issue with the interactables demo of Godot XR Tools.
Thank you so much, I'll have to check the stream out later! I'm very happy with how the visuals turned out so its great to hear that the focus there was worth it! Also a huge thanks to Kay Louseberg there, his assets make up the majority of the visuals and were a big time saver.
Difficulty could definitely be tweaked, but I think I need to make what to do more clear as well, theres a sword to practice with on the counter at the start, but I never say that anywhere lol. The collider is something I forgot about, basically the table collider doesnt have any extra space to let the player get closer comfortably, I plan on getting that plus another bug regarding difficulty fixed when I upload the Android and Linux builds.
Thanks again for playing!
First of all nice done!
The cute art style and the soft music made me comfort, but It was very very difficult, I didn't understand at first, needed to check the itch description. Also I didn't knew when the item were ready to obtain from the milling machine.
Things I loved:
- Art
- Music
- Concept
- Customers
A few bugs:
- The collision is too big, When I wanted to grab a stamp, The game pushed me backwards it was a little confusing.
- When the game loaded a new material or shader it frized a little while. if you are using xr toolkit, preload it in the common shader cache and show it to the player 2 frames before starting the game.
Thanks! Yeah I noticed the weird lag in the export, I used the shader cache but I might not be using it right, dont think I added the shaders themselves to the cache. Also should add a sound or something to the last machine when its done, also noticed that when testing after the deadline. I also forgot to make different colliders for the player and objects, so you get that weird pushback you mentioned, I didnt really notice it but I 've also got very long arms π
Difficulty is definitely another problem I've gotta balance post jam, 30 seconds felt way too long for me but I was worried about it being too easy instead of too hard, so the starting timer will be increased.
Thanks again for playing!
Edit: Yeah definitely using the shader cache wrong, had no idea I had to actually add the shaders/materials to the cache scene, but that also makes total sense π€¦ββοΈ
The shader cache is something tricky, gave me problems as well. In summary you need to put all materials and shaders visible in the camera/viewport of the player the first frames. It must be visible and you must have the materials saved, unique materials doesn't work well with cache. I rotated and scale things in the common shader so it was visible in the low corner of the camera.
For the milling machine I expected that it automatically open up. like the animation that it does but in backwards. But yeah it need a sound too.
For the arms, that's interesting! something that we don't know because people are all different shapes haha. Also I played in stand mode, if it's usefull for you.
The difficulty is something common, and I didn't expect it to be right in 7 days, I think nobody would expect that.
I did a job ''roguelike'' simulator myself Gem Frenzy, adding to the formula money and upgrades. So that's very very hard to do right, it need a lot of iterations.
My humble advice with this is: You as a creator know everything of the game and had tested so many times that you are a pro in your own game, the players will not know everything and all the mechanics (or almost all) will be new for them, so what you feel is easy, for them would be just quite nice, and what you feel is quite nice, for them would be hard, and with iteration comes experience and a little more well intuition of what's right.
But yeah, nobody can make it right in 7 days or less
Cute game! You did a great job with the style and game play. My only critique is that I wish the timer started way slower and ramped up with each customer. I had a really hard time going fast enough.
Thanks! Yeah the difficulty balance was tough to figure out, I felt like it was too easy but I also knew all the sigils and whatnot. The timer does actually ramp up every few customers, but the start point could probably be longer. Theres also a bug where the timer doesnt reset, so when you fail and start over, the difficulty stays where it was when you failed π
I was really excited to play this one after seeing your progress on BSky, but without an Android or Linux export there's no way for me to play π. I tried Wine, Proton, and Proton-GE but either it crashes or can't detect my headset :(
I'll spend some time setting up a Windows PC to test again later this week.
Best of luck in the jam!
Hmmm, let me see if I can upload an android build, I haven't changed anything since the desktop build but I'll check first. Want to make sure everyone can play it!
Good news, I'll get a Linux build up tomorrow, bad news is it'll be untested lol. I'll upload an android build too but the Mobile renderer isn't perfect right now, so idk if I can recommend that version, I'll let you know!
I really need to get a Linux box setup to test things, I've got an old gaming laptop, just gotta do it
I'll be happy to test for you π
Just uploaded a Linux and Android build, hope one of them works for you! The android build worked fine on my Quest, but its definitely not ideal if you can get a desktop build working.