what godot version did you build this in?
input on web seems to randomly fail sometimes which is a bug in 3.4, until that's fixed I'd personally recommend staying on 3.3
aside from that it's a fun but tricky game, nice job
Play game
Gator Raid's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.112 | 4.112 |
Graphics/Animation | #1 | 4.625 | 4.625 |
Technical Implementation | #2 | 4.250 | 4.250 |
Music/Sound | #3 | 4.063 | 4.063 |
Fun/Design | #5 | 3.750 | 3.750 |
Theme/Limitation | #6 | 3.875 | 3.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Size
What main engine/tool/language did you use to construct the game?
Godot
How does your game apply the optional theme "break"?
"to split into smaller units, parts, or processes" Which we've applied by making the main mechanic of our platformer revolve around the breaking of walls that come at you.
Which art and audio did you / your team NOT create from scratch?
This font we did not make.
https://www.dafont.com/press-start-2p.font
Comments
What really struck me when I played Gator Raid is that this is an incredibly complete game. Normally you expect some programmer art, placeholder assets or unfinished mechanics in Game Jam games, but there's none of that here. The design is incredibly cohesive. I wouldn't be surprised to find something like this for sale on the Switch (if somewhat expanded).
The difficulty was a bit much for me, but I'm bad at these kinds of games, so it probably is just me. I was able to get through it, but a few levels took me a lot of tries. There could perhaps be slightly fewer instant death spikes, or an opportunity to look at the level map for longer. The gamepad support was nice, though.
The art is great. You've really pushed the palette to its limits, I feel. Also, the design of the main character is very cute, and that's always a plus with these retro platformers.
The pixel art in your game is really outstanding. It's unbelievable what you made with these 8 colors. I love it. Also the sound design and the amount of polish is great.
The one thing I didn't like was the keyboard layout. At least allow me to use cursor keys ;-)
That was pretty cool. Quality art, really good music! (The tutorial has no music, is that intentional?) Made it through the game in around 20 minutes and enjoyed every second of it, even though I vehemently dislike moving platform levels in super mario titles.
Something went wrong with the boss sprite during my run; The collider was in the correct place, but the head sprite was offset by its own size to the upper left. That didn't stop me from beating it, so all is fine.
Thank you for your kind words, I'm so happy you enjoyed it! 20 minutes is pretty impressive, the quickest we've heard so far, especially since none of us can complete it that fast ;-)
We've spotted some of the issues including the boss-sprite right after submitting and have fixed them since, but holding off with pushing an update until the rating is over.
Very good game ! This is incredibly polished for a jam ! Everything from the visuals to the music, sounds & level design felt very right & profesional.
The breaking mechanism was very well used & the design of the levels where very originals.
Little tiny point of frustration I died a lot on the level with vertical moving walls by getting crushed beetwen a static an moving walls, trying to use them as descending elevator. was kinda expecting to be pushed on the moving wall or back on the static one. (but that could be argued with a gitgud ^^)
Nothing else to say except "Amazing work".
This is a really fun game! Everything really compliments all the other features nicely and its really enjoyable to play.
There was some bugs though in the main menu. When moving up from the exit button it seems to jump over the credits button and a keyboard cant be used to adjust the settings. Other than that everything seems to work fine and both of those definitely aren't game breaking bugs.
The keyboard controls are a little unintuitive. The only option (using defaults) if someone wants to play keyboard only is to have shoot on e which cant really be clicked when they're also moving around with the same hand. The control remapping definitely helps against this although it can only be rebinded in the main menu so once someone learns what the controls are they either have to restart or deal with it.
Thank you! Happy to hear you liked it!
I'm impressed you found the issue with the exit focus > credit focus, its something i thought i tested but indeed completely overlooked!
I agree the keyboard default bindings are a bit.. meh... I would've loved to get the options menu working in the main game, but we had some major input issues doing that. it was our first time using Godot, and with hours left it just seemed best to turn it off instead.
Definitely thank you for your quality feedback!
For a game jam this is a really solid game. Great 8bit graphics and sound feel. Feels like I game I would have played on the NES.
It took me a bit to realize that the second "level" after the tutorial was actually the level select. I also had issue with the wall jump but that may just be me and perhaps it would be easier to play with a controller.
One small "bug" I found on the main screen is that if you press up while exit is highlighted you skip credits and the next item highlighted is options.
That's a complete experience! It's impressive work for a game jam.
The art is great, and the puzzles are really challenging. Overall, I liked the concept.
Congrats!
This is pretty good. It definitely feels like a pretty full-featured metroidvania platformer.
The only things I could critique would be 1. the amount of space the camera takes up, making it so I don't see as many details in anything that you drew and also 2. I don't like the keyboard layout. I wanted to press W to jump and Enter to shoot. E is not well placed for that because my index finger already has to be on D so I don't have any finger positioned well for E. So I reach across the keyboard with my opposite hand. Space for jump only feels right when I'm using the arrow keys with my right hand but I'm already used to using W so why not just use W for jumping?
EDIT:
And I forgot to comment, I thought it was cool that the dangling chains are pushed by those sliding walls.
Leave a comment
Log in with itch.io to leave a comment.