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pretty cool! i was immediately drawn to your game by the creepy low poly jester in the thumbnail. i liked the graphics a lot, what shaders did you use? unfortunately i got stuck in some geometry in the room with all the pots and had to quit. i wish there was a pause menu or at least some other way to for the player to regain mouse control. 

there are some really solid ideas here tho! it's TOUGH trying to coordinate between 5 people especially as beginners (i would know), so don't feel too bad if the product didn't quite come out the way you hoped. yeah a more experienced solo dev might be able to do something similar in a few days, but there's literally no need to judge yourselves on that standard lol. just because you have 5 people doesn't mean you can make something 5 times faster. keep up the good work.

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Hi, it's nice to get someone recognising the extra issues with organising a team.  I appreciate that a lot. We are all game dev students and team projects are mandatory, this is our way to smoothe out team dynamics. Also all of us are new to Godot.

 Unforunately the pots have been a recurring problem what's rather frustrating is I tested that part quite a lot. But then made a small edit to the character collider, hence the issue.

One of the fun and challenging things about the game jam is cutting those corners and having limited time. Great learning experience.

Thanks for playing 

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of course! the issue with the pots might be solved if you make some simpler collision shapes. honestly if you have a big complicated bunch of polygons like that it's better for performance to simplify their collision shapes as well. i probably would've just put a big box over all the pots lol.

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That's a good shout.

My original plan was to allow the player to knock over and break individual pots but since it was Sunday already I realised that was far too ambitious.

I probably could have made the stack a single mesh too.

They caused so many problems in testing. Although it was quite funny. First time I set them up I put the rigidbody and mesh in the wrong place in the hierarchy and the models stayed in place but the rigidbody fell on the floor. After I enabled collision boxes in debug settings it was quite funny seeing hundreds of them all on the floor but invisible to the player.