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I always love seeing odd frameworks and in-house tech. I'd actually never heard of Panda3D before.

I'm personally not a fan of the style- I found the characters pretty ugly and the environment not much better. But it's clear that a lot of thought and effort went into the modeling, and the animations are smooth and appealing.

The intro cutscene was cool, and does a pretty good job as a hook. I did find it hard to tell who was talking, though, and some of the text was cut off.

How complete did you consider this project? It feels maybe halfway to me. There are a lot of interesting movement mechanics to try, a decent section of world, but also it seems some of the interactions aren't working and it's unclear where to go once you're dropped into the world. I did have fun tooling around and playing with stuff, though.

I found it really awkward to play for a few reasons. The movement mechanics are super cool when they work, but I often found myself drifting in random directions, just not stopping, or getting stuck in one mode or another. It's really hard to judge depth for some reason, which makes platforming sections difficult. I also found the controls awkward, but I think with time I would have gotten used to it a bit more.

The game runs horribly on my machine, although I understand it's a known issue (Windows user here).

Finally, is that the presidential seal hidden (?) in the map?

Interesting insight, to be blunt this was a rush job for the jam, a lot of code and unused assets were taken from my other project Whilrigig Willies, and I say a lot and not all because I was rebuilding Whirligig Willies back into a cute girl game (it was one before, but 2020 reasons for changing it), so all of the features were rebuilds (not copy pastes) of ones from whirligig willies.

I had just done the movement and action mechanics by the time the jam started. so I started work on the rebuilds of the cutscene and mini-game features, sadly half the jam was finished by the time I got done, I had to port in a few simple features, but some major ones did not make it back because I did not have enough time, like boss fights, the hud (with stamina), and customizable controls.

When you say the characters are ugly you mean the princess girls right? because everything else including the short skirt magical girl is supposed to look strange on purpose, the world's graphics use simple normal mapping created from blender's texture displacement module, it is actually my first time using normal maps outside of vary simple tests, not bad for a first try?

The cutscene feature was a rebuild of the cutscene feature found in my whirligig willies project which was meant to have voice acting so it is still not fully developed, the project would be in it's 2nd alpha stage once all the feature rebuilding is completed, so less then half way. What modes are you getting stuck on though? and what do you mean by drifting? like moving while standing?  hmm I thought I had the gameplay mechanics on lock, anyway the movement while standing is a issue I am still addressing.

The depth? which direction? if down, maybe I can add a shadow to help the player, so the controls, if you noticed in the instruction image, there is no single key explained as that key for that feature, instead you have the key map on the upper right corner being explained on what each of the keys does, this is because you were able to customize the controls, but the module was not implemented because time constraints, I apologize for that.

Once again apologies for the windows version, now did you not enter the castle? just walk and try to run into the front door, you will be warped into the castle, the castle's floor is a replica of the president's office floor which you get a hint why if you get the secret ending, I should put a disclaimer that the game's theme is also revealed in the secret ending and not standard.

Pretty much every game I made is at least partially recycled from old bits and pieces; I've used the same set of sounds for female player characters since Tactical Weapons And Tactics.

I don't find the characters badly made, more just not a style I like and maybe a little uncanny valley as well. Frankly, I'm not sure what they're supposed to be and it creeps me out a little.

One of these days I'd love to do another game with voice acting- it's like an instant +10 to production value- but the logistics of it have been too daunting for most of my projects.

I tried to go up a wall in spinning mode, and it worked for a bit and then I couldn't go any further and fell back down (this might have been by design). When I fell onto the ramp I got kinda stuck in that mode and stuck in the ramp for a bit, I think I jumped off and that put things back to normal. The next time I tried, I went up and to one side and just kind of kept going until I came back down a fair deal away and fell out of the map.

I think the place where the lack of depth was most problematic was the series of platforms near the start of the map. It was very difficult to judge how far apart they were and how far I needed to jump. It could be a lack of shadows, but I think there were early 3D games without shadows that played okay so I'm not sure.

I was able to warp into the castle once but couldn't get out and couldn't figure out what to do from there. On my next run I avoided it like the plague.

(4 edits)

EDIT: I had to take down my original response because everything you just said I just found why was happening when I installed bootcamp, the version you have is non functional, the shaders don't work, so everything except the characters look like ms-paint job, and it runs at half speed, I will say my apologies to you for having to go though with that.

Edit: the windows version is updated to a functional state, though, the speed issue still persist.