Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hi, thanks for playing and for your comment! We wanted to make a small funny adventure about an omelette du fromage, because we are chiming in from France. That's all the game is about. The next chapters will take place in a different setting, with different actions, but it will remain a small story with an incremental-like system.
About loading time, what do you mean by "very long"? Do you know whether it's in the download phase (the build weighs about 7MB) or when Godot is booting up?

Since I have a slow internet connection it takes a long time for me to load the game. Still 7 MB is not a lot, at least not compared to Unity web builds I guess. You could consider using another pure web game engine such as Phaser or GDevelop if you want to reduce the game size.

(2 edits)

Yep I definitely get it, I've had slow internet connections and as a computer user I'm quite conservative with bandwidth myself.

I've used Phaser in the past during a game jam (for Citizen Âne), and what prompted me to move to Godot was
- I had spent most of the time in that jam (5 days part-time) programming, not game-designing or iterating, and that's not what I enjoy. I know I can program, but I want to make games
- I had to write code to integrate every asset that my teammates made, and that made me the bottleneck for getting the game done and knowing where we're at

Using a game engine empowers everyone on the team to change something and iterate quickly. It also helps me move faster and do what I like most. I don't have to write asset-loading code or 2D animation code by hand anymore, and I'm quite relieved.

So it's a conscious decision: yes the game size is bigger and sadly it makes the game less accessible, but what I care about is making stuff with other people and enjoying it, and being able to implement/play/redesign/reimplement quickly.