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It's funny how sometimes the simplest game designs end up being the most fun.

Thought I was doing really well in this autoscroller until I veered towards the blue collectible, and an oncoming boulder—much like life—smashed my efforts at ambition. Laughed when it was an unforgiving loss condition.

I thought the level design was very well laid out and forced you to quickly consider which of the two routes to take, if not just chancing it and hoping for the best. 

This game design can definitely be expanded upon. Like passing each level could require a certain score, or you could shoot boulders at the expense of score. But the fundamentals are built well, and it wrapped all the way around for a fun little play. I was rather impressed with the 3D graphics and visual effects as well.

This is a solid Godot Wild Jam debut, and really what an early project should look like. Hope to see you again in future jams!

Thanks :)

Yea, I chose to go with a very simple concept for this jam.

For one, this is my first finished 3d game (with 2d gameplay though), so there were lots of things I still had to learn and I needed to plan in enough time for that.

Also, I participated in 2 GMTK game jams in the past and in both, i had vague puzzle idea in mind that didnt work out in the end. One was so badly working that i couldnt even submit it. So I chose to go for something that works for sure for my first jam here :) (Thats why i'm very impressed when I see puzzle games like yours in such a short jam that work so well from a game design perspective!)

But yea, the gameplay could be expanded quite a lot, I decided against being able to shoot, though that would also be fun. And I had an entire fourth level inside the alien spaceship with cool new enemies prototyped but had no time to actually make it :(

And yes, I will be back for more jams if I find the time!