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First off I absolutely love the Godot splash screen you have, I really need to look into making a custom spash screen for my own projects in the future. I think the controls were a bit difficult at times, as sometimes I'd press an input, have the voice give the command, but the player wouldn't quite listen. I did notice though that the character was able to jump in mid air at some point, I'm assuming that was meant as a sort of coyote-time accommodation for slow reaction time of the character, which is a great addition. Overall a great job especially under such strict time constraints, hopefully one day you can come back to it and finish up what you had hoped to complete and we can get the Godot 4.2 bloom that I didn't even realize they had added.

Thanks! The splashscreen was actually made for a previous project I worked on and the main reason I made this game was honestly just that I wanted an excuse to use it again. And yeah, I probably should've made it more clear in the game that Robertson has bad hearing, and you're playing as the commander shouting at him, so he can only listen if he's really paying attention (indicated by his head is turning toward you). Unfortunately I lacked the time during the jam, but I'll try to finish up the game this week lol.

Also yeah, with the janky controls being inherent in the concept, I very early on added coyote time to really make sure it's not too frustrating to get the hang of the controls. I'm glad to see it's appreciated!


And uh, as it turns out, bloom is unsupported by web exports, :( so I'll have to convert to an executable later... lol at least now I have time to go redo the textures for 1080p. And technically bloom was in prior versions of godot, but became kinda unusable from 4.0 until 4.2.