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(+3)

This was really cool, I especially liked the music and art! All the characters had fun designs and I liked shooting light spells at the enemies, it was really satisfying. I did get kind of confused by the amount of controls, and wished I could've popped the controls screen back up. I tried looking for it in the pause menu because I forgot how to light the lanterns up lol.

 Also, I noticed that the main character will visually walk "on" the lantern poles, when I think he's meant to walk behind them instead. You can set this by using y-sort in Godot and setting the "position" point of the item and character sprites near the "ground" for them. Hopefully that helps, great job!

(+2)

Thanks for all the feedback! We definitely needed a settings menu, some indicators, and better level design but we ran out of time haha.

Staying in scope and estimating how long tasks will take is one of the hardest things in software development. Y'all are doing great, keep up the good work! :^)

(+2)

Thanks mate, it was fun doing the characters and animating them. I felt a little bad because i created them and animated them all within the game jam often leaving the programmers with a very short amount of time to code them functionally.

(+1)

I recommend making a general list at the start of what assets you're going to need for the jam, then create placeholders that the programmers can use to get started with. For my own projects, I like to start with things like floor tiles, basic obstacles, and a character image so programmers can get a sense of scale for the map. Sometimes I don't end up with a lot of time left for animating, so I either have to skip animating certain things or throw something together without worrying too much about perfecting it. It's definitely one of the hardest things for me with game art in jams, I feel like I can throw code together a lot faster than good-looking art assets. You did a great job on the art, things will get easier with time and practice!

(+1)

:DD