Hey, I played your game! Great job, btw. Pretty nice sense of humour and style. The pixel art is appealing as well as it is simple. The general puzzle gameplay is intuitive after you understand what it is asking you to do and what each item means, and a bit cryptic beforehand.
Here's some constructive criticism. When I click on the in game letter it is very small on my 4k monitor, so i have to squint to read it. When the first puzzle popped up I wasn't sure what to do, even though it felt obvious after I did solve it. I think I didn't know what you meant by sh*tting on other projects. I also felt the collidable backgrounds were a bit too similar to walkable tiles. The music is a bop but after a while it gets a bit tiring/repetitive. When a player shoots their spit against a wall, there is no other action but to then proceed to the wall ahead of it, so it might as well do that without a button input imo. I think some bugs can maybe occur when the mini slimes spit are out of sync, like if one is spitting and the other isn't.
Overall this was a good game, and you should be proud of it!
Viewing post in Wiggle Room (PirateSoftware GameJam) jam comments
Thankyou so much for playing it!
Totally true, I realized too late that by default scaling is off in godot. So i always play-tested it on the window it normally opens. I did found the setting so the next update actually has scaling so people can read the letter. I heard before that the wall looked too similar so that is also getting changed. I am no musician so when i found something that sounded decent i kept it. I can totally understand it becomes too repetitive as it is like 10 seconds total. The spit is something that is indeed very prone to bugs. I tried to minimalize the chance of it by disabling movement and changing cameras so there is only a small chance it gets out of sync.
Not sure if it could be avoided in later puzzles I am thinking off, but I do see that i might be able to zoom out a little bit. Currently i have 4x zoomed in, might go to 2x and see how it goes. The plan was to let a player see 1 room at a time so they do not get too many inputs of puzzles before they reach that specific room.