PS: b³agz
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Beautiful little game.
I really enjoyed the writing, music and VO.
In terms of feedback, I think the level complete sound is a little "aggressive" and doesn't fit the rest of the awesome atmosphere you put together. The platforms moving up and down animation could also be a little smoother to match the pace of the game.
Simple yet it kept me playing until the end to witness Phil's journey.
Thank you for the existential crisis.
So proud of you Goob! Can't believe you made this in a game jam while learning Godot.
Once again, the highlight for me were the art and sounds. You always manage to make it your unique style and I find it super charming.
In terms of feedback I think I'd like the ship and the cannon balls to feel a bit more weighty, maybe this can be achieved through tuning the speed values.
Well done, had a fun time playing <3
Congrats MrOnosa and the team. You really went above and beyond to make this game a full package. Amazing Art & Music, a main menu, a victory and game over screen with their own art and music, incredible character design, really good JUICE (Game feel).
You knocked it out of the park and I cant wait to see what else you do in the future! <3
Well done Fox Hollow Games! I loved the mechanics of this game, you managed to put in so many items and made the experience very interesting.
Would love the ability to click the items in addition to pressing the numbers key.
I notices the game had a volume slider but did not hear any sounds. I may have broken something on my end though.
Thank you so much for the, in depth, analysis and feedback. It is hugely appreciated!
The performance issues are very much at the top of the priority list and, while we're still hard at work on our other project, this will be something I'll tackle as soon as we return to this game.
There are many, many improvements still to be made when it comes to performance: Object pooling, reduce object count as the horde gets bigger (like the blue glow you mention in your testing), sound optimization when the horde gets bigger, etc.
However, from my testing, the biggest culprit is the current code that handles zombie/cured collision detection. As the game goes on, a number of zombies/cured get stuck around the map or begin "clumping" significantly which causes the unoptimized code to take way too long per frame.
I absolutely cannot wait to return to this project and, after dealing with the performance issues, have some good fun adding a ton of features we currently have on our plan. Meta Progression, unique zombie types, more upgrades, ability upgrades such as a dash or teleport, equipment upgrades that modify how you apply the cure, more maps... It's gonna be a fun time.
Thank you again for your comments, you're an absolute legend! <3
Congrats on putting this together, I had a fun time playing!
You got a cool base here and with a bit more polish and balancing it can be even better.
I'm also excited to see what other features you are planning on adding! <3
Well done Will, Mathew and Elaina! I hope you are proud of what you accomplished!
Some feedback:
- Low poly graphics are very charming.
- Movement feels very "jittery" for some reason.
- Particle effects look really juicy, noice.
- Picking up and throwing things is pretty fun on its own. Great work implementing this.
- Enemy assets feel a bit random, as in there are skeletons but also bugs and machines.
- There doesnt seem to be a reason to explore the level. Some pickups or something might make the stages more fun.
- I cant seem to pause the game or change my mouse sensitivity. Those would go a long way in terms of accessibility.
- Environment looks neat. The skybox and floating rocks are very well implemented.
- I dont think the player health is visible in any way. I'm sure you plan to add this but it felt it really needed to be there.
- Movement definitely needs work. Found myself fighting the movement and dying because of it.
- While some enemies have very clear death animations, some dont. For example skeletons feel great but with the bug is hard to tell exactly when they die.
- The difficulty scaling might also need work. Or maybe the enemy spawn location logic. As a few levels in I would eventually just have an unlucky spawn and get 2 shot before I even realized there was an enemy behind me.
- Unless I missed it somehow, there does not appear to be any sort of power progression or upgrades. Would be super interesting to see how this would take shape with player upgrades. Ability to gather more rocks, more damage, more speed, etc.
- I am also left wondering whether there is a version of this game that is slower and requires the player to regard the rocks as a resource. Where there would be fewer rocks and the player would have to choose more carefully when and how to use them.
<3 <3
Congrats on putting this together!
- Music is a banger. seems it doesnt loop though so maybe just adding a fade out at the end and a fade in at the beginning could help!
- Castle sprite seems to be a bit blurred maybe due to it being a lower resolution.
- It seems I can click the "spawn archer" but nothing happened.
- I initially did not realize the red circle was the castle health as it looked like a button to me.
- Even if it does not shoot as fast, it would be cool if you could hold down mouse one to fire continuously.
- I love that enemies get knocked back a bit when hit, helps sell the impact. Maybe some hit flashes and sprite deformation would help it feel even more impactful. Maybe with some sound effects also.
- The fact you can wait as much as you want between waves means you can always wait for a full stamina. Not sure if that was intended but just thought id mention it.
- The energy consumable might make more sense if it matches the color of the energy bar (yellow) to tie them both together.
- Can the red coins only buy arrows? If so, could you just award arrows instead? Maybe you're planning to use this for other stuff also.
- I'm not quite sure what the clock power up does.
- It might be unnecessary to have both player health and castle health since castle only gets hit after you die. Again maybe you have other plans here I'm not seeing.
- Would be awesome to upgrade your stamina and such as you go along.
- Maybe some ranged enemies to make your life difficult!
- Looking forward to see all the ideas you have for the game.
Amazing stuff. I really hope you keep going and show us more. <3 <3
We have a collection with our faves! <3
https://itch.io/c/4025107/pirate-software-game-jam-14-favorites
Major kudos for getting this entry together Evil! <3 I loved the character art and overall mood of it! I think the biggest addition left to be made is some ambient sound to add to the vibe.
Here is some feedback:
- Beautiful and moody pixel art
- Lighting effect on the field of view feels really polished and fits the game
- Collision with objects like the couch felt a little off, like I'd expect to be able to walk closer
- Lack of sound effects felt a little jarring
- For attacking, holding and releasing mouse 1 would have been more intuitive I think
- Took me a while to understand I could interact with the door to go in
- The lighting based muzzle flash works really well
Well done friend, proud to have jammed along side you! <3
Thanks so much for giving it a go, glad you had a good time! ❤️ We had bit of a hard time clearly showing the main spreading mechanic at the start of the game but it's great to see players figuring it out by experimenting.
That is indeed a reference! There's is actually a few more references sprinkled throughout the game. 👀
Thanks so much for playing and for the kind words! Your videos are always a treat. ❤️ Building this over the course of 2 weeks was an absolute blast and we're so happy to see you enjoy it.
The list of additions and balancing we want to do is very extensive but unfortunately we ran out of time. We're very excited to keep working on this along with our other project.
Thank you again for the fantastic feedback!