Cute artwork!
Alchemical Apples
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Oh sorry lol, I assumed you hadn’t used a springarm since the camera behavior usually indicates that. My bad! I shouldn’t be making assumptions about other people’s code.
And yeah I also had issues on the web when not fullscreened. It’s like it was centering the cursor incorrectly, so the camera would constantly be turning to the right. Didn’t happen when fullscreen was enabled though, so I was still able to play. Could be an engine bug honestly.
Really cool idea, but the camera honestly made it a bit of a nightmare to play lol, please consider using a springarm.
I got softlocked on the third heist because I jumped over the barrier.
The UI for the enchanting seems pretty buggy, I kept getting overlapping menus and frequently got the mouse cursor stuck in the wrong mode.
Looking past those issues, the game seems really neat! I like the idea of a heist game where you have to craft tools to progress.
Oh gosh, I mean I only really played it once, so I don’t know if I’m quite that qualified lol.
I guess the main thing was a lack of incentive to burn things. I only burned the tree branches when they completely blocked me from proceeding.
I did notice that there’s a score counter for “Burned”, which I guess is the number of enemies you’ve burned, but I didn’t ever feel compelled to deal with the enemies.
I didn’t even notice that your broomstick could be burned, until I was replaying just now to test things. During my first run, it just never was a risk. The enemies are terrible at aiming.
So, I guess I would recommend giving the player more incentive to burn things.
Maybe a flying enemy type that forces the player to slow down and aim a bit would be good.
This is exceptionally good. Initial impressions were that it’s a fairly standard deckbuilder. However, with the monster capture mechanic plus the transform mechanic, this became something new and refreshing.
For a jam game, I think the difficulty was a little bit high. But, personally I loved the challenge. I felt compelled to beat it, and managed to do so on my 4th try.
Would love to see this expanded into a full release!
Hey, this font is pretty nice! Thanks for making it.
I would recommend adding a proper license though. It's a little hard to use without one.
Saying "can be used without any sort of license" doesn't make sense, because without a license, it can't legally be used. It would be better to say something like "can be used, modified, and redistributed for any purpose", since that would grant license. But I would suggest using something proper such as the SIL, since it takes little effort to do so.
We made sure to at least provide a Windows build of our game for this reason.
We also accidentally used some graphical features which won't work on webgl, so some of our shaders are broken :/
Shader compilation times in html5 are also abysmal, but this is more of an issue with webgl itself rather than Godot.
If anyone has any links to related GitHub issues or proposals, please share them here so we can 👍 them! e.g: godot-proposals#6909
Good job on the jam submission!
I really like the artwork and overall vibes of this game.
Combat could use some work. It didn't really feel like any of the stat upgrades were doing much, and the combat mechanics are pretty shallow.
I really like how your character sort of evolves over time, and I like how the various "attachments" you unlock affect what you can do in-game. Though, I kind of wish the attachments also affected combat in some way.
I was able to get all the achievements and secrets. It was a bit grindy, but I liked searching for the tokens.
Overall very solid game. The artwork in particular is top quality.
Looking forward to more games from y'all in the future!
I managed to get the first fruit, but man this is infuriating lol. It feels very unfair sometimes, the random generation can create gaps spanning the entire screen, and occasionally the hands just go nuclear. I also feel like the hit detection was a little weird, and sometimes I got hit when I felt like I shouldn't have, or vice versa. The slippery physics and the inability to see where you are also contributed to this.
Otherwise pretty cool idea.
Not bad, although I never saw the wall, it was too slow. At a certain point, enemies spawn in front too frequently to actually move forward anymore. I think I could have kept going horizontally until the wall caught up, but I got bored and gave up. Pretty fun.
Points: 1937820, distance: 1434, score: 2296320
Hey - thanks for the comment! Although the game is only a little over 1 year old :P
Are you referring to the fact that the game pauses when you're in another browser tab? If so, unfortunately that's not something we can easily fix, it's just how browsers work.
However, I've been meaning to revisit this project anyways and clean it up, so I'll make sure to keep this issue in mind!
I feel like this could have been a lot more fun with some kind of timer letting you know how long until your weapon switches, along with maybe an indicator of what your next weapon will be. Shortening the timer would also help.
Also using a different random method would help, I had a very long streak of getting the pulse weapon (like maybe 10 or so in a row?). A bag randomizer might be better here.
Overall *extremely* good for a first game! Keep it up!
This is a cool idea! I really like the style.
I feel like it was a bit too difficult to gauge exactly how fast the train would be going at a given step.
It felt a bit too easy. I was just creating a path to the end out of normal tracks, and if that was too fast, I would replace one of the tracks and try again.
Also there is a glitch where if you spam place a tile on a single spot, you'll get an infinite amount of them.
If this were polished up a bit it could be really good. I feel like it's a little bit too slow-paced.
It also doesn't feel like there's a whole lot of decision-making involved. That is to say, I never felt like the different lengths of trains really mattered except when it came to the smallest vs largest. Otherwise you can mostly treat all the trains in the same way.
It feels like there's a certain pattern of using the gates that can keep going forever.
A lack of a distinct goal is what I think brings this game down the most. Maybe if each train was carrying a different piece of cargo that had to be delivered in a certain time limit or order, it would feel a bit more challenging and complete.
Overall, very good presentation, but needs some refinement in the mechanics.
Really likes the overall idea of the game, but it felt like the implementation was a little broken. It wasn't super clear what I should have been doing, although I did reach the end.
I feel like some sections, like the card maze, could have been a bit more restrictive on controls, I felt like I just kinda jumped over them.
I like the aesthetics!
This is incredibly good! It's rare to see jam games with such good level design.
I'm super curious as to how much of the artwork and audio was created during the jam.
My only complaint is that the physics are a little janky and inconsistent, sometimes I would bump into a wall at the wrong angle and lose my velocity.