Ohh yeah no I did not realise that the first boss could fall on top of your head ^^'. I'll get that fixed as soon as I can. Thanks for playing!
Alvesito
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Whoops yeah the homing projectile thing was an oversight on my end, it seems that it might be taking too long to disable the collision after it starts disappearing. Already fixed it for a post jam version.
The game was, in fact, very heavily inspired by that one tower level in kirby's adventure for the NES, so im glad it came through! Thank you so much for playing!
Thanks for playing! Combo attacks were actually something that I had planned initially for the game, but that unfortunately had to be cut due to time restrictions (i made both the art and the code by myself). Boss attacks are somewhat simple mainly because a lot of people were already struggling with the difficulty of the game, so I decided not to overcomplicate things for now.
I will say however that I'd like to add both things if I ever continue to develop this game after the jam, so thanks for the feedback!
This was actually insane, one of my favorites so far! There's so many subtle UI details and sounds that add so much to the overall feel of every single action. My only complaint is that it felt way too random in the beginning when I still didn't have any unlocks. Maybe I just got unlucky and couldn't unlock the right stuff, but I think this might be because there's an overabundance of items that might be a bit too specific for certain builds. I feel like having more common items that allowed to rearrange the distribution of the quadrants would make the earlygame feel a lot better. Once I unlocked stuff like the paper weight and the skill that gives you more quadrants the game really started to hook me in!
Amazing work, really hope more people see this game!
I really liked this one, definetly one of the more unique games I've played so far! I was initially worried that the flying mech controls might feel awkward, but they were surprisingly intuitive and fun to use. That said, I think the movement would have felt even better if the string attaching you to the nuke didn’t have collisions. Removing them would likely give the player more freedom while still maintaining the core idea that you can’t stray too far since you’re attached to it.
I loved the sense of humor and overall epicness, especially during the final boss fight, spinning around it caught me off guard in a good way! However, I feel like all the bosses might have a little too much health; some fights got a bit tedious at times. Another small nitpick: it might be helpful to have an additional visual cue beyond just the "Warning" text in the HUD when a boss is about to perform a strong attack. For example, in the case of the first boss, maybe making their arm blink during the windup?
Overall, a really solid entry, great job!
Hey, thanks for the feedback! A few comments;
- I'm pretty sure there's not much I can do about the flower thing, or at least not in Godot's current version (accomplishing pixel consistency is really annoying). I'll still try to see what I can do about it.
- The bat not being reset is intended behavior, although I will admit that there should probably be i-frames for whenever the player falls into the water as well.
- The enemies always respawning is also intended behavior, but I will probably change it so they only respawn once the player touches a fireplace.
- We originally planned to add loot drops from enemies for potion crafting, but sadly, we didn't get around to it due to time constraints. Rest assured, this feature will be included in the final version if we continue developing the game.
Thanks for playing the game! We might probably either increase's the bats' hurtbox size or reduce their number overall whenever the rating period ends, since they've been a recurring complaint.
As for the keyboard bindings part, what would you suggest would be a better distribution? The game was meant to be played with a controller, so choosing keyboard bindings that made sense was a bit of a challenge.
And about the potion angle thing, being able to use the mouse for aiming doesn't sound like a bad idea at all. The current system is heavily inspired by how games like Super Metroid and Hollow Knight handle aiming. I'll write this down and see what I can do after the rating period.
Thanks for your feedback and I'm glad you enjoyed it!
Thanks for playing! There are, in fact, a couple of hidden rooms within the first area that just contain wood for bowls, but we might have to revise the sprite for the "hidden room wall" tiles, as it seems a lot of people keep missing them.
As for the waterfalls, I actually thought about that too, and we might make something like a blinking border in order to make it more obvious for the player that they are freezable.
As for the controls, we might actually add some kind of telegraph for where the potions are gonna go when you throw them, since you're not the first one to point that out, either that or we increase the bats' hurtbox. And about the button ordering thing... I honestly forgot I added bindings for zxc, which is probably why the distribution feels so weird haha. It is explained in game that the button to switch between potions is 'O', although I think I can see how it might be hard to miss.
Anyway, thanks for the feedback! I'll be noting some of these down in the "Known issues" section of the game's page :)
Hi, thanks for the feedback! We are aware of these issues and will get to fixing them as soon as the jam's rating period finishes. Saving was a feature that was initially going to be added into this version, but sadly we ran out of time (the entire game was made in ~10 days, after all). Thanks for playing!
This game doesn't have juice, it has the ENTIRE orange tree in it wow. I genuinely can't think of another FPS that has a controller that feels this good! A small nitpick is I would have liked it if there was some feedback for when you hit a boss tho, something like a healthbar, a sfx or a hitflash would probably fit perfectly. My friend Gabi already told you the rest of my opinion below lol, so yeah, amazing job!
I'd be glad if you could help me after the jam ends! There's definitely a lot of stuff that feels like it could have been optimized, though because of the lack of time we had at out disposal and the lack of documentation (specifically for Godot) I had to improvise a bit in some parts of the synchronization process. Glad you liked it!
Thanks for playing and I'm glad you liked it! Out of curiosity, how would you improve the feedback on the swords? We thought about adding things like a VFX for when you hit a boss (but we didn't have enough development time), as well as adding hitstun to each hit (but that caused some weird shenanigans with co-op so we ended up removing it)
Thanks for the feedback! We are aware of the multiplayer bugs. Sadly it seems like we ended up pushing Playroom to its limits in some fields, and it's pretty clear that it was meant to be used for less complex games (also, making a multiplayer game for a jam is hard).
The boss's health is another issue that arises from this, since whether it's too large or too low depends entirely on the amount of players playing (since there is health scaling) AND on the abilities you got on that run. Generally, playing with 2-3 players should feel good, playing alone should feel like the boss has too much health, and playing in groups of 4 is pretty much unplayable past the first boss because of the lag.
And I'm sorry, I don't really understand your third point and I'd be glad if you could explain it to me. The objective of the trading mechanic is that you get random weapons so, if you want a new one, you talk with your friends to trade your weapon with theirs, and if you don't you can easily get it on another run. In my opinion, making it so each boss gives you a new weapon would make that side of the game pointless, but again, I'm not really sure that's what you meant. Thanks for playing!
Thanks for the feedback and I'm glad you had fun playing! Sadly, the game gets a bit janky when playing with 4 players, and I'm pretty sure the reason why the boss health feels like too much is because about half of the attacks disappear with the lag. We haven't gotten that many comments about the health from players who were playing in groups of 3 or less (in fact, quite the contrary, some people complain about how the last fight lasts too little). But you're right, it's definetly an issue we have to tackle.
I can definetly see how the stat boosters can feel unimpactful at times. They were mostly added as a bonus (since they were pretty quick to develop) and as a fun way of making players say "wow, look at how absurdly massive my weapon got lol" or "I die in one hit but I can just dash across the entire arena wooo". They were made rarer for this reason, but they sometimes still appear more than they should, and that's one of the things we'll probably be tweaking first whenever the jam ends.
And about the sword speed, we straight up didn't notice since it's only a problem with swords, so thank you for telling us!
Visually it looks really good, it really feels like playing the original Pokemon Red/Blue! Although the gameplay is really fun, it feels a bit unbalanced. On my first run I got a creature that basically shred trough everything, and on my second attempt I could barely get past the first battle. Pretty fun and original concept, but the lack of sound made the experience a lot worse for me.