Thanks for the feedback! I agree that some of the effects need to be clearer, the "mood" effects are too small on-screen to see what's going on, makes sense that you'd think that's a stun (that one actually makes the goblin happy). I'd have to think about how to let you use multiple runes before resetting the goblin, that's an interesting one. And thanks for playing!
BendyGandhi
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I almost gave you a one star for controls, but looked in the comments and saw that no-one was moaning about it. Tried again and found out you can press 'x' to attack rather than left click! I thought you had to swap between being able to jump and being able to attack. Played through it and ended up liking it a lot! Love the graphics in particular.
Fantastic game, second day is super hard, to the point that I re-mapped the controls a couple of times for that competitive advantage and I think I bugged the mop (remapping action to space bar, I think). But I like it enough, and was so impressed that you did remappable controls, to re-start the game and finish it. It can feel like you have no chance on some tries, but it's quick enough that you just try again.
Funny too, "You were consistently in the way" got me good, and just how obnoxious the blacksmiths are. Fine work!
Thanks so much! I have been learning PyGame for a few years but never got anything finished (learned Python though), found Godot like 2 months ago, absolutely love it, and wanted to actually get something out quickly now that I can.
I agree that it could do with a better tutorial, I'm not a fan of slideshow tutorials at all but boy are they quick to make
I'm not sure I should say, but I gave you more than 1 star for controls. Don't be discouraged - It's only a game jam! You learn and you move on. Doing a 3D game in 9 days is very ambitious, and you've clearly put a lot of effort into it and got it out. I hope you don't take the criticism personally - it's there to help you improve.
I'm no expert, but here's some advice I picked up anyway. If I were you, my takeaway would be (other than figuring out how to let the player control the 3D camera - I can't help you there) to focus on getting a character in a room and moving about first, then add the game around it. Mario 64 was just Mario moving around in a room for the first year of development (according to Yahtzee's Dev Diary series). Once you can move around to move around effectively, then start working on the levels. Although it sounds like you have a team, so maybe that changes things, but the user experience should be priority 1 in my opinion.
Keep it up, and I'll look forward to seeing what you get up to in the future!
Cool game, I like the vibe. I can't finish the sword though! Got the bar next to the hammer to max out by heating the sword and hammering it, quenched it, but I guess it wasn't done. I'll have another go after work, see if I can figure it out (I do like this sort of game). Very impressive to go with 3D, it looks great!