the controller used is the joystick and ABXY one here: https://github.com/RecBox-Games/controlpad_test_server/tree/main/gamepad_control...
Breck
Creator of
Recent community posts
Congrats and thanks for playing!
You can actually hold down right click while units are moving to have them move faster. I probably should've had it mentioned again in-game somewhere in one of the tutorial messages cuz the enemy turns start to take a while towards the end as I'm sure you noticed :). Or maybe an options menu with a turn speed multiplier or something. Thanks for the feedback
Wow, the art really stood out to me in this game! It was a fun playthrough.
I like to give everyone a bit of constructive feedback. For your game: I noticed the countdown timer went below 0 before I won. Also IMO the candles shouldn't be able to shoot you when you can't see them onscreen.
Thanks for sharing your game!
Fun game! I like the world-switching mechanic!
One (subjective) tiny nitpick I have that I think could add some extra polish to the game: There were a couple of moving platforms that would start their cycle in a position where you have to wait a couple of seconds for the platform to come back before jumping on it. I think you could have their cycle start in a position that gives the player time a little more time to jump on it the first cycle or maybe have the moving platforms preserve their position even if that world isn't currently loaded could address this.
All in all, a very solid idea and implementation, especially having been your first game.
Thanks for the feedback! The central circle is just the area where the witch will help you out with potions. My thought process is players who stay in the circle have to be better at dodging but are rewarded with stronger attacks and quicker movement from the potions the longer they stay. I do have plans to make at least one ability where the direction you are walking/facing is the direction the attack is oriented. Thanks for playing!
Thanks for the feedback. Lots of good pointers here. Yeah, I wish I had more time to properly balance and debug the game. I'll have to adjust things like firerate, accuracy, difficulty and upgrades down the line. Sounds like you weren't able to access the upgrade buildings cuz of some bug I'll need to fix, but some of the upgrades increase the gun's accuracy.
Fun card game with a surprising amount of depth and levels. I noticed the suit unicode icons were displaying incorrectly (ex. as a white box with 2663 inside for the clubs icon) when selecting the suit for a card. I see the same thing for the pause button in the top right of the UI. I think that is just a godot web build bug, I've had something similar in one of my projects.
I also felt like the use of the bank and the gold earned from it wasn't explained in the help menu, but I was still able to figure out what it was for. Again, very nice card game, I enjoyed playing it.
I agree it can be misleading. I've added the keyboard mappings in the description on the game page. https://blubbers122.itch.io/fishy-game
I agree it can be misleading. I've added the keyboard mappings in the description on the game page. https://blubbers122.itch.io/fishy-game
This is some really good feedback! The build for the jam was pretty bare bones due to the time constraint of the jam, but I had a bunch of extra ideas i wanted to try out with this game concept as well. I'm thinking of updating it further to get a more complete game and then I'll see where it goes. Thanks for playing!