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butterskotch

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A member registered Jul 17, 2024 · View creator page →

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The game defaulting to fullscreen (or even rendering that way in fullscreen) is a bug either with Godot, with how I'm implementing the web export in Godot, or with a certain subset of web browsers. I've been trying to dig into it so I can avoid the issue in future- were you on Firefox, by any chance?

And yeah, the balance could use some work. At later waves, you start to see "supercooled" snow that takes a few hits and gets i-frames after being hit; the bluer it is, the more hits it can take, which means that eventually it'll get rough enough to just end the game. The issue is with how I implemented it, you don't start seeing that until waaaaaaaay too late in the game to really care (until it gets enough i-frames to just ignore all your defenses and end the game anyways.) I'll keep an eye out for that in the future.

Thanks for the feedback!

A reasonably fun little game. The musical shift as the timer got close to its end was nice. I also appreciated there being volume slider - it would have been better if it was still available during the gameplay through a pause menu, but there's only so much you can do under sharp time constraints.

As for gameplay, it's simple and effective. The balancing felt particularly well-done; I didn't have a lot of leftover time at the end of a given level with what I thought was a reasonably good approach path.

I can only really think of two things I'd suggest for future development. One - more things you need to do as the game progresses. Maybe moving a bed/supplies into a "safe room" for bigger storms or something like that. And two - a level preview so that you can plan an approach before loading into the level, so that your first attempt isn't slowed down by the time taken to run around the building, take stock of where things are, and plan a route.

Sounds like a good plan for moving forward.

And yeah, this is genuinely impressive, especially for engineless.

Visuals and audio are really well-done; the first ship moving slowly was a bit annoying at first, but it really helps with the atmosphere of the whole experience and makes getting new ships that much more satisfying. Graphics and premise are also well-done and on-theme. Having voice acting for the old keeper was also a nice touch.

Controls could use a little bit of work, though - navigating the map before getting the zoom function is a touch too slow on mouse/keyboard in my opinion, and ships moving while in other interfaces makes it much more likely to accidentally crash, especially when transferring to/from the lighthouse. (Selecting a new ship to move it a touch closer to the lighthouse in order to load it up with gold, then selecting lighthouse while not realizing you still had the ship selected would often just send it happily sailing directly into the lighthouse, which was pretty frustrating while still learning the ropes of the game.)

I think I also ran into a bug. My ships would occasionally merge with one of the towns to the south and I couldn't drive them away - trying to click to select the ship just opened the town interface. I think this is because the ship got entirely overlapped by the "open town interface" area, but that still seems like something that shouldn't be happening.

Overall, good work! This seems like it has a lot of space to grow with some more time put into it, and I'd love to see how that goes if you go down that route.

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Whoops, deleted the wrong one. Realized a bit too late that my browser had gone crazy and posted what I wrote twice, lol.

And fair enough with the audio - only so much you can do within a week!

Really well-made for a first game. I like how frantic it gets deeper in, even when it just gets me killed.

One thing I noticed in my playthrough is that some of the enemy shooting audio overlays with itself in a way that's kinda grating when a lot of the same enemy are shooting one after another in a quick sequence. I wish I had a better way to describe it, but alas, I'm not an audio engineer.

Also, I died while using the raybeam, and when I came back, it was still going. I'm not sure if that's meant to be a mechanical forgiveness thing, or if it's a bug, but I thought I'd mention it.

The simple gameplay is a lot of fun. I especially like how the storm starts to build up, becoming more and more of a problem until it reaches the end, instead of just being an instant "game's over, here's how you did".

Your description mentions it, but this would definitely benefit a lot from sound effects and music. It could also be made a bit clearer that you have multiple inventory slots in the tutorial - I spent like half the game shuttling single socks back and forth like a clown until I realized you could carry multiple things.

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A fun and well-polished little game.

Audio is great, controls are solid, art is adorable (and good job handling the upscaling/changing texture on the yarn ball).

My only complaint would be that as the ball gets really big, it kinda lacks some of the feeling of weight that you would expect to come with it. Maybe pitch down the collision noise it makes and make it harder to push the bigger it gets?

Overall, really good job - looking forward to seeing what this looks like when it gets more than a sandbox mode! (And sorry for the multiple comment posts - my browser went haywire!)

Interesting little game, although it could use some touching up in the UX department.

A lot of the initial gameplay doesn't necessarily make sense right off the bat; it took me a while to figure out how to even open up shop. A quick tutorial would be really helpful - one other specific thing I wanted to mention is that it isn't super clear that the timer is for completion of the day, rather than a "complete the customer's order before this time or they get mad" sort of timer.

I really liked the sound effects, though, and the core idea behind the gameplay loop seems solid - making potions to get coins to unlock ingredients to make potions that get you more coins.

As for art, since you specifically mentioned wanting feedback on it - the potion and ingredient sprites look solid, as does most of the shop (there's a few spots like where the crack in the floor meets the wall where it looks a bit weird, but those are largely passable.) The customers feel a little bit odd, though - them being in black&white with sketch outlines while the rest of the game is fully-textured color makes them feel a bit out of place.

Overall, great work, and I look forward to seeing where this goes!

A fun little puzzle game, but it could use a bit more polish.

On my playthrough attempts, I ran into a few bugs - a couple times where the climb button stopped working without any apparent reason, and 1 time where after scaling a box, it attempted to ascend unto the heavens thanks to physics glitching (and the puzzle reset button didn't work for getting it back).

Going to echo 1 or 2 other commenters; I'm not sure what the point of vault and climb being different buttons were. Climb also felt somewhat inconsistent, even when it didn't break - not sure how it's internally coded, but it could use a second look.

Having tutorial text over the interactable cubes after (what I presume was) the tutorial felt weird. Might be that I just didn't make it all the way through the tutorial, but after the first couple cubes, you should already know which button is used for grabbing.

The music was really good and fit the game's aesthetics very well. My one audio complaint is that the enemy lasers' firing sound didn't change with distance - they were always exactly the same volume. Putting a bit of volume falloff on those with distance would make the game more immersive (and let players enjoy the music more!)

Thanks for the feedback - was hoping someone would catch that Python joke!

And yeah, I tried to design it so people could get better with repeated attempts - my personal record is 14 snakes after playing it so very much during debug.

Thanks for the feedback!

Mostly agree with you on the timer, at least for the tutorial section - the speaker has some other lines when the factory expands or adds new colors of snake parts, but those are generally quicker and easier to ignore so it's probably fine to have the timer run through them. I'm glad you liked the dialog; it was certainly fun to write!

Definitely agreed on the controls front - I'd like to just add overall control remapping if I get the chance, but that would also come with an actual options menu which would take some substantial other reconfiguring. In the meantime, the next build will probably just... allow for arrow keys while I figure out the slightly more complex stuff.

I hadn't considered having a cycling preview, and I'm not sure if I should add it or not. On the face, it sounds like a good idea, but part of what would allow for skill expression within the game is knowing the order the different parts come in, and I feel like a preview might cheapen that a bit. Probably at least worth a playtest, though.

Thanks again for the feedback, and I'm glad you liked it!

Thanks for the feedback!

Yeah, I think the actually-making-a-snake part could use some graphical and audio feedback improvements - maybe have a "lock choice" button that makes it start actually constructing the snake component so that it feels more like you're actually constructing a snake.

Regarding the art, I've looked into it a bit more and I think I messed up with mixing different resolutions of pixel art, which is why it looks so weird - the columns, walls, background, and a few miscellaneous decorative bits are scaled up, while everything else isn't.

This absolutely oozes style and creativity. The visuals are clean, the gameplay is intuitive, and it's just overall a good time. Excellent work.

I only really have 1 complaint -  while the audio and screen shake give a lot of juice to having a single tower, it can get pretty excessive toward the endgame when you have several. An audio/screenshake slider (or having it be clearer how to get to options if that already exists and I just missed it) would be appreciated.