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CelineCherry

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A member registered Apr 18, 2023 · View creator page →

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 interesting concept and I can tell you very much enjoyed making this game. But I find it kind of aimless? Grabbing barrels doesn't actually seem to regain my  thirst, and I don't lose it fast enough to really worry about it. For a game to entertain well I think it should try and avoid dead air when you're not doing anything. I also think it's very weird and someone disorienting that instead of the ocean bobbing up and down you bob up and down which is noticeable to be one thing and not the other. I also think it's kind of redundant to have both hunger and thirst when there's only one food source. I love the gold miner games so I'm partial to this kind of gameplay, my issue is the sort of hooking motion you do is inconsistent, even going to the side sometimes instead of forward and then just teleporting back into your hand. You should also try and cut down on wait times as much as possible and there's a lot of waiting in this game waiting for your sickle to retract and help to go down etc.

 I found dying after one hit pretty harsh, and the effects that come after nearly dying to be so strong they lag out my computer so I can't jump in time to avoid anymore obstacles. I think that there should be an indicator for how much damage you can take and also some leniency. I also think there is a strange issue with hitboxes where they seem larger if you were falling on to them? Or maybe that was just lag and I fell onto them but didn't realize because they hadn't rendered yet. After I accustomed to the lag and started to play a little bit more competitively it felt pretty good, though I found the platforming and getting to jump high enough a little finicky, sometimes I would jump up onto a platform, sometimes not. And also that thing on the sides of the platforms looks like a spike and I thought I would die if I got into it until I fell onto one on accident. I think it's interesting that you decided to balance your game with drawbacks to everything. I'm a fan of games that try to get out there and aren't just clones of other games. I will drop a game if at any point I have to ask why don't I just play [older similar game]? I never had to ask that question for your game, and I don't think it's likely most people will have to either. I think your progression is a little less tied to gameplay then it should be, I don't remember seeing a place where I could see what recipes I got but then again I hadn't unlocked any recipes. I think this could be fixed with making it a little bit more apparent what you're progressing towards like maybe having a bar on screen showing how much progress you've made on to the next recipe for motivation, or maybe a place to check your new recipes and see how much progress you've made to getting them all. This is a good game and it's well developed, with better design it could be a really fun game for everybody, I'm confident of that.

A decent looking concept and decent looking implementation. I played on my phone because my computer  is too old to run godot 4. Controls were still okay but I couldn't get anything onto a taco shell when I was trying to fill orders. I don't know if that's because I was on the phone or because of a bug. I do agree that it needs a tutorial and I also think it needs to be more readable. The Papa's Games have paper orders you can refer to  so that you can never misread an order. There's also no indication to how many customers you've angered and how many you have left to anger before you lose. I appreciate the effort in writing the dialogue, but I don't think the customers  should chatter while you make their food. It's usually bad practice to make people focus on two things at once whether it's in a film or a game. I couldn't get past the first screen cuz I couldn't make anything so I  think I'll be refraining from rating.

 This is interesting and of decent scale for the amount of time you had. Though, as I play your game, I start to feel like the gameplay elements you've selected to put in here are sort of loosely combined. I would say it would probably pay if you looked into game design concepts such as the core gameplay loop for info on how the elements of your game should play off each other. A big part of a gameplay loop is the reward, I'm not sure what I'm building towards when I'm put effort into your game. If you're into planning games, a tip I got from Tim Cain is that when you design a feature, you should always write the goal of the feature first for your game beyond just letting the player have fun. I think it's a little unfair that enemies can chase you essentially forever, not even being able to stop to craft a weapon to fight them off. Repeating the same sort of unfair death over and over builds up a lot of friction, and humans are by nature inclined to follow the path of least friction whether that's walking in a shorter path or  not playing a game. I can tell you put a lot of effort and content into this game but  there needs to be less friction in just playing it. It's annoying also that your keys are bound in a very odd way that causes the person playing to move their hand across the keyboard a lot.  Your fighting could use better readability. I feel like I'm just guessing where my attacks are going to hit because there's no animations which are which are important for action. When short for time like in a game jam even red shapes appearing when you attack indicating your hitbox can work. I do understand you put a lot of time into this game and I don't mean to discourage you, I'm just saying it could use some work. Looking at your profile , you clearly enjoy making games and building them up. My opinion is just that you could use a little bit more knowledge in game design.

 From what I can tell from your attributions, your game was drawn entirely by yourself and I commend the effort.  I can appreciate your effort to use multiple styles and blending modes in your art as well. I noticed that your music doesn't loop if it finishes playing during  the level. Your game could use some work with readability like for example I could very well see players only being able to know that they have a limited number of rocks when they run out of them because there's no indicator to tell you any different. Additionally, your health indicator is very small and the readability of it is very poor because the actual value of it is hidden behind the characters portrait, and the coconuts that fall are behind the trees they fall from, but I suspect that's a bug. I can see your work as a UI designer shining through in your menus,  but you still need to work on your readability of your non-ui elements. For a first solo effort this is good and I would look to sharpening your programming skills (remember stuff that you make with chat GPT is only valuable if you know what to do with it/how it works) as well as looking deeper into things like game design and game planning. A good tip for game jams that I came up with is that "your first idea is everyone's idea", ie the first thing that pops into your head is the first thing that popped into everyone else's head and it usually pays to scrap the first idea you have unless you can tell it's markedly different from what an average person would think of. What you've done with the idea isn't bad, and in truth, you're execution is typically what matters most, but I think a tropically themed platformer is something that people thought of very quickly for this Jam, particularly because Platformers are the most popular type of game.

Hey! We met today and talked for a good while (by the way, sorry if it seemed like I lingered too long). I'm leaving this comment to link you to my account but also remind you of the feedback I had. This is a really high quality product for a month and a half's work, I just wish there was more of it, and, optionally, that it adhered better to the theme. But it's still amazing for the time you had, and it makes me realize that rather than deciding on such a large scope for my game this year (hence why it never made it) I should have been like you, starting with a very small idea and, when I found I had time to spare, growing it to what I really want. I mentioned the game Snapdragon, which uses a similar technique (albeit on accident) to end up with a very polished product. You did an amazing job with this for your first project, and I wish you the best in the future.

I detailed what happens on the steam demo in my third comment. 0.2.7 behaves the same as the itch 0.9.8, where it buffers on and off and then stops completely.

No. I should mention I run a computer incapable of using openGL 3. Does your game require that?

Sadly no, not that either. It has a similar problem where pressing play just says it's running for a couple seconds with no window before returning to the play button.

It doesn't seem to work. I tried everything. I still love the idea behind your game.

Hello. I am trying to get this game to work on my computer but it isn't working. I am on windows 10 on a rather old Dell. When I click on it, it buffers, stops, and then buffers again. Running it in compatibility mode on windows 8 will cause it to look like it does below:

I would appreciate any help on this, any at all. The game runs on a different computer which I believe has a similar (not the same) model and I got through the tutorial. I think this game is absolutely BRILLIANT and can't wait to play.

http://gameprogrammingpatterns.com/state.html the chapter on FSMs

(1 edit)

Hello! We talked about FSMs today. I really enjoyed the conversation! Here is the name and link for the book online if you forgot:
Game Programming Patterns
Learning about design patterns is a big head start in both programming and gaming. It lets you solve many problems with one solution. I'd be happy to see what you make next!