Came across your post on reddit and wanted to try the game. Great mechanic and solid puzzle design on your intro levels. I agree with some of the posts over there that a story is needed as a driving force to the game but this is a fantastic vertical slice!
Couple low lift things you could do to help telegraph stuff to players would be some indication of intractable objects. The click plays any time E is pressed regardless of if something is interacted with or not which could be confusing. A slight glow effect or making the hand buttons light up by proximity would certainly help draw attention as well.
Additionally rendering a texture of the picture taken to the camera's screen would be a really nice touch. I made a little mock up for you. Not sure how to go about this in Unreal but it was pretty straight forward in Godot when I was doing something similar in my game.
Cheers and keep up the great work!
DistilledNuance
Creator of
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I know this is an old thread but in case anyone else finds their way here I can confirm this is still an issue as of 2 days ago.
Tried to show some family a game I've been working on that has a Godot 4 web build (https://distillednuance.itch.io/depth-of-field) and hit the same issue when trying to download with Firefox.
I really enjoyed the concept, music, and especially the animations!
My only complaint is getting so many duplicate leaves/notes. It looks like the book is keeping track of which ones have been found so maybe removing, or at least reducing the frequency, of already found leaves would be help this?
Over all lots of fun and an adorable main character though!
What tripped me up was the VisibleOnScreenNotifier3D node doesn't work at all in compatibility and the camera system I threw together for the jam relies on it. The more complicated system I planned on originally probably would have been fine but I didn't have time to implement it. Thanks for the tip on the srgb_to_linear()! I'll definitely keep that in mind next jam :D
For now I think I'm probably going to avoid building stuff in 4 for game jams since webuilds are such a big part of that. Hopefully they find a work around in future releases though, 3D in 4 is so much better than 3!
Great job on the art and I love the concept of exploring autumn festivals from around the world!
It was a little hard to know when I could click (IE location of click in pumpkin, can't click until after the checkmark animation completes in match) and the game definitely could use some more sound effects to help ground animations and player actions, but all of that is more polish than anything.
Nicely done!
I really like the concept on this! Floating out in space gives it a very surreal feel.
It was a little hard to figure out what to do and was a bit difficult to read in the barometer but that's just polish stuff.
I'd love to try this in VR someday! You've definitely got the diegetic controls/UI thing down
This is a really interesting concept! I like the mix of 2D for traversal and 3D for examining the mushrooms. I ran into two bugs though which cut my play through short.
First I had issues with the game crashing right after the main menu popped up after the disclaimer
Second after interacting with a mushroom my controls locked (I'm guessing the player got stuck in the dialogue state?)
I think it just needs a bit of polish! Definitely a unique concept and has lots of potential!
A question, a comment, and a suggestion in relation to this:
First off what is the viability of using the mono version with this plugin to help facilitate placement, then disabling the plugin and reopening without it in the non-mono version for export to avoid any potential compatibility issues? If I understand correctly the C# portion of this plugin is just facilitating quick organization and placement of assets in a scene. Once they're placed there's no real difference between AssetPlacer placed objects and normally placed objects correct?
As for my comment I'd like to second the request for a filter system. What you've built is incredibly useful and has the potential to be even more so since it has the makings of a simplified DAM built directly into Godot, something that I know I and many others have been looking for. Before I found your tool I was considering writing my own DAM in Godot from the ground up as a secondary external tool. Since I'm a solo I rely on premade assets for my larger projects and thanks to deals such as Humble Bundle and asset store sales I have a pretty large library at this point. That's great in theory but without a flexible organization and searchable system it can become cumbersome.
A filter/tag system would take AssetPlacer from useful to invaluable in my book at least.
Finally I wanted suggest including a randomization option for rapid prototyping. Such as randomizing rotation and scale within a range after each placement, particularly in surface mode.
In any case keep up the great work! I'm looking forward to future updates!
LOL to be honest the times I made it through I crashed more often than not on the last section. If you do well in the previous sections though you'll have enough hull to make it through.
That's exactly the feeling I was going for! Most of the game boy games I played had that style of progression so that's exactly what I was shooting for!
Thanks so much for playing!
LOL! Thanks a bunch.
I considered making the X symmetrical but where's the fun in that? :D I can confirm it's beatable though, I'm not terribly good at arcade style games like this and I've taken it to the end a bunch of times in testing now!
Agreed on the sound, I just did the logic driving it and suggested the tempo. Everything else, including the SFX, is all Themuckamuck's fantastic work. They also provided an easter egg sprite, let me know if you spot it!
LOL my thoughts exactly 😄
Here's a link with psd, gimp, and png versions if anyone wants to use it for the jam!
https://drive.google.com/drive/folders/1LBQuxiTeULdc-jhi6K9Nv9B-akU3x1N7?usp=sha...
I love your art style! I was thinking about making something lowpoly but would you be interested in drawing the UI and helping develop the idea? I have a basic concept but it'd be great to have help refining it and figuring out some good riddles for the mystery part!
I'm distillednuance on discord as well if you're interested!
There are a number of really excellent GameBoy box art templates around like this one:
https://www.deviantart.com/blueamnesiac/art/Game-Boy-Box-Art-Template-337084194
Would using something like that in addition to our own cover art be acceptable or would it be better to roll our own faux box art frames?
Hey! Still looking for a team?
I'm making a quick game with rhythm elements if you're interested. The concept really only needs a single looped 8bit song and some sound effects, but it could be fun to to swap songs when things speed up rather than just upping the tempo if you're up for it.
(Just sent you a friend request on discord)
Hey all!
I'm looking for someone musically inclined to team up with for a quick lowkey entry! I don't have a lot of time this week but I wanted to make something for this jam in what free time I can scrape together over the next couple of days. I've got a solid tetrisy/rhythm concept sketched out and am doing the art and programming for it but I've never tried my hand at chiptune before.
Anyone out there want to join up? It should only need one or two looping tracks and a handful of SFX.
Let me know!
I was able to install v2.0.5 from the zip in the blender folder no problem. I tried both a stock mixamo model and an uploaded model, downloaded each with the Sword and Shield animation pack, and tried to import. In both cases the model imported oriented horizontally and the best result I was able to achieve with animations was to make the entire static model zoom around at random.
Is v1.0.3 still available anywhere for comparison? I haven't been able to find a copy yet.
I'd really like to use your tool for my projects as it definitely seems to be the most well put together. Any guidance or help would be hugely appreciated!
I had the same result. Has anyone made v2.0.5 or v2.0.4 work correctly? It looks like v1.0.3 worked so I'm going to try and find an old copy while continuing to experiment with the newer one. I'm not sure if the issue is the plugin or if mixamo has changed something. If anyone has any leads they would be much appreciated!
Thanks! I really appreciate the feedback! It was definitely a positive experience overall, I'm glad to hear the linux build ran well!
I'll definitely be putting more work into that 3rd person controller before using it in another game. The jitter and sticky stairs is actually why I disabled jumping while running actually! Originally I had it enabled but if you jumped while running on the stairs it would rocket the player right into the ceiling!
Thanks for the tip on the cover image, took me a few minutes to spot it even after you pointed it out tbh! That dyslexia, gets me every time.
I think I may just leave it as is at this point, as a testament to just how janky this first go at 3D really was.
Thanks! I was thinking along the lines of knock off space banjo-kazooie while I was putting it together.
I'm afraid I can't take credit for the animations, that's all Quaternius' work. They work the same as in 2D though, just bone rotations instead of sprite frames. It's all run through an AnimationPlayer node. The PC's movements are just those animations blended together with an AnimationTree node and a little state machine in the controller.
Looking forward to it! This has the makings of an excellent match/memory/shop simulator hybrid, I hope you keep building it out. Kind of reminds me of a 3D version of this: https://pierre-vandermaesen.itch.io/plant