Brilliant. I do not like much the use of colors, but being a game jam is more than superb. Congrats!
Would you make a commercial version?
I liked the idea the balls can go on the gray part and you cannot kill them. I think they could could have paths inside that will force you to go around. But then the square become double it is much harder to find the route, so I dont know if it would be too frustrating. Overall it is a fantastic game! Congrats
Very interesting concept! I feel keys 1, 2, 3 to change between characters would be better as enter is a bit unexpected and sometimes you hit it too fast. A jam is a jam, but for a real game I would feel that you need some strategy component. There is no time / need to change between them now.
Graphics and animations are all great. Good job!
Interesting idea. Probably having an isometric view and avoid the camera to go out of bounds will helps lots. I felt lost about where to go, but I guess exploring is part of the game, but then, slopes (or any other thing you come out with) could be use to increase speed and give you some advantages to run faster and take less time.
I felt the same with the controls, but did not come out with anything better. I forgot the main keys: 1, 2, 3, to put full power in engines, lasers and shields. So basically the game is cursors, space and 1, 2, 3. Under a heavy attack you may use "s" (as in shields) to toggle the shields.
Thank you a lot for playing!
Thank you so much for playing it! I completely forgot to mention about the keys 1, 2, 3 to divert the power to engine, lasers and shields. There are on the screen but I notice they are not perceived as keys. I should had put it in the messages that appear too. Too much rush!
If you dont turn at the beginning you reach an area (yes, the yellow point in the minimap) that has pieces to enchance the ship. There are lots of bugs that I will fix after jam.
I like your suggestion of putting and indicator on the main screen rather than the minimap. It will be done!
I tried this mechanic before. The main problem is that the light should bounce the walls, otherwise you are close to a wall and cannot orientate yourself. It should also follow the mouse, because moving to flash again disorientate you.
I think the "corners" to pass or move to another area are way to tight, making it hard to keep moving.
Interacting to pick up the key is a bit awkward, I was expecting taking it while I pass on the top of it. Probably you wanted to the player to be aware that the key was there? maybe a "shiny" effect when you flash it would help too
You could use the idea to look for ghosts :)
Drawing the assets by yourself and making the game has a lot of merit!!! so congratulations. I like the style, it makes me feel relaxed.
I also thought about the mechanic of turning "enemies" into something hi hi hi
I think if you work out on the story telling / mechanics you may get something interesting. Feel free to contact for brainstorming!
Well, technically speaking, no. For instance, putting a game in Google Play it will take you easily one day. You have to make graphics, descriptions, fill-in forms, compile like this or like that. Then just wait and it appears on the store. Same for Apple Store. There are also collateral things, like you need to have some website where you have to put the privacy policy and terms of service so you can have a link from the stores to those pages. But once the things are published, is when the marketing enters in action. And that itself is a whole new beast.
Lovely you noticed the details :) I could not resist to put the propeller from Flappy plane. There is some kind of bug when godot export the game to HTML and the speed bar does not show (it works in the windows executable). Every time you press right you increase the speed (constant press only changes speed to 1). If you press left, it decreases, and there is where you get the reverse gear. In the windows executable the bar will be blue for "forward" and yellow for reverse.
I will do a commercial version of the game in a near future, if you want to be a beta tester and give some feedback I would love to share a copy with you. Just let me know!
Glad you understand. I completely disagree with you in the "terrible" thing. There are many more words that means much worse than terrible. In my dictionary are: atrocious, horrendous, abominable, disgusting, a piece of sh*t, useless... the list keeps going on.
Now, focusing on being productive. I believe you used some body physics 3d / 2d. Although that seems the natural way to go, in most of the cases it is not, specially in platform games where you want to control dash and so on. For something simple like the one you were doing I think something like this could work nicely:
https://kidscancode.org/godot_recipes/3.x/2d/platform_character/index.html
(this guy also have really nice videos about controllers for other things in the game, you should have a look in his youtube channel).
I feel you are more artist than programmer, but you manage to finish the game, so that is a great achievement. Keep working hard and you will succeed.