Thank you!
Yeah, I agree with you. One idea I had was making you able to attack the boss, so you had to dodge and attack.
But I scrapped that because of time heh. Maybe different attacks and bosses could add more variety.
dliriogames
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Well, the score increases when the enemy attacks haha.
So in practice, each attack the enemy does gives you 10 points. (There's a "bug" that I didn't had time to fix where if the enemy attacks while you're in the death animation, you still get points from that attack because it technically didn't hit you :P)
I didn't think of it (and probably I wouldn't have enough time to implement it) but it would be better if I gave points based on rolling OUT of an attack, maybe based on how close you where from getting hit, so it encourages players to take risks to get more points, instead of just staying alway from the attacks. Oh well.
Haha, thank you! It's simpler than it looks, since I didn't had much time to work on it (of course, this is Trijam) so it just thros the attack at the player's target position (So if the player is "idle" it'll shoot the laser at the player's place, if the player is moving, it'll shoot at where the player is moving to).
If there's an attack already at the positon, then I select a random adjacent one, and if there's none then it just does nothing.
That's pretty much how it choses the target!
The music is great. Loved the sprite and the acceleration based controls. It was not clear for me why I was losing tho, so maybe a tutorial (even in the game's description) would be good.
Make sure you configure the Stretch settings on Godot, so it handles the window's resizing for you!
Usually it's better if you can make it enbended, so people can play it directly on the browser tho, it's easier to get more feedback that way.
And when exporting a Godot game, you don't need the entire folder, only the exported executable, it'll lower the download size and make it cleaner.
Great job on your first Game Jam!
Loved the idea, and really liked the game. The only thing I think you could've done better is to be more clear on what the end goal is. It took me some time to understand that the messages where clues, and most people will not figure it out. So even one little nudge on the right direction at the beginning of the game would do a lot for it.
Or a little more feedback on what was wrong when chosing the wrong door.
Nice visuals, cool audio, the gameplay is simple and nice!
The music is too loud, maybe a sound slider would be good, or just making it quieter on the engine.
And I felt like there's no reason to leave the bottom of the screen, since that way you get more time to react and the humans that flee are easier to get this way.
Edit: Made it work! A little more sound feedback on the actions would be cool. Maybe some kind of rolling animation for the ball too would make the game fit the theme more!
I'm not sure if I misunderstood something, but couldn't really do anything in game. Tried keyboard arrows and ASDW but nothing happened.