Thank you! Yeah lots of backwards kiting, I tried to break it up a bit with the guys that shoot the diagonal shots, but still just a lot of running lol. I do plan on taking what I did here and expanding on it this year, so I'll make sure to keep that in mind! Thanks again!
Dragon1Freak
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On the FunctionPickup node on the controllers there should be a range and grab distance variable to adjust
Once you have access to the controller, you can use the `button_pressed` signal and parse the actions in a similar fashion to the Godot input system, ie (if pressed_button == "trigger_click"), getting the controller was the tricky part at first. I'm not sure of all the ways to get the controllers, but theres a nice helper called like `XRHelpers.get_xr_controller(<controller_descendant>)`, so I just created my own action node, made it a child of the controller, and did `@onready var _controller := XRHelpers.get_xr_controller(self)` and then connected the signal in on ready and handled it like normal.
I'll try it out after work!
no worries, its a super common VR pitfall. if you dont want to do snap zones, or dont want it to snap back all the time, you could reset its position to default either through a timer that starts on drop or when it enters an area3d or something, i did something similar for the tools and flowers for my entry. great job though, it was fun!
I'm definitely going to clean up the jam version a bit, and add stuff I wanted to like at least saving your current inventory state, but I've really like this project so I'm planning on expanding on it for sure, gonna start over to support VR and flat though, but that shouldnt be a big deal. I'll try to remember to reach out to you when I get to that point!
yeah 100% agree, the initial intention was that youd have more to do day to day, including some flowers to start you off, but as i simplified things and was testing yesterday I realized how quick each day could actually be. something like a button on the controller being held down would probably be better. thanks for playing!
No worries! While I somehow was able to keep all the systems I wanted, I ended up having to cut stuff like in game tutorials that would probably have been more important 😅 thanks for playing!
Watching your video was actually super insightful, so I really appreciate you recording your playthrough! Confirmed some stuff I figured needed to be explained better and pointed out some other issues I overlooked as well
Nice job! My only real critiques are mostly a lack polish, but thats expected in a jam like this when running solo. I'd suggest dropping the pixel font for the text, especially since youre using high res portraits, readability/accessibility is more important than strict style, but if you can pull off both even better. I'm not sure how you handled the buttons, either using Godots built in nodes or making your own, but Godots theme might seem a little overwhelming but is honestly pretty simple, so you should be able to get clicking on them looking good pretty easily. This is all pretty subjective, in the end design choices like this come down to you, put some more effort into this and you could have something really neat. Good entry!
Nice concept, my only real comment is on the controls, it was really difficult to actually get the slide to work for me, and jumping when next to a platform was trying to wall jump, so I'd just get stuck. Honestly for something made in 48 hours thats not a huge deal, I'd like to see this polished up post jam! Good entry!
Nice job! Not sure what the hiding is supposed to do, I couldnt seem to get it to work, but everything else worked fine. Only thing I have to say is real nitpicky, for your UI elements in Godot, specifically the buttons, you can set an empty StyleBox under the Theme or under Theme Overrides > Styles you can set a style for pressed/focused so you dont have that box outline when selecting a button. Thats basically all I've got, and its more a tip than anything lol, good entry!
Nice job! Simple and clean, I liked it. My only comments would be on the bombs having colliders that youve already seen, on one hand I get that a player taking random damage from a bomb they didnt see is bad, but I was also blocked in a few times by random spawning bombs. Maybe have them spawn a set distance away to help mitigate that? The icy movement style isnt my fave but thats all subjective, and honestly I think it works fine with this. Overall I dont really have any feedback you havent already heard, good entry.
I'll be honest, I'm not sure I see the role reversal here. You are playing as a a zombie instead of a human, but mechanically the game is the same. But, this is one of the few entries I actually played to completion. Honestly if you polish this up a bit youd have another fun survivors-like, even if you went back to human vs zombies. Only issues I noticed was that the sound effects slider doesnt seem to work, all my attacks were still at full volume when it as muted, and when dashing your character still tries to go to the last clicked point, so youll usually turn around after dashing. Otherwise this was great, keep it up.
Oh and just a suggestion for future jams, I'm sure you've noticed that having a web build makes it way easier to get plays/reviews, but if you cant do that its better to add the game as a zip file instead of a RAR, until windows 11 is more widely used you can assume most people wont go through the trouble of extracting it with third party software, I honestly wouldnt be surprised if thats why your ratings are low, cause this game was solid. English not being the main language might be another one, but I had no issues. I'm not sure if you rated and commented a bunch either, or if you posted a lot in the review my game channel.
Nice job! The controls felt a little weird, mostly with the layout. I kept hitting shift to dash but swapped instead, and then forgot that the mouse button did anything pretty quick. You could try consolidating them to the keyboard more instead, but that could also just be a me issue. Otherwise youve got some fun mechanics and good puzzles, you could polish it up post jam and have a nice little puzzle game!
The art is great and I love the interpretation of the theme, but the overall loop is too quick so its hard to really understand what was happening. In the second phase, I'd lose before I was able to read the tooltips and really know what was happening. If you could slow it down and polish that loop this could be really cool. Overall it was a solid entry though, good job
Nice job! Honestly was a little confused on what the role reversal was until the end lol. Neat interpretation of the theme, and I like the whole dying raises the health thing since that makes the second phase harder. Controls for the first phase felt a little floaty, but thats pretty subjective so mostly just my opinion.
So in the picture in the just comment it says I cheated, which means I won that round for real right? I didn't get three in a row that round, but I had on the previous round, but the previous round counted as a win instead of being told I cheated. I'm pretty sure it's something to do with how fast it checks stuff at the end, seems like it's carrying over the loss from the previous round
Not a bad concept though the execution might be a little too simple. The enemy variations was a nice feature though, only issue I found was that the enemies touching the sides of the platform counts as a game over, which doesnt make a lot of sense if we just want them off the platform, but thats mostly my opinion. Great job though!