Smart. Sounds like a good plan.
Dragonforge Development
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Hi All,
I created a tiered 3D ice shader pack a while back. There's a free version, as well as paid versions that offer more shaders and Visual Effects. Everything is included in a demo project so you can see how to use them in Godot 4.3.
https://dragonforge-development.itch.io/godot-3d-vfx-ice-shaders
Feel free to use them. Credit is not necessary, but always appreciated!
P.S. Ratings are also appreciated. A number of people downloaded my shaders for the previous game jam (which I made free for the jam) and I didn't get any new reviews.
I made my Godot 2D VFX Visual Shaders pack free for the length of the game jam. In it is a water shader you can use for reflective water in 2D games. Since that took me a few days to make, I thought someone might have use for it in the game jam.
Enjoy!
I enjoyed the game, I just didn't get very far. I tried the web version and it was too dark. I switched to the download version, but still got stuck after placing the seashell in the bath tub drain. I couldn't figure out where to go next. I wanted to like it more. I really enjoyed the camera switches.
It was difficult to see where to go, especially in the web version (so dark), but there were so many parts of the screen where it looked like you could go to another part, but couldn't. The roller-skating was a neat idea, but controlling it felt like an over sensitive driving game. It got better after a while.
It would tell me that they didn't think it was fun enough to try again. I'd recommend playing it as if you were a player. If you like playing it, then people who like games you like will like it. If you don't, they won't. If you do, at least the people who like those kind of games will like it.
This is only my second game jam. To prepare for it, I played the top 10 games from #73, the previous jam. I realized that what was important to me was having fun playing those games. So, I tried to make sure my game was fun to play. I tested it a lot, and tweaked a number of things. I still wish I'd had more levels. I had a whole second level with enemies set up that was more of a haunted dungeon, and I believe my entry suffered for not having it. I wanted to give one powerup per level. Instead, I had to give them all in one level. There was no progression and that was frustrating - but I needed an end boss.
The most important thing is to learn from the experience. What I would do in your place is think about what would have made your game more fun, and make those changes. It'll be good practice for the next one.
As was mentioned, having a download-only game is rough. It makes it more effort to play. I did the same, but it was because I decided to do a C# Godot game, and 4.x doesn't do web exports right now. So I've tried to play all the download-only games, as I know what that's like.
I played your game, and I didn't have a problem with the tutorials. In fact the way you did it was retro and I was fine with that. I could not see the coal when I got to that point. I also could not find any more coal anywhere. That made it really hard to play, and I gave up after I died the first time. That was my only issue.
Thanks! Yeah, you can read the Postmortem DevLog to see what I intended. I wanted to go back and tweak the collisions for the combat. One of the problems I noticed near the end was you couldn't face your enemy if you were collided with it. I definitely learned a lot this time.
Thanks! I put up a devlog last night talking about what I learned and how that was the plan but I didn't get there. But since part of this was to get the seasonal changes working, it'll come along with me. The art is all Jamie Brownhill. Definitely worth checking out their art.