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EthanEddy

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A member registered Jun 16, 2024 · View creator page →

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Thank you, I'm glad to get feedback on the humour! I think my favourite piece of arrest dialogue to record was "You can't even get a car on this road!" although I'm not sure the dialogue randomizer is working correctly.

I'm considering working on this for the upcoming "Improve My Game Jam." I might lean into your interpretation and add a little opening cutscene where his dream car was "hit by" a jaywalker or something of that nature. Thanks for playing!

Thanks for the feedback! The controls definitely need a redesign, and the collision detection could use some polish. Game feel is probably where I have the most challenge right now.

I'm glad you appreciate my generalism! That's the one thing I got the best feedback on in the previous week-long jam I did, so I'm glad it came through in a shorter jam. It can be tricky to set priorities when you're wearing so many different hats.

Yeah, I'm regretting not paying more attention to the movement controller and interaction collision. If I were to update this, I think I'd change the controls to  walk with W and look with the mouse and change the ray cast that handles the arrest range to a semi-circle in front of the player. Thank you for the feedback!

I like this one a lot. I think you did a great job of incorporating the theme and making the battery useful. I also love that you made all your own assets. The battery looks excellent.

I love the concept. music is great, sounds are great, the world building is insanely good for a 72 hour jam. The controls, being the center-point of the game, are likewise amazing. I do wish I could continue to wind-up while in motion so I can keep going, and it would be nice if the acceleration was a touch slower to enable turning. I will be keeping this one to play from time to time. Would love to see this developed more.

I agree with @Sideen that this could be a casino game. Extremely unique and innovative interpretation of the jam theme. 5-star, would lose all my money again.

Excellent execution. I had some issues clearing the shake error and towards the end, I thought there were a few too many devices on the screen (this one is probably a skill issue xD). Otherwise it looks and plays great.

I think you forgot to tick "This game will be played in browser" on the game page. Couldn't play it :(

Unfortunately, I am Losemaxxing :(

Lol I love this. The humour is good, the tutorial is exhaustive and interactive, the difficulty amps up well, the charge bar is a cool way of discouraging reckless button-mashing. All-in-all a fun experience.

Love the music and the art. The camera shake was a nice touch. I found the big enemies to be a bit too spongy, as they didn't pose much of a challenge but took a long time to kill.

Super hard and super fun. I really enjoyed it. The music really adds to the experience and the models look great, too.

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It took me a few minutes to figure out without any instructions, but once I figured it out, I liked how you implemented the theme by the player losing charge while not scoring. The pacing feels a bit long, which I think might be improved by adding some variety to the targets.

Hello fellow Godot Developers,

I would like to inform you that the code provided in the Leaderboards for Godot link on the ScoreSpace Jam #33 page is deprecated, as development mode is a deprecated parameter (see Authentication Request in the LootLocker documentation). In order to get the provided code to work,  I had to set var development_mode = false even when in Staging mode. I also had to nest Lines 119 - 122 in a conditional (see below for all changes) because the first time you run the game, no leaderboard will exist and json.get_data().items returns null.

5   var game_API_key = "dev_your-api-key"
6   var development_mode = false
7   var leaderboard_key = "your-games-leaderboard-key"
...
119 if json.get_data().items:
120    for n in json.get_data().items.size():
121        leaderboardFormatted += str(json.get_data().items[n].rank)+str(". ")
122        leaderboardFormatted += str(json.get_data().items[n].player.id)+str(" - ")
123        leaderboardFormatted += str(json.get_data().items[n].score)+str("\n")

Let me know if you found this helpful.

Happy Jamming,

Ethan

I would recommend reading books and watching videos on general art and design fundamentals, especially light, colour, and proportions, and then make tons and tons of small practice artwork. Nothing too big or time consuming that you'd get attached to your mistakes, similar to doing a game jam.

Hey everyone! I just saw the rankings come out and, since this was my first jam, I wanted to take this opportunity to collect and share some thoughts on my experience.

First of all, I was beyond impressed with the quality of the other submissions. My cousin and I took turns playing all of your games for hours while I was voting, and we had a blast doing it. I was especially impressed by the variety of enemies and mechanics many games had.

Secondly, I was beyond honoured to have my submission be voted 4th overall and 1st in Art & Visuals. The feedback I received was so positive and constructive that I feel I couldn't have chosen a better jam for my first venture into the space. Coming from a programming background, to see the work I've put into the visual arts pan out in a tangible way has been a major motivator for me to get into game development more seriously.

While I will continue to make many of my own assets in the future - as growing a well rounded workflow and skillset for myself is important to me - I recognize that I neglected the gameplay and player enjoyment a lot during this jam by focusing too heavily on asset development. In next month's jam, I hope to spend more time on completing development for the gameplay loop, and I'll be spending the time between then and now hammering out a more efficient workflow for the visuals and basic gameplay elements.

I look forward to competing and cooperating with you all in future jams,

Ethan

Yeah, the sensitivity and and the text in the book were a bit much, but I ran out of time making it for the game jam. Thanks for playing!

I might, but I typically work on weekends, so I probably won't have time to do anything really cool.

I started using Godot for a similar reason (I loved python and GDScript is similar in syntax and architecture). I've played around with it for about a year, mostly proof-of-concept stuff. For example, my last project before this was a procedural world generation system that segmented land into continents and then into faction territories. This was my first asset-centric project. Most of my other stuff is just toying around with computational problems.

Wow! I still can't get past the 7th level, but I am super impressed by the mechanics. The warping and bit spawning abilities are so much fun.

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Thanks, dude! I used Godot mostly because I'm most familiar with it and because I tend to prefer open-source software. The biggest con of Godot as a 3D engine - in my opinion - is that asset placement isn't very straightforward. For a game jam project like this, I think the prototyping benefits of GDScript outweighed the clunky 3D asset placement. I did see someone here on itch make a plugin that solves that, and I might consider buying that later. Otherwise, I was really happy with their 3D support and - especially with an open source project like Godot - the more people use it for a use-case, the better supported that use-case will be.

Neat! This would be a really cool way to do a Point and Click game

I love these kinds of games. This just unlocked an old memory of a CD-ROM we had on Windows Vista when I was a kid. It was a bunch of Star Wars games, and one of them was this same kind of pattern remembering games. I like how you did the visuals and the sounds.

Really neat interpretation of the theme! Trying to plan ahead for future rounds is an interesting challenge.

Doing this without an engine is really impressive! I'd love to see what you could do this way with more time.

The art is wicked! I really liked the headless zombie's pathfinding, it made it really difficult not to get surrounded.

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The mechanics are really well done. I'll probably never trust anyone again, though. You better believe I wanted to collect those coins at the end more than anything.

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I'm having the same issue as Flavore with the downloadable export (i.e. all levels appear unlocked, but none are playable). I did enjoy the first level and the fast paced challenges on the browser. I'll check back before rating ends to see if you've reuploaded.

Really fun to run around dodging projectiles and gathering attribute gems. I also liked the sneaky use of the Godot robot texture. I didn't even notice it until half way through my run.

The atmosphere is really cool. Without spoiling it for anyone, I enjoyed the foreshadowing of the statues ruminating about the senses. It would be cool to capture the mouse so it's easier to look backwards as you move on the track, but the loop at both ends of the tracks compensates well for that. 

Thanks! I contrained the sword's damage to a 0.3 sec period during the slash animation, because beforehand the player was doing damage during the backswing.

I hadn't thought about making a blocking mechanic, but that might work well. In my original design, completing the first level would have unlocked a sword throwing mechanic, which the player would use to hit a trigger and get through the first door, but I didn't have time to implement that.

I'll definitely need to add more complex enemies to keep up with the samurai on itch lol.

Thank you so much! The assets really ate up time, so I didn't have as much time to do level design and program more mechanics. Next time, I'll probably do the assets first, and not waste time on placeholder assets that I'll have to rework later.

I am having so much fun playing this right now. The wall jump mechanic is so satisfying, and the sound for it really brings it together.