I will make a boost damage system when you dodge attacks, and the dash move will have iframes to make it useful. Hope that will be enough to compensate the difficult of the enemies :DD
feivmoon
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im sorry heheh but i dont programming input mouse so will not add that heheh
but, yeah, the input is very weird and the 4 action buttons is redundant i think, i will change the dash button to only one and make it that it dashes towards the character is facing. About the input map, it will have custom input mapping so i hope it solves the problem.
And yeah, i liked the game i even plan to add bosses. Thankyouu so much for your feedback!!!
the idea is very innovating, a game like Mario vs Donkey Kong but a city builder is a neat idea, but the execution of the proof of concept is very weird. The fact that the monkeys stop out of nowhere and you need to press rescue is frustrating because it interrupts the activity i was doing. And the camera controls I would prefer them with a drag with the mouse, but using keys is your vision for the game so i can take it.
Oh, and, on Godot there is a section of Tooltip, for this genre of games that is needed, so, you could add a tooltip description to every thing on the build section.
Overall, a neat concept.
Adding context, music, sounds and nice graphics to a pong game, and variation for the IA it is a nice touch.
The IA just change in the velocity of its movement to get its center on the ball, so it is not much a variation though.
I liked the song and graphics, and when every time you win the enemy changes clothes.
Overall, a solid game. Oh! And when you press X at the end, the game gets stuck and you can't anything about it
The proof of concept is very well done, but like, i think the reason of that there is too many guards is because you can kill one and no one will take a look in the instant of a guard being killed, so that's weird, but in a way is very funny.
The feedback on the clicks are well implemented and i think the change of UI theme from the basic would benefit the aesthetic of the game.
I got stuck sometimes when jumping a lot, and when you won the game, the game stills running so you can still interact with the mouse click.
A solid proof of concept that could be more fun with new level concepts. Oh, and i loved the bugged man xd
I had so much fun with this game, pretty solid and it has a lot of content. I will take that the Dungeons prompt is used as a narrative choice. There is a lot of type of enemies but the fast pace combat doesn't let appreciate them, but in the long run you have the opportunity to watch them a lot of times. I got to the point of i couldn't grab more power ups i didn't know how to dispose of the ones that i had; so, if there is a way of discard your current power ups would be nice for more builds on the same run.
The visualizations of the times are very functional, to know when an item and enemy are very great, and about the progress bar of the dash and the rapid fire is so good. I didn't know how to recover health though, so i couldn't comprehend all of the systems in your game.
Overall, a very great game, i really don't know what it needs to be improved.
Yeah, i didn't add the feature of custom inputs, that will be on the next version of the game. Thank you for confirming the need of it, it was a considered feature but now i know it is necessary.
Yeah, the game is unfinished on that part of the player with HP, so the game right now is a endless game xd
Pretty solid game. Very though to master it and understand how you should play. The music doesnt loop very well and, if i didnt last for more than a minute i wouldnt listen to the rest of the music, on these genre of games the music shouldnt restart so the player can listen to the rest of the song.
The use of the prompt of Expedition i think you used it as a narrative choice so i will take it as well used. I cant for visualize very well when you can use again the boost bar, so it needs a feedback that attracts more attention, like a grow animation or something like that.
For the sound, i liked the music and i manage to listen all of it, i thought it will loop fine but it didnt, just a finish and start song.
For the balls, i noticed that even when a ball is out of sight, it can kill you and make you lose. That makes the game unfair i think. Overall, a solid arcade game that with more iterations will be a very great game.
well, the prompt usage is accurate but, the use of is not very fun. When making a quiz game you need a feedback that motives the player to continue answering correctly, this game has only the necessary feedback to play the quiz game. About the questions, well, it is like, you answer it via a google search, so, you need a contextualization of the question for the player to answer; because if it only stay on showing answers and a question, then it feels like an test, and the test has no reward more than a high-score so, i don't know, that's not very fun for me.
The music is very relaxing, a nice choice. The graphics look like the basic theme of unity UI, so, i will only say that the layout is intuitive, i didn't get lost.
Overall, a quiz test that i hope you learnt from it. In any case, you could take an example from Majotori, that is a quiz test as well but with a contextualization and great feedback.
loved the concept of this game. About the camera sensibility, you could use lerp to make the movement of the camera smooth. I liked that the change of direction is not based on the camera like the standard now days, and that you can change the zoom of the camera is a great addition. But, i did not feel comfortable with the sound, very rough. Overall, a great game with a fun gameplay.
very interesting take on snake, pretty hard to get the movement right at first, but once you get it is cool to navigate with this snake. But, the sound design is pretty irritating, like, getting points feels awful with that sound punishing you. But overall, a solid game with a great visual feedback.
First of all, because im a fan of settings on a system, the options menu of the game looks very awful, on godot you could scale the text like you did on the text of the buttons. I think the aspect of the UI is affected by the resolution that you choose of the game, you could stick to a lower resolution like 160 x 144, by doing this the scale of the godot UI design by default would not be a problem.
Speaking of resolution, if your game is for browsers, the setting for choosing a resolution doesnt have any effect, so it will be better if is not visible, because it doesnt do anything. And about the volume settings section, well, i doesnt work very well, when you enter settings the slider should have the current value of the volume db from the channel that is controlled by the slider, and when you change its value it should be reflected on the volume db.
For the visuals, well, they could improved by not changing the style like you did with the walls and the interactive objects sprites, like alice or the barriers. Because, I couldnt tell what was happening at my first five deaths, it was because the grey objects were camouflaging with the grey background.
Like i said so, the game would benefit from a reduction of the resolution, you could maintain it by changing the scale option to Viewport. Because the idea of the game is solid, you completed it and it is playable, well, to a certain point because after a time the game is freezing I dont know why. But, overall, you made a game and i aprecciate it, the dudes that are rating without commenting are not worthy of your vydia, they do not love games.
Couldnt grasp on anything from the gameplay. The game doesnt communicate in any form if an action from the player is really doing something.
I didnt get why the game punish you when you use an invalidated card. And I thought that the bandit card would create a bandit on the map but i cant tell what really happens.
I liked the music though. I know that the game is supposed to be like a minion defense by creating the new minions like tha blue ones, but when i have zero cards i cant do anything but wait for the game to finish, and i waited, but it didnt happen anything xd
Very solid game, loved the level design that makes you use all of the mechanics. But in a way i think it needs polish on the collision of the player and the mechanic of the hook. The spikes are not very visible, for me is because of the colors that are around the spikes. But, overall, i liked the game.
Thankyouuu so muuch. yeah the struggle is because i didnt actually play it until the deadline passed, so, in the next version of the game the gameplay is adequate to be playable.
About the time limit, i had an idea about every ten seconds the time gets an animation that makes it bigger, and i added a subtitle saying "time left 00:00". And about a special items, im not going to add it because the game is like uhh; the beetle does his daily job of grabbing food for him and his wife, so like, adding time to that daily routine doesnt feel suitable for the lore game hehe
I will answer first about the zooming out because its there xddd. But yeah, you are correct, i needs more zoom out.
About the collision, i didnt have the chance to actually play it until the deadline happened and i even couldnt get to the big ants, so im going to fix that collision to make it more fun, i think that increasing the mass of the ball makes it less fun as well.
And thank you very muuch for playingg and noticing the flaaaws, im grateful to see what things i can improvee
a pretty fun game, very small and visually pleasant, the feedback of the actions of the player are really grateful. Buti couldnt grasp on the use of the limitation. Maybe that the levels increase its size each level? that could count because it is constant through the game, idk.
Overall a good game that helped you to understand how to use Ct.js . and thats pretty awesome