Completely valid observation! I tried to leave a reasonable margin on the requests so it wasn't too difficult, but I can see how it would be challenging and could benefit from having more manual control over the scaling. Thanks for playing!
flaming_couches
Creator of
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Solid game! I'm sure this isn't anything you haven't already heard, given the number of comments already, but the camera should definitely be zoomed out more so you can see where you're going. It should also track the character much faster (or even just not be smooth at all) so that your character isn't on the far right of the screen when you're moving forward. Both of these changes would make it much more enjoyable to play!
Aside from that, nice work!
Nice concept, kinda reminds me of Carto but with a more horror atmosphere! Good puzzle game, I would recommend not binding the "go back" button in the web version to escape, as that's also the key that has itch release your mouse and/or leave fullscreen so that usually takes priority and you end up being softlocked.
The ambient noise was also very loud and I had to turn down my PC volume to like 25% for it to be tolerable.
Aside from that I had fun with it!
Very nice concept! I had fun with it!
Having more UI elements to display part info before you place something would be helpful, so that you know how much stuff costs and how many units of its category it contributes. I think the weapons are also rotated incorrectly?
Banger music, and I liked the visual design! Having a dash and double jump in a building game is definitely interesting! Awesome work!
Very cool! I like the concept but sometimes the expanding or crushing feels rather precise for the movement scheme. Since you expand and shrink with the mouse wheel, I almost feel like a better control scheme would have been for the character to follow the mouse or something instead of moving with WASD.
Drunken Haze is incredibly brutal and ended up killing me on my attempts. Very fun otherwise though, and I love the aesthetic!
Edit: This team is no longer actively looking for new members, but feel free to drop a reply anyway in case that changes!
Original self-pitch below for additional information.
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Hi folks! After completing my first game jam as a solo developer, I want to try joining or starting a team in this one!
I'm a jack of all trades when it comes to game development, but my strongest points are Godot 2D mechanics/systems development and general project management. More details on what I can do are below.
My timezone is PT (UTC -7), in case that affects my availability for discussions or meetings.
If you'd like to see the project I made for the GMTK 2024 Game Jam (as it's the only thing in my public portfolio right now), you can check it out here: https://flaming-couches.itch.io/requests-of-size
I have the most knowledge/experience in:
- Godot (General & 2D)
- Project management and organization
- Narrative/Technical Writing
- RPG Maker MV (Although its a limiting engine compared to Godot, so it's not my preferred workspace)
I have less experience but can still do work in:
- Music creation
- Godot (UI)
- Pixel art (But probably not well haha)
I have very little to no experience in (but am generally not opposed to learning):
- Godot (3D)
- SFX Design
- Shaders/Graphics design
- Most other game engines
If you're interested in working with me in this jam, drop a reply here with your discord id and send me a friend request over there (@flaming_couches)! Please note that I probably won't accept your request if I don't know you came from this post.
Looking forward to seeing what everyone makes here!
Thanks for the feedback, I'm glad you enjoyed it! Funnily enough, the game concept actually originated as more of a coop Diner Dash, Overcooked-esque game with a few more mechanics, but I ended up cutting down the scope and changing the style to make sure I had time to make the graphics and music. I'm glad that vibe still shone through, and if I return to the game at some point I'll probably explore that direction!
I am aware of making zip files at this point, and in hindsight I'm not sure why I thought itch.io would package the two files together for me haha. Thankfully the game only needs two files to run so it wasn't much of a problem in this case, but that's definitely a lesson learned for next time.
Fair, although it feels like there's almost no reason to stand still when you have to move around to collect resources, when the enemies are as fast as they are and when you're incredibly fragile.
Interesting that more ammo increases your fire rate. I had noticed that but I wasn't sure what was causing it, so I figured it was linked to scale progress somehow. If you wanna stick with that, I might also suggest increasing reload speed; at some point high fire rates become marginally impactful.
Great work regardless!
Very cozy aesthetic and it looks awesome! Even though you used pre-existing assets, you were able to fit them well together and make a nice colony sim out of it!
My only real critique is that it feels weird having wells have a limited water supply. I imagine you probably would have added a more permanent water source given enough time, but it does still feel a bit strange to me.
The gameplay is fun and works well, and y'all did a great job!
Game was fun and well made! Those small silver enemies are brutal, especially as you scale larger!
High score ended up being about 272 with a 2.5x scale.
I feel like the spread on your weapon is pretty high, especially as you scale. It made it very hard to hit enemies at times.
If you return to this post-jam, I might recommend increasing clip size as opposed to adding ammo when you grind resources. After the first night, ammo quantity is kinda inconsequential and it didn't really feel like a significant mechanic.
Also, your itch page looks great! Nice work!
Fun game, I like the concept! The puzzles are overall well designed up to the level with the red laser running sequence. It didn't really seem like I could do anything (or had time to do anything) to get through the second section of that level, so that's as far as I got.
I love the tutorial graphics, while they might not be enough for everyone to understand how things work they do tell enough in a pinch for you to put the pieces together!
A minor suggestion to improve the control feel is to increase the player's acceleration. Snappy controls in a puzzle game really help make things go more smoothly.
Awesome game, could use a bit of polish on the feel but otherwise feels very complete and fun!
A couple minor critiques:
- The player's acceleration and deceleration feels very slow, and it makes it tough to kite and fight the zombies. It also meant I had a difficult time making quick turns on the road due to the quick speed combined with slow acceleration. I would probably have increased it 2-3 times or maybe just allowed the player to reach top speed instantaneously.
- The zombies were more hassle to try dealing with than to simply ignore, given you can very easily avoid them. If you were to continue working on the game post-jam, I might add some kind of incentive for actually killing them - maybe they occasionally drop stones or health or something?
- The flood attack is very powerful for how little time you have to react to it. If there were some objects out in the field you could stand on to escape it, it wouldn't be as difficult, but otherwise if one starts while you're far away from the temple then you're probably as good as dead. There were a couple times were I took 7 or 8 health from one flood because it took so long to get to high ground, and I ended up dying the first time the flood occurred.
- I get it's a gun, but the blaster upgrade towards the end feels a little too powerful. I was able to mine rocks from on the 3rd floor in the temple, which meant it basically countered the most intimidating attack in the game (the flood).
Overall great work though, the game had a good sense of humor and it seems like you were able to adequately complete your scoped project!
Solid game! I think your itch page could use a bit of work, maybe a couple screenshots. I'll also agree with the below commenters that the controls could use a bit of polish, but it's not too bad - aside from figuring out the control scheme in the first level, it didn't cause any deaths for me.
I will note that the game automatically went fullscreen on my second monitor, when I usually play games on my primary. I couldn't figure out a way to switch them.
Nice work!
Solid game! I think your itch page could use a bit of work, maybe a couple screenshots. I'll also agree with the below commenters that the controls could use a bit of polish, but it's not too bad - aside from figuring out the control scheme in the first level, it didn't cause any deaths for me.
I will note that the game automatically went fullscreen on my second monitor, when I usually play games on my primary. I couldn't figure out a way to switch them.
Nice work!
Awesome concept that, given the time constraints of this jam, was put together pretty well! Definitely could use a bit of polish, and some nice music and/or sfx would probably have brought the whole thing together, but as it is it was still pretty fun to play through!
The control scheme combined with how the physics interacted with your character definitely is something I would have done differently, though. If you work on it further after the jam, maybe check those collision masks so the lasers aren't pushing you back. I would also have probably made the player node a child of the ship so they're not colliding with each other in ways that inhibit movement on both sides.
All in all awesome work though, especially for a solo dev if I understand that right from your game's page!
Solid concept, I like the idea you were going for! The jumping physics, especially compared to your horizontal speed, make the character very difficult to control, however, so in its current state it's kinda rough to play. I also felt lost on what I was supposed to do, especially since trying to kill the blood stains feels incredibly precise.
Solid work though, congrats on your submission!
Thanks for the feedback! I'm glad you like the reference to the godot icon, it totally wasn't because I was too exhausted to make sprites for actual customers by the time I decided to upload!
Unfortunately I was asleep and woke up just too late to fix it. I am kinda aware of the collision issues, I tried to mitigate them but if they're still happening that's unfortunate. Just gonna have to be careful where you set things down, I suppose.
I wasn't sure if itch would zip the files for me or not, but this is my first time uploading a project here so I'll keep that in mind for next time.
As of 0.0.61, Apparently binding a two-hand guard to a one-hand grip counts as a one-hand sword and customers will accept it.
Also, Greatswords do not have an alloy registration, it seems and will pay for significantly less than they are purchased for. (EDIT: Adding a one-hand blade to a greatsword handle will apparently fix this.