clowns do somersaults. thanks for taking a look
Fun Base Alpha
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We get that we have those 4 abilities. The wall jump doesnt seem to work so good. We would be interested in a finer grained explanation of the mechanics. e.g. landing on a platform resets double jump? does wall jumping reset it? what sort of directional inputs work best for wall jumping? shotgun is infinite use, but has cooldown/reload? It's a great start, Nick and Ryan were both really disappointed that they didnt get more out of it.
Had to play this because something about the title screen was just so oddly familiar. Really fleshed out entry and a very cool iteration on the classic 'find the difference' style of puzzle game. Always encouraging to see a fresh feeling non-violent game loop. Makes us want to play a game where you walk through a metroidvania and just count all the monsters. Censusvania.
Some really cool graphical elements here. The roll did not seem to change its behavior as much as we would expect as the roll got low. Honestly, the ground covering is a more interesting concept to us. Maybe there is a way to leverage that into some kind of mechanic? Rolling over and obscuring some kind of ground obstacle in the hopes that your opponents hit it? IDK, just spitballing here. Decent enemy AI as far as challenge in the context of a game jam. Good work.
We played this on stream and finally circled back to rate and say thanks for coming by! The art is really fantastic. As we mentioned, it'd be nice to have had a few moments to wrap one's head around the game before getting attacked by enemies. Maybe if the enemies didn't start spawning until after the first growth phase? That said, still a very solid entry.
So many questions here. Who is the person credited with the code and why is there a link to a Steam game next to their name? Why isnt anyone credited on the other games on dogfightx? Why is dogfightx, and why isnt there a single mention of anyone involved with the site? What is even going on here? It's like uncanny valley but instead of a 3d model its an itch account.
Thoughtful and precise, everything you've said is true. We spent more time wrestling with new concepts in godot than we did actually building what we wanted. Neither the level nor the sound design got as much work as we would have liked to consider it truly done.
The stage ends because that's as much level design as we had the steam for. We would be embarrassed to show you the code for the audio handling. The pronouns in the narration is a great call out and just a thoughtless oversight. Doing it again even without the YOUR STORY part we would've liked to change the narration to gender agnostic. It's a live, one-take recording that was made as Nick played the game, so we used his pronouns by mistake.
Hopefully we'll have more space for design and art (which we enjoy) once we can dial in some templates for coding (which we do not enjoy).
Looking forward to playing your entry this Saturday. Thanks for playing ours.
There's a lot to like here. I love the Doom movement speed. The confined space and dim lighting are anxiety inducing. The treasure feels balanced (maybe it isnt idk, but it feels ok). The combat is very shallow and i could see you taking it one of two ways. Either lean into the horror vibe and make the monsters much stronger, possibly even one shotting the player, or brighten up the setting and focus on feedback and diversity in combat. If the enemies aren't going to be much of a threat, they should at least be fun to thwack around. If it were me, I'd try for the latter. Good game.
Pros
Nick: A kidsy vampire survivors with couch co op is a million dollar idea. Not sure why we haven't seen it until now. Sounds and overall theme are very endearing.
Ryan: Its cute. its fun
Cons
Nick: Screen gets very busy with all of the telegraphed attack warnings. Most weapons feem so outside of my control i essentially have no agency at all. the orbs were easy to use and it would be nice to feel that way about any of the other attacks.
Ryan: In a game with pursuing enemiesm its surprising there is little to no crowd control abilities. May be too many enemies as the game progresses.
Wishes
Nick: More characters. Couldn't figure out how to do dual controller instead of 1 controller, 1 mouse + keyboard.
Ryan: No additional wishes.
Pros
Nick: Cool core mechanic. Controls well. Screen information is easy to parse even when things get hectic.
Ryan: Art direction, character design.
Cons
Nick: Game does not adequately present how it 'wants' to be played. Design does not appear to do anything to make the retracting part of attacking discoverable in a way the player will easily see and retain.
Ryan: Too much downtime between shots. Pace of play.
Wishes
Nick: Mouse controls for menus
Ryan: powerups
Pros
Nick: Lovely art and music. Novel and engaging variation on the tower defense genre.
Ryan: ARPG elements.
Cons
Nick: Levels are dense to the point of feeling crowded. Not enough set up time between wave or at the start of the level. Especially true if one is just learning how the game works.
Ryan: Pace of play is too fast.
Wishes
Nick: Some kind of digestible "these are your characters and what they can do, these are the enemies and what they do" kind of armory/bestiary files in a pause screen.
Ryan: Scroll wheel to select appliance.
Pros
Nick: Concept is pretty easy to understand. Lots of diversity in game objects.
Ryan: I like fishing.
Cons
Nick: Tough to puzzle out how to actually play at the start. Insta death with little feedback feels like the game freezing when it isnt.
Ryan: Took a lot of unnecessary deaths on the right side of the screen because of mines spawning in.
Wishes
Nick: loose string fishing line physics
Ryan: i wish it was easier to snag the treasure chests.
Pros
Nick: Good atmosphere, Gunplay is adequate, thorough map ui stuff makes it easy to get around
Ryan: Fast travel.
Cons
Nick: Most text is unreadable for some reason. Enemies respawning as I loot a room with no warning is, as they say, " :'( ".
Ryan: Enemies have too much health. They should have 1/100th as much health as they have now.
Wishes
Nick: Quick heal button, remove rmb requirement from shooting, more direction at the start as far as what i'm meant to be doing/where im meant to be going
Ryan: More cover in rooms with enemy encounters.
Pros
Nick: Art style, general strangeness, hand as gun.
Ryan: Visually interesting, movement is solid, rock solid enemy design.
Cons
Nick: FOV is too wide, or mouse sensitivity is too low, one should change. Get stuck on the wacky level geometry more often than I would like
Ryan: Made me a little sick on account of the colors.
Wishes
Nick: More gun types. Less time spent on the trench style floor space below all the interesting stuff. Better visual cues for hazards.
Ryan: Hit feedback for enemies, slightly less health on enemies.
Pros
Nick: Sound and art design feel great. Things are explained in a way that is easy to understand. Probably more, but we had limited time and haven't yet deeply dove into the game. The idea of losing battles expanding the narrative rather than giving out game over is the most interesting piece of this game that we encountered. Curious to see what it can do.
Ryan: Pacing is good. No big lore dump at the beginning. The player gets control very quickly and the game reveals itself through gameplay rather than just cutscenes.
Cons
Nick: It's a JRPG. Not anything you can do about that. Just not my thing.
Ryan: Con is we can't play enough of it.
Wishes
Nick: Nude bath scene.
Ryan: More time. Time wizard powers.
Pros
Nick: Great music, cool premise, lots of potential to expand on the idea.
Ryan: Beautiful art, beautiful, beautiful, beautiful boy. DO NOT SAY THAT. Animations look great.
Cons
Nick: Floaty platform physics, wind mechanic more frustrating than fun. Saliva pursuit needs tuning to feel fair/functional as intended.
Ryan: Saliva throw and spike timer seem random and not set to a particular clock or position.
Wishes
Nick: My number one wish is some kind of forward dash so it feels i have more direct agency to combat the wind mechanic.
Ryan: More vertical wind sections