Rated! Great idea for adapting the 'Papers, Please' style!
if you could take a moment to rate our game (we need one more rating) I would greatly appreciate it.
The idea of a game about finance for the theme was clever! I saw a few bugs, but considering the other comments, I understand that's the jam effect (I won't consider it in my ratings).
I think the Papers Please-like style is really well-suited for a bank, bravo for this idea. Maybe the combat system wasn't even necessary!
I laughed a lot after losing my money by investing in a random crypto x)
Quick question: Can the game be finished?
Great game ! I played it with a controller and everything was smooth. It really feels polished with the nice intro and outro. Maybe adding a little bit more SFX could make the game even more polished.
My only complaint is box placement : it is quite hard to stack two box on top of each other : they always want to fall instead of fitting neatly on top of each others. maybe adding a little bit of magnetism or increasing box friction could help.
A great entry, good job !
Hi everyone,
If you haven't tried it out yet, take a look at our entry Notorius Bug.
We wanted to share some of our Tips/Work on the game with you about character animation
We took advantage of the fact that a lot of the characters have a cape to have free upward annimations (hide/unhide the cape that's all) here's an example
Witch give us a free combo animation
For the mother worm we use an infinite scrolling displacement map with our custom shader.
The game is indisputably beautiful, and the gameplay idea is really fine!
However, the mechanics lack a little punch and clarity. Typically, I'd have liked to have seen a better understanding of the action of the Flavour mood+ 3rd bar ingredients.
But it's very well done, congratulations, you should be very proud.
We are still looking for feedbacks and ratings since we are in the danger zone with only 13 ratings so far ...
You can try our adventure/action game
Notorious Bug here!
Thanks a lot !!
This game is a nice take on the theme with a clear and straightforward concept—no overcomplications.
A little tip for platformers: there's a common set of features that players almost always expect (In my humble opinion as an amateur 😊):
The last two aren't essential for your concept, but I think adding some vertical control based on how long the jump button is held would improve the feel. Right now, the controls felt a bit "heavy" to me.
Solid game with a solid presentation !
The only downside is the rotation speed which is totally crazy and unusable. The gameplay was otherwise quite fun! I liked the additional "choose your package" twist to fit the theme.
Another bug I saw is that the game wasn't closing properly when I pressed the "quit" button on the main menu : its process was still lingering in the background.
Great game!! !It was a lot of fun finding all the possible ways I could commit suicide...
The gameplay was great, maybe the platforming part was a little bit hard : adding a little bit of coyote jump would have helped (or you know, skill issue I guess...).
The music was great and did not feel too repetitive. I would have loved some SFX when interacting with the world.
Finally, as written by others already, the ventilation entrance was really hard to guess without any hint.
A great entry, congrats!
The control were really hard to used and to and master. Why did you choose such a weird scheme ?The screenshake might also be a little bit overtunned : while the feedback it provided was great it made aiming and understanding what's going on quite hard.
I liked it's chaotic and fast paced nature, that was well done!
Cool idea ! The graphics are nice. It was hard to understand who was talking. Maybe you could add a portrait or an animation on the character when they are talking.
One thing I would change is the length of the dialog... they are too long ! Maybe put more text on each frame ?
Overall, it's a good idea !
Wow that's a detailled feedback, thank you so much!!!
Text clipping is a know issue, it's due to some last minute text modification. We'll fix it in the post jam version right after the jam rating period.
We'll also definitely try to make things less confusing. Thank you for the feedback on the temple objects, it will be taken into account for next version.
Wait, I felt like that exact same situation happened to me many time already ahah
The sensory overload was well made and as stressful as it should be. It was however quite hard to switch from mouse only to keyboard only when you have to type something. Maybe putting keyboard QTE instead of mouse swipe for the other actions could help ? I also always had the "Cow" question only, i don't know if it's a bug or due to jam time constraint.
The text tutorial at the beginning was great and made everything easy to grasp. I do agree that a playable tutorial is better but it is still much better than nothing!
The visual was fine but lacking feedback : maybe adding some kind of FX or SFX when someone is leaving the crowd could help the player understand how close he is to dying. it's especially true since we are so busy looking elsewhere fighting ads. The exact same game with a lot more crunchy feedback could have been really great !
Oh okay, it does make a lot of sense ! That's quite clever to switch depending on the export type !
Since all part of the ship share most of their textures and shapes, it might work to simply load everything up at the beginning and simply removing unneeded area from the node tree with "remove_child" at runtime an putting them back on the tree as needed, no ? As such, unneeded area don't have any impact on processing time while staying in memory for quick loading. I guess it really depends on how low of a device you want to support.
Why did you chose to stay away from multi-threaded web export ? They seems fine now on Godot 4.3 & 4.4. It also looks like most major hosts now support SharedArray Buffer. Is there an additional issue with multi-threaded web that I do not know about ?
Thanks a lot for all these details !