Thank you so much for the feedback! Most of the time was spent learning Godot in both 2D and 3D, and in the rush the bare essentials to get the game "working" were prioritized. Thank God the platforming distances were perfect on the first try. From the start we knew we wanted to leverage our 3D. Originally, you were supposed to guide/persuade a penguin to follow you through treacherous situations, though that was never realized.
not_sealand
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Some audio would really bring this together. I have no idea when my turn was ready while I was looking around the screen until I glanced at the bottom. The deck building mechanic seems very well thought out and it was neat matching it to my play style, but the game overall is lacking... pizzazz
Haven't seen anything like this in a jam before, so... cool!
There’s something poetic about dinosaurs ganging up on bones…
This game is great fun with its multiplayer but the hats don’t work and it doesn’t seem… too fun? I just don’t see myself playing it again after beating it. However, all of that effort certainly wasn’t wasted. The amazing audio, slapping sprites, etc all combine and create a wonderful world. Gameplay is tight, and everything works almost flawlessly.
Picture this: Eurobeat. Pseudo vector graphics. Drifting. What more could you want?! This open track drifter is amazingly fun and I love it! The hardware setup was nice too. The slightly wonky physics are great, but it’s hard to hold a drift, and the steering needs some calibration (or a setting).
I wish there was more cars, levels, everything haha!
Wish there was sensitivity adjustment. The game is neat and everything seems to work fine. I would like to shoot around corners but corners are not solid, and the player can get shot through them. Also, the levels are bland and dark and colorless, which makes sense but it’s way too much. Other than that, not bad.
Very fun, with engaging multiplayer! While the audio and visual assets aren’t original, everything is functional (enough) and the game is hard to put down. Being able to attack other players adds a whole new dimension to how someone approaches the task of getting points. Trust in an alliance is fragile at best, and deciding whether to attack or flee is integral to success.
The setup was so incredible and really enhanced the immersion!
Some visual glitches were noticed when moving around sometimes like the background changing.
The hitboxes need to be more accurate, and the timing of damage to when something looks like it’s taking damage really needs some adjustment.
It’s fun to fight other players on the dragon though! And it would be cool if hitting the dragon’s head did more damage.
Balcony at the end could use crates better to hide from guards, and make the balcony wide enough only to be in guard’s range.
Shadows should be able to hide you better than usual.
Faster rocks, to allow for more accurate guard manipulation.
More paths, more levels, maybe some more sounds and music.
Voice acting is neat!
Yep... No one was there to stop you.
The acrobatics were greatly appreciated, though it led to some clipping into walls (which can be undone by gaining some speed and distance before doing acrobatics through a wall). The enemies all had animations, and the AI proved a fair challenge. The stages seemed to be designed around the player controls, evidenced by the really long walls in certain places, enforced by some pesky enemies.
Overall, a solid game.