Ahhhh. Why did you guys make the jump Z and Space??? Am I here to suffer? The music... fits but is kinda generic. Those two things aside, give yourselves a pat on the back. Art was a pleasure to behold. It was your typical platformer, but the theme was integrated as expected. That is to say, it was one of the ideal uses of the theme in my mind. As far as I could tell, the mechanics worked, so I would say it was top-tier. It would have put me to shame if this had been submitted in the game jam last year. Fun to play, not to eat.
GenericConfluent
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I'm getting OhioFPS flashbacks. I found this to be really quite fun, and the music perfectly matches (IMHO). It brought me back to the age of 10, playing Minecraft Parkour. The only bugs I noticed were that the flipping dimensions at the beginning was BROKEN and that I could go backward through the portal; all in all, that's not that bad, though. I'm not sure if you can call two levels stacked on top of each other "worlds" or "universes", but they are definitely parallel, so... fair game.
I couldn't really understand the connection to the theme. If you had done something like having/overlaying two playable regions where one keeps track of the beats for one voice and the second keeps track of the other, I think that would have made more sense to me. Does it happen to have some connection to the two tiles on the leftmost and rightmost sides of the screen? ¯\(°_o)/¯. Still, the visuals were clean, and the mechanics seemed to work. Trying to generate those rectangles dynamically from some given audio file isn't trivial, so I'm not surprised the submission was a bit rushed (though there is probably some Python library to do it).
Thanks for the feedback. Yeah, the weird snake-spawning thing was probably me. We were in a rush to get this in so we spent the last of our time bug-fixing to make it playable. The spawn area should be the entire area around the player off-screen but I made a mistake somewhere and now they only spawn below the player. So for anybody looking for snakes, you'll probably want to head directly downward most of the time. Also, the top score I've seen was like 240000 by a child who I got to agree to the condition of only heading down most of the time so he could get a proper game experience.
For people who can't move that is kind of intended. The tier 2 keymap is probably easier to understand because it doesn't change so try that out if you're a beginner. Sometimes there will be conflicting keys and you genuinely won't be able to move even after trying all the alphabetic keys, if that is the case just restart the game.
Just to help along the judges: When you first spawn you're going to want to walk up to the hooded figure and press E to interact. Then press enter to go through the dialog, then figure out the keymap and walk over to the house door and enter with the remapped E key. All inputs will always be alphabetic. That's all the help I can give you. If you can make it to the end you have a special kind of talent.
Also don't stand by the mushrooms too long. They will infect you and might make you walk of the edge.
Source code here: https://github.com/GenericConfluent/suffering-and-sacrifice
Thank you for the idea williamv4. Also don't take the art, get permission from AwkwardTobi
Nah, it's just the `SharedArrayBuffer` support that's missing. It's a weird error message on the part of the Godot devs, but if you go into settings and check `SharedArrayBuffer` support the game will probably work. Also thanks for putting up the source code, I should have done that since it was a good idea. Now I can compile the game on my mac. Score.