Yeah... And that's the issue:/ It should be smart enough to not break the game and stupid enough to let you take control... and not break the game :/ It's really telling when you check the high scores and still "Snek only" is at the top, which is really just me starting the game and doing nothing:/
hatmajster
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Kill the snake, overall nice idea though its clear its a bit unfinished. You probably know this, but health bar really should be there and its a bit of a problem that when you stop moving the character always hits to the left - it could be fixed by setting the direction only on key press event.
The graphics look nice, its probably the best looking snake I've seen in this jam (and there a lot of snake games for some reason xD). But I feel like using pixel art character is not really fitting when used with filtered texture. I would just use NEAREST filter for him, to have it nice and blocky, not blured.
I really like that snake tears into pieces it feels great:P You could expand this by having multiple snakes, and it might be more fitting to have to snake move straight, not in such a very curly way, and maybe faster too - that would enhance the impression that the snake is attacking predator I think. But you would have to test it, maybe im wrong.
Another advice: you might think its unnecessary, but it really good to have any cover art image for your game - it might be even a screenshot. It really draws attention to your game. And you can still do it!
Looks really great, and I really like the concept. For a real game it would really use some nice background in the tavern and probably some more things that can be done like:
- partying multiple adventurers
- asking them to stay for some time
- weather? or actual global events like festivals, holidays, plague, etc
- quests that adventurers can take ( for example buy or get supplies for tavern)
Honestly this is very good and can be greatly expanded into something about tavern management. Does the game has an end currently?
Pretty nicely executed game, though let me politely do some nitpicking:
- the game really needs ui or other way of signaling health. Even flashing red or smth.
- small tutorial would also be nice (though description is fine too, though people tend to skip it). You could just put another animal that tell controls at the beginning.
- I don't see a reason why fight doesn't start immediately after first warning. There's no real need for this double warning, especially when player die and has to restart and go through it again.
- Very short ranged melee attack makes this unnecessary difficult. Don't know if that was the point, though you are probably aware of it.
- The boss fights are really cool. Too bad first one is just really soon before even letting the player familiarize the controls!
- the graphics are nice, but please tone that wild grass a bit;) it gets 3x the length on full wave ;)
I honestly don't know what the point of fish game here was, but i loled;P
Yeah, animations are broken, but i just decided that they don't break the game so i did not fix that, and focused on other stuff, but it does ruin the effect;)
I actually just wanted to make a proper 3d platformer, and instead of going into the usual collectathon, just aim for metroidvania. So I looked mostly at Rayman 2(the rope/hook), Banjo Kazooie (dialogues, puzzles, models), Kao the Kangaroo and yes, Croc/Croc 2 (for character design). I even have physical pc version of croc 2, though the big box was thrown away;)
I had one more world in my notes, but just would not finish it, so with many ideas scrapped its very bare boned. I really underestimated the effort for even making the 3d map, which is just simple poligons, but then tuning it, and making it correct, texture, etc. all takes time eh. And yeah, i guess making interconnected dungeon like map in 3d will almost instantly make a metroidvania-like game, because its all about exploration and honestly its much better served in 3d than in 2d. Though the 2d don't get people so lost;)
Superb job, especially the assets, wow I don't wanna know how long it took to draw all this. There are however some nitpicks here:
- the seconds screenshot has a very nice view over the whole forest. However... I feel like the massive pixels kinda ruin this effect. If it has to be this way, I would've just blurred the image a bit, screw the full pixel aesthetics.
- also - its only in the beginning I think - its not great that the color of background is the same as foreground. But I think the game generally suffers from unnecessary visual overload and its because of samey colors.
- as many praised there's lot of visual fidelity. But many also felt that its too much a bit - looking for buttons can be sometimes quite hard - and visually they are quite obvious! There is simply so much stuff that it kinda blurs together. Its quite easy to miss something - though I would say the map compensates a lot. On the other hand, I don't think its easy to get lost in game, most of the stuff feel distinct.
About music I can say its very fitting. However listening for more than half an hour is tiring. I think this could be easily solved by doing music in the tree, and playing some ambience outside of it. You know, wind howling, birds chirping, rustling leafs.
Something is broken with the dialogue a bit - you can't skip the showing letters. It should work in this way, that when the text is writing and I press space, it should show the full dialogue first, not go to the next. I didn't see quite a lot of lines because of it.
Something about walking upwards along the branch is not working correctly, the squirrel is slowing down, hm. Friction? There are some glitches with physics too, like sticking to the wall.
I got a bug after a hive, I couldn't go through the door. At this point I stopped, but maybe I'll try again tomorrow.
Also the game has the same bug as mine - ESC should not work for pause/menu in a web game, it messes with fullscreen. Eh ;)
Overall, extremely polished game in terms of visuals, I think this is the most graphically advanced game in this jam. For sure a lot of time went into this and it shows. And the design of levels make it really fun to explore the tree, finding secrets etc. Maybe even a bit too many secrets;) But very good!
After wall jump its not really obvious that you have to fall down in the pit to continue. I wonder what happens if you fall before you get the wall jump, hm...
Anyway, nicely done, I managed to get to the end. Few simple but nicely executed ideas in a level, its not just running and jumping, great. Cool animations and graphics, nice sounds. More! Because now I wish it was a tiny bit longer, and that's the only problem I think;)
I see someone already mentioned about performance issues. I played most of the games on steam deck, which seemed beefy until this game. I dunno if it takes effect, but even changing resolution to something like 320x200 doesn't fix the problem. But I played on an actual computer now...
And the game is made in a really cool way, honestly the beginning was quite unique when you have all the abilities, and then you lose it. The minimalistic sound and music made a very moody atmosphere (especially the accordion). The water walking is kinda unique ability, it could be used in very cool ways.
I guess I don't have much feedback, its just a very well realized game. I loled at the mast fitting in the pocket. More!
Okay maybe one feedback: I feel like currently the swimming sound is a bit obnoxious. It could be lowered down a tiny bit. There, I had to look a lot to find it;)
No;) There's no real destination, Kre-chan just has to inspect the tree. There should be a cutscene fired when you get close to it hopefully, but if not, if would you press LMB it should start it too.
About time... yeah, maybe I would've not want to do that for another month:D, but I really underestimated the efforts just for modeling the levels and drawing textures - it took me 1,5 of a week. Well I'm just slow as I was really just learning along the way, but also will have to come up with some tricks to do it better and especially quicker. And it was not my first time doing some modeling stuff of course.
Thanks for playing! I'll try to finish it before end of the year, I would just like to add few locations there, fix some bugs and flesh things out a bit. And btw, can You tell where and how did you get stuck?
It was generally very nice i like it. Shame that probably the coolest animation is... death animation xD But okay, others looked great too, especially dash. Music was also done very well in this game.
However mainly the wall stuck bugalmost breaks the game, I had to restart it like 5 times. I mean in current state you have to be very careful to not get glitch and its actually really fun to dash through the whole map.
I got to the boss, killed it (the hitbox was very wild i felt, i would've made it much smaller). And then the boss was just standing there, the music ended. I understand that this is the end?
Overall quite nice. The only thing that I would focus on in terms of game is make it more metroidvania, as for now there's only like one backtracking for the diamond after getting dash. Other than that the game is fully linear almost.
I honestly really like it, and for me it was very nicely designed:D Maybe a bit rough in terms of difficulity (one hit kill at the beginning?) but honestly, you could save anytime, so the game actually allows you to counter every disadvantage. Awesome
I don't know if I completed the game, or met a bug, as I read the game is actually a bit broken: I beat the boss (kudos to the cool hitboxes! xD) I pressed space, turned upside down and... seems like I can do nothing more, I'm on my head. Its the end? I can't reverse, etc. EDIT: Okay no, its still going on. After the cube boss I got gravity, but it stopped working after death. I understand this is the end.
All true probably. I experimented a bit with post processing, but came to conclussion that clean works best. At least during my quick research, because godot is quite lacking in this regard. I would like more to give some effects to the textures, specular maps and so on but well... time. The music and sounds will be there next time hopefully;) Shadow should also be there though honestly you don't have to do that much precision jumping in game, most probably its the bombs that caused you problems. They make the jumpings tricky for the most part, lava is mainly only in the first level, its not a one hit kill and respawn should be close. Though I agree it could be done better and especially shadow is a must.
If you could provide more feedback on camera it would be great, because few people didn't like it, but i have no idea what's wrong. Unless people are simply not used to 3d platformers anymore;) You played with mouse or gamepad? I just think I need to implement speed and invert settings for looking around.
The game is hard, so let me comment and rate it now because I feel like if I reached boss I can. I'll try again later but don't know if I'll succeed. Is there much content after it?
So high praises to the overall graphics. Maybe the hm... shadowy realm noisy background is not my thing, but okay it does the mood correctly. The others were great and I especially like the glossy parallaxes, cool. Combined with nice animations, effects, these monsters with 3d-like arms (one of the screenshots), hair physics etc. Its really detailed, very nice!
The music is also great, its not some bombastic noise, its moody and correctly scores the tone of whatevers happening. Great!
The story introduces quite a bit stuff, the school, presentation, the club, few characters... I don't know if this is relevant later: if it is, its great, if not then well its probably a bit excessive. To me it was mostly okay.
The actual gameplay... although the feel is really awesome, one of the best I saw this jam, everything where you have to use it - honestly its sucks a bit compared to the rest. I understand that this is a nod to the japanese games and its over the top difficulty. I think the hearts were red, but when you die they become gray to signal that this is no longer a deathless run. I think I got that right?
But I dunno, maybe its me, but the game features almost no helpers from those games? Where's the I-frames? The boss can dash forward and you can loose a heart in one second! If you hear 5 times the hurting sound by just one attack its not great! Where is controller support? It would be much easier to aim with it... The boss has no patterns I think and I guess that's okay, but it increases the difficulity too! No items to help, no exp to grind, no humanity to invite another player... And really no skills either, you suddenly get "light attack". Its an attack that cost mana, but deals 2 hitpoints instead of 1. And the pitfalls... Which when the boss pushes you into them, it will respawn you... near, in front of the boss, just to push you again. Yeesh.
The platforming seems okay, though something about dash breaks this perfect flow of the character, can't find suggestion for this. I saw you had problems with camera, but when you die, camera should just position on the character, not slide slowly at it. I appreciate the attempts that it was attaching almost parfectly in other places, most of the time something was breaking only when going backwards. Ah, details, either way its much better than in my game.
The wallgrabbing mechanic is also not that well implemented: it just lacks coyote time. The problem is that most of the time you are expected to jump and grab the opposite by switching key left/right. But if you slightly miss and move first, jump later you just fall. Ehh... And like just to punish you further there's a endurance bar like in Celeste/Botw but expands on this idea: botw lets you do this sweet final leap when the bar is almost gone, here the more you climb the worse you climb, you jump lower. And lower... and fall... Aaaand it all comes at ya on the boss fight at that pitfalls of course;)
I know this sounds like I hate the game, but honestly I would only like it to be less punishing, other than that its great. When there's one/two "bullshit" parts, thats fine, git gut, move on, but when all the game seems like designed just to mess with you... and as you saw i made quite a list... it... I dunno, you win game. Please read it as suggestion, I don't know if you want the game to be more hard, or less hard;) If the goal is to be more hard maybe I can come up with suggestions too;)
I suppose I should end with a compliment, then let me praise the level design. I always like the simple dual split design, it lets you explore a tiny bit for those two keys. Very nice beginning of hopefully longer metrodivania. Just that damn boss... Give me a hammer, bow or a button for curses, it will be much better:P
Ah and naturally kudos to all the assets that were made in-house:) I will try to finish the game, just can't promise on that eh
This is very cool, very big, and wow you consider it still unfinished apparently? I mean okay, its visible by the varying quality of levels, but still its amazing. I really like that by combination of colors and music you created multiple moods in the game. The landscape in the background was also very nice. And the main character with its wacky animations, cool. Some story is there so also great.
Point number one: please attach source to used assets (music, sound especially). Unless if its in public domain or you got the license, but its worth to give credit! Even if its just website.
I think I found a bug: I could use healing without mana.
I defeated the captain boss, but now i don't really know what to do next. The previous area is really dark, and can' t seem to be able to jump up that steep wall. Any suggestions?
Beyond that I don't know what to suggest as you are probably well aware of missing parts/mistakes. Its just a very well made game. Wonder how it would look like if it was completed.
First of all, very nice avatar xD
The game is very slow, the enemies are everywhere, you almost can't kill them and you have no map. I mean its not really a good way to do exploration game... I was even reading the notes and was hoping it will pause and let me read it, but no - i got killed. Brutal a bit.. and no really way to "git gud", you just have to know where to go. And constantly go, because pause is also not in the game. Uh.
I liked the visuals, the music also made a great mood, though was a bit repetitive after a while. I really wanted to like the game and want to finish it, but its a bit overwhelming - my first walktrough was around the whole map for like 10 minutes and I found absolutely nothing. Later found one note but was immediately killed.
Can you share a map or a short brief walkthrough maybe? Or just where is the axe?
Actually I defeated the boss, got the gust gear and thought I was stuck, but now I have finally read the description (as a proper intellectual) and know that that's it.
Even knowing about smash, I still cannot properly execute double jump. Something's weird about it. I was playing on controller and tried on keyboard.
Anyway, very nice game, very cohesive, everything made sense to me. The idea is quite unique, and you probably can do a lot more with it - for example using heavy weight to solve some puzzles, moving platforms down, etc. The visuals and sounds are very nice too. The beginning of the game is a bit overwhelming, but it was understandable. The only thing maybe not that clear was the knowledge system, currently I thought it was a bit unnecessary.
I loled at the first missing boss;) Good job!
I am maybe doing something wrong but B button doesn't seem to work? shift also not. How do you use gust? Is it about double jump I sometimes manage to do or was it a glitch? Should I restart the game?
Ah also, your game doesn't work that well with lower resolution than full hd. The fonts become invisible.
Moles rejoice! And this mole even can dig! My cannot -.-'
The hitboxes and fights are quite weird, and jumping like on the moon is also maybe not best solution. I was once almost killed but I was doing an attack immediately after last hit. Something glitched and I was invincible for the rest of the game.
The boss felt very weird but i think I get it: you just have to wait for the biting to end then you attack. Though I have to say you have to attack a lot, it would be very hard without invincibility.
The mole has cool animations;)
This is awesome entry, graphics are great, and sound/music maybe even better. I've locked myself once on a bat, see in the picture. I had to wait for bat to move.
Maybe the only suggestion on the graphics: all animation are smooth as heck, but attack for some reason is not. Hm.
I'll give this game another try because I've locked myself I think, same place as Redz. I think you get a powerup there, a pistol or something? Well I did not get it, because I opened the chest, immediately threw a bomb by accident and got nothing I believe.
Many guys shooting from the holes were not shooting for some reason. And I think there are just a bit too many guys only waiting to be stabbed looking the other way;)
About slippery, multiple people already told this. I think its not a great idea to use a physics to move a character, and that's the problem I think. Platformers usually work better with good old arcadey, handwritten physics.
Anyway good job! I'll finish the game later.
This is the prettiest entry I saw. In my book handmade animations will always look the coolest.
However I am a bit conflicted on the whole design part, as I feel like the game lacks cohesion. There is almost no context, not even description on the page, the only thing we know is the title "Reflourish". So I assume we like heal the forest? But what are we anyway, what is our goal why do rip apart flowers? Why do we kill some bad animals in forest? Why hedgehogs hide away from us if we are the good forest spirit?
I can write more about it if you like, but it will be probably very grumpy. Overall I liked the game, it looks really well, there's a nice interaction with the whole world, like bloving leafs and the hedgehogs are cute. It looks like a lot of good work done. But I feel like this game is all about looks and the context/story is somehow completely lost. I think even two sentences in the description would really help!
Construction site is the second level, because the moles were supposed to construct there ¯\_(ツ)_/¯. Its the one with elevators and cook mole. Yellow walls.
Double jump is on the right when you are in this room. Just when you leave the village. When you finish this section just turn around and you will see it. I've made a screenshot of what you should see when you play normally.
Yeah, I knew some place will be hard to figure out, the lack of playtests shows:/ You should grab a ring in a room after the first powerup, before the trapped miner moles. If you get there, you have to open the gates again and You should see this, like in the picture. But its still easy to miss I agree...
The vertically is there because I wanted to do it, but its hard to be done when You have a platforming hero jumping high... So it became an issue I haven't addressed yeah. I don't know if moving camera away even more would work, because then it would get weird in tight corridors. Hm. But in the end You aren't really required to do many steep jumps - outside of maybe mushrooms at the beginning and once in the end. But I know that people will try when they're lost.
And yeah, I messed up about shadows:D I really thought that this game would be a bit more fleshed out, more enemies, more QoL features, but it turned out to be more difficult than I expected...