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hatmix

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A member registered Jan 18, 2018 · View creator page →

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Ah, well in that I find the difficulty is quite high, but it’s probably just my age showing :)

Very polished game! I’m not sure if it’s intended or something about my system, but the slow response of the A & D key movement hurts the enjoyment of the game and makes it nearly unplayable.

Thanks for playing and glad you had fun! I should work on the level balance…

The way focus works in the main screen almost made me think the game was broken and wouldn’t start. After that there are some interesting gameplay ideas.

I think the 3 separate projects should be just one with all 3 downloads. As it is now, each looks like an invalid submission according to the jam rules.

Thanks for playing! Did you miss the “hide” ability of the first level? It’s kind of OP.

Thanks, of course we had more planned around the different phases for specific abilities, but didn’t get to work on it as much as we’d wanted. Thanks for playing!

Wonderful

Fun concept at the start, but not sure what’s supposed to happen after “… bright” Is that the end?

Delightful!

Beautiful art! I look forward to seeing what you can do as you learn Godot.

It’s a good start with working ranged attack and enemies chasing. The connection to the theme isn’t obvious–what kind of consequences from sleeping were you thinking about making?

This is a lot of fun! The difficulty ramps up quickly. Personally, I disagree with middle-click as a default control mapping.

Why no web export?

AFAIK, the manifest only applies to games played in the itch.io desktop app.

Beautiful vfx!

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For me, it is too difficult to survive the fights. Clicking to attack seems to work only some of the time and with no feedback about why, I don’t know how to adjust my play to try to do better.

I’m a fan of games that are fun AND educational–and gerrymandering is definitely something everyone should understand! Are the consequences of gerrymandering really unintended, though?

I wish I could deselect a tile by clicking on it again.

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I’ll write up the whole destructible UI approach in a day or two as a dev log.

UPDATE: Here’s a dev log with more detail – https://hatmix.itch.io/blasteroids/devlog/770116/how-i-made-destructible-ui-for-blasteroids

My inner monologue while playing: Nice controls. Mmmmmmm, bacon! A game where I can eat all the bacon I want without consequence?! 5 stars! Wait… WAIT! WHERE DID ALL THE BACON GO? NO STARS FOR YOU!!!

Could you try enabling the “Fullscreen button” under Frame options in the game setup page? It’s quite small and difficult to play as is. Though, I understand that may not be possible depending on the Godot project config.

Beautiful graphics. I’m afraid the slow movement, punishing hit boxes of the hazards, and slow respawn mechanic made it a chore to play. With some control tweaks I think it could be fun.

FWIW, I played it in browser just now.

The time shift mechanic+vfx is good stuff!

Props for open sourcing! I love the idea of a turn-based tower defense and I like the implementation you have here with the hotbar/hand of things to place and the board. It feels a bit too easy, though, and could maybe use a resource mechanic to limit how much you can place, fewer refills each turn, or perhaps the board expands and the number of enemies increases? So many options–I’ve watched your repo and hope to see where you take it!

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This is fun! I find the “homebrew” feel of everyone pitching in voices and sound effects charming, but that’s subjective and may turn off some players. Same for the writing: good, silly fun. Simple UI that gets the job done without getting in the way. Really great first jam!

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This was the third Godot Wild Jam in a row that Musket and I worked on together. I think we were able to divide up development work quite easily. I spent around 9-10 hours each day, so maybe that qualifies as crunching? I didn’t feel pressured–certainly I’ve felt more pressure in past jams, at least. You can read about the dev process we use if you want.

Of course, it depends on experience level, but for me the only 2 challenging bits of coding were how to align collision shapes with the various control nodes at runtime, and how to use an object pool for visual effects. Without vfx object pooling, I saw a lot of the fun explosions being missed and that was just unacceptable. I may have missed some other obvious fix, but that’s the nice thing about tight deadlines–you use the first thing you find that works and don’t worry about it too much. :D

UPDATE: thinking about it, 3 days is a better description–Friday afternoon/evening, Saturday, Sunday until the deadline.

Thanks for playing and for your thoughtful feedback!

We worked on a different idea for most of the jam, then discarded it for not being fun. So, with about 2 days left we turned to this idea and just did as much as we could without crunching. Certainly, there was a lot more we wish we could have done and regret that we didn’t spend the whole time on this idea.

I think both the game and destructible UI ideas were simultaneous. The question was “What can we make in 2 days and how can we connect it to the theme?” An arcade game where you shoot everything including the UI was the answer.

Love the jagged wipes and burrowing–the visual effects in this game are fantastic!

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Like playing a Mission Impossible movie directed by Wes Anderson. I love the destructible environment, level design and overall aesthetic! One small bug, it seems if you complete a level as the screen is red-shifting, the hue shift is not reset. Does not detract from a great game! image.png

I like the different power-up effects with trade-offs.

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There doesn’t seem to be a way to play this. You just watch 60 seconds go by over and over. Did I miss something?

Looks great!

image.png

I thought I was doing great, then this skeleton comes out of nowhere doing 70 points in a single hit.

Fun game! Once you know how to play the UI animations make it go a bit slower than it has to, but it does look pretty.

The start screen is sweet and I appreciate how fast you respawn after making a mistake.

Follow Fradono’s profile–maybe we can convince him to post the soundtrack!

This bug has been fixed!

It’s a good start, keep at it!

This is really great–love the music and graphics! The mechanics take a bit to get used to, but once you do it’s fine. I think if the jump aiming were just a bit faster to start, it would be perfect.

CodingQuests just created a nice tutorial on how to start using GitHub with Godot at https://www.youtube.com/watch?v=fZ-CJIYPFMI

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Yeah, that’s a bug we missed until it was too late. It’s listed in the comments as a known issue below, but it’s easy to miss. Thanks for letting us know!