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HeartBox1

38
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10
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A member registered Nov 20, 2016 · View creator page →

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Ah, in that case that's on me. Never mind!

Very nice. I wasn't able to figure out how to respond properly to the rocks, but the rest was very intuitive. I would recommend making it so that when the player hits a bubble note, they are also challenged to release the button in question in time with the bubble reaching a certain minimum size. Add that together with some sort of scoring or level or health system (like a small bar that drops drastically when a note is missed and rises slightly when a note is hit), and this could improve dramatically.

Nicely done. There's a lot of room for personal expression and emergent strategy, which makes things feel deep. I would recommend adding the possibility of expanding the scope of the amount of space the player has to work with. Nothing they'd be compelled to expand into, but something to raise the skill ceiling and present the opportunity for hubris.

I really liked the sense of humor here. I did run into an odd bug in the second set of tasks where the eggplant rack spawned in with 8 items already in it, but the tasks couldn't be resolved and I ran out of time despite the rack displaying a checkmark in the stocking screen.

Really solid! I'd recommend putting in a dedicated reload button for a little bit of convenience.

I would mainly recommend giving the knife more range, getting the camera to extend quite a bit further from the player so that they're not flying blind, and giving some sort of warning at different percentages of oxygen.

Interesting stuff. I do like how the map makes use of a recognizable structure and distinct landmarks to help build familiarity.

I don't know if I missed something, but it seems like there is no way to exit the mine once you have entered it. Also I encountered a couple bugs like bullets firing through rocks I was pressed up against and launch pads launch me far harder if I walk into them rather than jump onto them.

Bug's fixed!

Bug's fixed!

Frankly speaking, I don't have a fix. It seems to just happen for some systems, and not for others. I have no idea why.

Damn, those bots are bastards. Nicely done, though.

It might be interesting and rewarding to tinker with the player movement speed values in order to find something that is both challenging and doable. Personally, I feel as though the player could move more slowly and the trees could move more quickly.

This could also introduce avenues of added complexity; You can modify those values partway through the game to create a difficulty curve. (I recommend the research and use of the "Tween" node for this, since I saw you were using Godot)

I had some issues with value-setting myself; my game used to be outright unfair, but I made the whole thing move slightly slower and now it's just hear-tearingly hard.

This game is gorgeous. I really enjoyed how you managed to render what looks like a square-shaped physics object in a lower resolution without any blurring, I'd have no idea how to do that.

I feel like making gravity accelerate you a little faster might improve things by making this a little snappier, but admittedly looking at my game I may just be a little too into uber-fast games in general.

Also, it seems as though the music doesn't loop properly, which is something I'm sure you're already aware of.

Nice job!

I feel like this is the sort of concept that is very open to having a lot of interesting difficulty modifiers that continually stack on top of each other, like having two keys at once or having to press the buttons to a rhythm.

Then you could swap out the modifiers and continually mix and match as a run progresses.

It is a good thing to meet another connoisseur of the Vertical Scroller. I wish I had been able to get a live leaderboard for my game, you'll have to let me know what sort of storage system you used.

This is already in the game, you may do so once you fill up the bar on the right by earning 5000 points.

Oh, you have no idea. It used to be substantially harder until I tweaked some of the values.

This is the first strategy jam game I've ever seen. Really interesting stuff here, it makes me want to try out making one in the genre.

I would very much recommend turning the sound effect for the jump pads down a few notches.

This is some good stuff, though!

This was really fun. It was honestly interesting having to decide what enemies constituted a threat to me and how worth it it is to spend ammo.

From what I can tell, it seems like the imps spawn a hitbox in front of them when they attack rather than firing any actual moving projectiles. It might have been a better idea to make an animation reflective of that.

GET ME PICTURES OF SPIDER-MAN!

The concept is very good, although the clickable object should have clickable zones that are much larger than their sprites so that the player doesn't miss so often.

I also thought that the lower enemy in the second area is a little too close to the spikes, which makes it very difficult to kill him and survive.

I do quite like the concept. Backtracking in games is something that I can enjoy when its set up correctly, and this game does it right.

I think that the checkpoint system is a big drawback here. It's good to have well-defined checkpoints, but be sure that they are everywhere they're needed, and that the player knows where they are and whether they have actually saved.

I also noticed that if you go into a hazard meant for the ship while outside of the ship, the game will respawn you back at the nearest checkpoint in front of an out-of-ship platforming section. You probably want to make sure that both checkpoints are executing the same code, if that makes sense.

That's a very Nitrome sense of humor there.

Well, that certainly was a tonal shift.

Nice.

I really enjoyed playing this. there were occasional glitches like enemy projectiles going through walls and the like, but otherwise it was quite good.

Looks like we kind of had the same idea. You did it well.

You can wall jump.

Good stuff!

I like the idea with the red squares, but I find it hard to keep them on the board long enough to use them as I intend. A score tracker that displays how many rows have passed would also be really cool.

Nice job, I like this one.

I loved it. Two things to consider; Firstly, there's some collision weirdness happening next to the bridge that allows the player to get to the other side. Second, the Will and Testament scrolls by too fast and I couldn't get it all before the game closed.

Otherwise, this was wonderful, thanks for making it.

I really like the AI, how did you get it to detect line of sight?

That's very odd, it doesn't seem to be loading for me.

I sent a friend req to that discord account.

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Freshman CS major at Portland Community College , intermediate Godot bro, previous game jam winner. Look for HeartBox1#5606, and quickly. I'll respond much more promptly to DMs to that discord account. I probably should have gotten this post in sooner, but Calc finals prevented me from thinking of this until afterwards.

One more thing; I'll be asleep until around 6:00 AM PST, so maybe don't expect word back immediately. I'll try and set things up as efficiently as possible at that time.

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I really enjoyed this. I hope that one day, when it's even more complete, you can sell this on Steam. Keep this up, and the game will be worth money. It already arguably is.

If it were up to me to add things, I would try to take advantage of the map system and deliberately make monster types that certain builds would want to avoid. Monsters with flat-rate damage reduction, where every attack has damage decreased by some constant, would very well counter those shiv builds. On the other hand, making monsters immune to the first couple attacks would discourage folks with crazy whetstone builds.

I kinda don't remember.

The one thing to change would be adding a layout map to show where the cameras were relative to each other. Besides getting to know how the cameras linked up, this was a very well-realized game.