Wow, I can tell you spent a lot of time making the flying feel right. I can totally imagine this kind of game having the same loop as a game like feeding frenzy, where you start flying around small areas, but then grow larger and fly around bigger areas faster.
nhahn
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You play as Godzilla (or another Kaiju monster) in Tokyo and go around the city collecting food to place on the Tokyo tower then you cook it for your kaiju customers. So a combination of 2D adventure collecting things and a cooking minigame.
Could always use more help with:
- Art: potentially looking for 2D slightly destroyed city assets, kaiju monsters, tasty food.
- Programming: either 2D adventure mechanics
- Design: Level design with a tileset
- Audio: Monster sounds, city destruction sounds, tasty sounds.
Reach out to me on the discord (Nathan Hahn) if this sounds like a fun idea! Building in Godot because I want to learn how to use it better.
Yup! I actually did use google translate. But once I found the boat cave and got the second message, I tried typing in everything I could but still couldn't figure out where to go. Was there a proper "travel" command I should have been using to fly? I resorted to using north south east and west because I didn't know how to type the right travel command, and those seemed to work for a bit.
I think I got so many fish friends the game started to slow down a fair bit. Perhaps making there be a little more enemies than friends might tip the balance a bit, or having the enemies constantly spawn on the overworld regardless of whether you're fishing or not. I love the concept of swapping perspectives between the top and bottom worlds, Top notch audio work on changing how it sounds when you're moving vs. fishing, that was great!
I had a little trouble understanding where to click buttons at first. Like for example to buy food you have to click where it says 50$. If you're working in Unity, consider using canvas buttons, that makes it easier to see what's clickable on screens like that.
Felt like an engaging loop. It was fun to get to the point in the beginning when you could stop working and just play concerts for your living! Would have been cool to have different songs for each of the different stages.
I love the lighting that makes it feel like like I'm discovering things. I really liked how level 3 had a more complex design where the light hid little places to find the molecules. Playing was a little bit confusing, with having the game happen on a timer rather than having it be more linear as you completed the various phases, as I wasn't certain when I was ready to "move on" to the next phase. Maybe would be nice to have some background music that changed as you completed different phases of growth?
Oh man I IMMEDIATELY lost I didn't realize snow people didn't last forever and took too long to get my manufacturing running.
I feel like over time, the stick collecting snow people stopped doing their jobs right. And then this person wandered off the map. You know I respect that walking away from a job you hate you do you.
I got up to around 40 snow people before my economy cratered on my inability to make coal effectively. Once I got to around 4 snow people it was impossible to recover. I love how you have to stay constantly aware of what resources you need, and what your economy is producing.
You know, I think you could make a really cool concept for this beyond just the one on one fighter battle. I didn't read the instructions at first, so I just started walking around the city destroying everything because that was so fun. It would be fun to have it so you maybe have to destroy the city while the enemy chases you around.
Thanks for playing! Also thanks for bringing up the intensity, I forgot to put my disclaimer on the game that it's a "Intense" level vr experience. Moving around in a VR mech up and down terrain is never not going to be nauseating, but I'm glad I didn't implement any vertical bounce with footsteps, that would have made it much worse.