Congrats on completing your first wild jam!
Sadly I also got stuck on the second tree as others below have.
Loved the art, it's a lush and vivid world you've created and a ton of individual assets for just one jam!
Great work!
It's pretty rare to get an opening cinematic and cutscenes like this.
The art, aesthetic and sound design here are all crazy good. The gameplay is a fine platformer and can clearly see the Hollow Knight influence pretty clearly. It would've been nice to have a visual for the attack.
Whoever decided Z for jump when using WASD and space is nuts though.
I really need to start working in a team, you can get so much more done in the time.
Yeah sadly time really got me at the end and I had to just release what I had. A lot got cut back, then I didn't have time to play test it enough to iron out the bugs. Which is a shame as I think it's the coolest of the jams I've done up to now.
Totally get you on the UI. I'd use a theme next time but the aim of this jam for myself was to play with the panel and container control nodes so it's a menu heavy game and then I've tried to use all the different types just to learn. Doesn't lead to good looking UI but was great for learning.
Thanks for playing!
Nice, I like the single-run element where you can quickly play a full round of this. It's kind of the perfect size for a game jam game. Wish I'd scoped down like this 😅
Cute art style and fun little mini-games. I can easily see how they could scope out a little into something a bit bigger.
Great result for a weeks work!
The idea of a set camera 3D platformer is kinda fun and the visual style with the dark theme is really cool. I think given some more time this could be a really interesting short game.
Sadly I also couldn't get far and found it very awkward to control.
Even the smallest amount of sound would've really enhanced this too, but I know how hard it is to get everything done in time.
Unique and fun, what more can you ask for from a jam game. Incredibly satisfying gameplay loop with a fun light-hearted aesthetic. Great game!
I did have a bug where the upgrade menu never came back after a few rounds even after using all my balls which was a shame as that was a good run. I also think it could be a little clearer how the controls affect the outcome.
Loved this game, definitely one that could be polished up and make a nice small release out of.
Thanks for the kind words. I kinda kept you locked into the minigame to make it a strategic choice as the game quickly gets more hectic you need to choose whether you have the time to start production or defend.
I also wasn't 100% happy with the key bindings, but also didn't seem like a natural set that everyone would like.
Thank you for playing!
A very cool twist on the Buster Bros,/Pang style arcade games with a melee attack. There's definitely a technique you can pick up pretty easy to guarantee a win, I'd like to see some variety in how different size balls react or some power ups/handicaps.
It's a very pretty game although I see that it's an asset pack, it'd be nice to see you team up or give the art a go yourself!
Very fun!
Great art, every asset looked really well drawn. I also liked that it changed up a little about halfway through with the arm moving. The flip mechanic is well made and feels satisfying.
A little more variety would've been nice. By the last 30 seconds I was trying to land the pancakes on the fly in a way that they would stay there... I got so close!
I very much enjoyed the Star Fox style controls and the neon-soaked atmosphere, a great aesthetic. I also liked the semi-auto targeting system, great work!
Performance, in the browser version at least, was patchy at best. With lots of freezes to the point I thought it had crashed once.
As others have said the link to the theme does seem a little tenous but overall it's a huge achievement for a week game jam.
Excellent artistic direction and a really cool concept. I love the idea of the goblins using any junk they find. The equipping section is very cool and I love how each piece looks in each different slot.
It would've been nice to know what each piece of rubbish does and how it affects in the two different slots. Sadly I got softlocked on my playthrough being stuck in an endless cycle of missing one another.
Super cute art style and music. I do have to agree with the previous commenter that each stage was exceptionally long for a tower defence game. Much shorter stages would keep the player going to see the next enemy and tower. Alternatively a 2x/3x speed would've been a nice option, kind of like how Bloons does so if you're confident in your build you can just fast forward to the next wave.
A heck of an accomplishment in a weeks jam though!
Looks like it had potential. The art style is cute and the gameplay loop looks like it could be fun with a little refinement.
As it stands though it's pretty unplayable, although you definitely could've made it easier on people by at least explaining the controls and the GUI in the description and by just ticking the box to allow us to fullscreen the game. The spawn rate at night is also insane which again was probably only one variable.
I'd definitely say go back to this when the jam is over and get a full prototype finished with some clear guidance to help the player know what is going on.
Awesome, super fun game. The amount of customisation and reverse tower defence theming work super well together. The art is pretty basic but it's all thematically the same and works together. But most importantly this was a lot of fun.
I'm sure there could be some more balancing done as I was able to finish on the first run with 2 over armor, 2 runes and the warp power up which seemed a bit OP.
Loved it and would play a bigger release of it.
I liked your character sprite and how the lighting changes his shirt on the way up. It definitely hits the theme being a classic jumping tower platformer.
I understand it's an Only Up style rage platformer but they aren't that conducive to game jams as they actively try to make the player quit instead of pushing on to see more of the game. The incredibly floaty platforming and almost immediately (just two levels up) tiny single square platforms make it very difficult to want to push onwards.
I'd also highly recommend jumping into one of the Godot 4.x releases so you can release a web build, wayyy more people are willing to play a web build than download an .exe.