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kingpark

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A member registered Nov 10, 2023 · View creator page →

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First game jam game I've played that has rebindable controls. Very nice!

I really liked this game. Quite a unique idea that's simple. I love how you turned a game that you can slow down (nothing is actually pressuring you to jump), but has a lot of tension (the longer you use your flashlight, the shorter overall potential distance you can go). And everything I felt was packaged up nicely. Nice UI, a cohesive art style, the music fit. Nice job.

This feels and looks fantastic! Great interpretation of the theme, and the gameplay is very fun! Really my only complaint is that you made the interact key F, instead of E. I'm also not much of a keyboard and mouse kind of person, so I would have loved a gamepad option, especially because I went ahead and downloaded it instead of played on the web.

Would have loved more feedback given to the player on this. At first I thought the knight would follow my mouse while I had the left mouse button held down The way you did it was fine where they just go to where you had clicked, but I would have liked if there was a reticule or circle in the spot they were headed.

Also, the targeting felt a little weird. I would click to target and I would just walk towards that spot. It kinda felt like I needed to be attacked first before I would attack back. Something here to show that we did target the enemy would be great. 

Good job on your first game! This is a great step forward and awesome to have something to share with others.

Some suggestions I have would be to try to adjust how random you make the mice's movement. The way the moved kept them at the edges, it would be nice if they scurried across the screen. Also, I think it would be nice if the sound played when you click depends on whether you clicked on a mouse or not. A bit of audio feedback on whether you were successful or not.

The control bug really got in the way. Having a directional input get stuck kills all momentum. It was an interesting platformer outside of that. I think the game would really benefit from a tutorial. I didn't figure out why there was a slide option and had no idea for a bit there were multiple jumps. Also, the way the multiple jumps worked was a bit hard to grasp.

I really enjoyed the atmosphere of this game. The sound did a great job to improve it. There were really only two issues I had. If I was walking against a wall, I would get stuck instead of slide if I was trying to walk diagonally. The other was when I would have to drop the candle to pick up a grate, I couldn't interact with anything after dropping a candle until I replenished a candle. Seems like a bug to me.

Overall pretty solid for a short, simple game. My biggest feedback is on the enemies. The one time I did die was because an enemy spawned right where I was. Also, it seemed to me that the enemies spawned on a timer, which meant that they continued to spawn no matter how many were still spawned. So my 2 suggestions are, have the spawner detect if the player is near and to avoid spawning more enemies while the player is in the area, and chose some way to limit the amount of enemies spawned by a spawner. That could be keeping track of how many spawned enemies are still alive, or maybe waiting to spawn another enemy until the currently spawned one has moved far enough away. That way you don't get these areas where enemies are just bunched up and you don't spawn tons of them.

For the jumping, are you talking about just the last jump challenge, or jumping throughout. I definitely made the last jump hard to execute as a final challenge for the game, but I'd love to know if the whole level was balanced poorly

Are you just talking about the jump at the end, or throughout the level? I definitely made the last jump hard on purpose as the final challenge in the game.

We definitely brainstormed more interactive objects, but didn't have enough time to implement. Movable boxes almost made it in, but they were still too buggy to be included yet.

I thought about having the light damage you, but I felt like it would be too hard to balance in a way that made it interesting. So I went with the simpler idea of light just being an obstacle. If you have suggestions about that, I'm open to hear them.

I was able to play on browser (Chrome). I liked how the concept was simple but fun. I wasn't a big fan on the flash startup, and how I would still use up a battery if I got hit before the flash went off. But overall, I thought it came together pretty well.

I really like the concept of this, I totally get running out of time to implement more levels. Something that I think this game would greatly benefit from would be coyote time. Look it up if you don't know what it is, it's a great way to help platformers to feel better.

Overall, I think the chaos is just fine, but I found the obscene camera shake to be annoying. Having the reorient myself to changes to controls, or changes to the camera/visuals was just fine. The screen shake just made it so I couldn't even see what was going on. It felt more like I was being cheated than challenged.

Solid game, I liked it! There was a weird quirk with the controls which made them behave in a way I don't think is expected. If I was holding right, then pressed up, I would change directions from right to up. If I was holding up, then pressed right, I would continue holding right. I would personally prefer changing direction to the newly pressed direction, but more importantly this should be consistent. Also, the way the sword sprite was positioned, and by extension its hitbox, felt awkward to me. It only covered a portion of the area in front of the ninja, so sometimes it would miss the things I was aiming for when I turned.

I really liked the concept of this game, but the execution was really lacking. I had trouble triggering whatever the condition was to progress to the next level, and on the second level it kept restarting without any feedback on why.

Not bad, but I have some feedback to improve the game feel. The game needs a better way to start. It's jarring to boot up the executable and immediately be in the action and loosing health and some kind of pausing during the upgrade select. Also, more feedback on damaging the snakes and knowing when they are defeated, for as far as I could tell, I wasn't doing anything. Another thing that was a mystery was progress to the next level, something to indicate that progress like an experience bar or a counter for how much experience was left.

I think at it's core, this game is great! But the execution is lacking. The seasons mechanic is a fun way to make the platformer interesting. However there are the thorny hazards that are hard to notice, and running into one makes you start all over. Also it took me quite awhile to realize I was dying instead of the game bugging out, something to indicate death other than a respawn would be nice. Also, actually changing the seasons is clunky with having to press the sleeping button again, I would have liked just clicking the season to wake up.

I think the game shined when it wasn't tricking you, like the floor the drops you into space. But I liked the idea of the levers doing different things and having to figure out how to use the effects in order to get out. Overall, I liked it though.

It was fun. Controls were too slippery for my liking. I had problems with enemy hitboxes being immediately active when they spawn or you enter a room. It was too easy to just suddenly died when entering a room, then in the dungeon a random spawn could suddenly kill you, then when you get back from the dungeon, you are placed on top of an enemy and die again. Also, it takes a second after shooting an enemy before they are gone. If you were planning on a death animation, you probably should have had them disappear faster until that was added or had some placeholder animation.

Great take on the theme! I thought the controls were too loose. Also, it would be nice if there was some sort of tracker letting us know our progress or how much further we have to go because I have no idea if I was almost there in my tries, or still a good ways away.

It was a fun little puzzle game. Maybe it was because I was tired, but I thought it would be nicer if there was a better way to track which traces connected with each other when they went to the other side of the board. 

The twist for the game jam theme was unfortunately hard to see in the tutorial level alone. I had a huge bug preventing me from exporting a build with a complete level in it (with working level transitions too). With it fixed, the mods let me reupload and now a better version is available!

Thanks! I got the export problem fixed and the mods let me reupload the more complete version of the game. Give it a try if you'd like.

Godot Wild Jam #65 community · Created a new topic C# Team

Hello! I'm a developer looking to join a team that plans on using C#. Please let me know if your team is looking for another developer, or if you are also trying to find a team using C#.

Great! Has some really nice polish with things like the impact of hitting enemies and getting hit and the visual feedback of hitting things. Great inspiration for me as a beginner who did something similar!

Thanks! I was definitely wanting to do something like that, but didn't have enough time. Something that would increase difficulty as time went on, and make the enemies more visually diverse, would definitely make things better!

Thanks! I was hoping to have more cat focused art like a pilot cat for the main menu screen, but alas I'm not much of an artist. If I had more time, I might have included something like a quick scene of a simple cat sprite getting into the plane and taking off.