Dang crow
Lbacon
Creator of
Recent community posts
This game is such a trip. Love how much control you have to plant stuff around. Really satisfying to have such a tiny stalk at first and after a while you are hopping around a giant creation. Highly recommend playing the downloadable version as the performance in the browser tanks after the stalk starts to get big. (Thanks for including that!). I also like how much more controllable the gnome gets. I felt much more able to get around after getting a few upgrades. Really satisfying progression on a lot of the systems in here.
Really interesting concept. I actually saw a similar idea at Day of the Devs so I think you are on to something. The gameplay is fun but I do wish I moved a little bit faster as the mech. Love the idea of swapping back between ground and plane mode I think there is a lot to expand on for that. Using the blaster is satisfying and the plane controls were good for me (I just needed to turn up my mouse sensitivity to make it a bit more comfy). I think the advice you got for rings to be upgrades instead of ammo would make the gameplay even better for sure as you wouldn't be pulled from battle to reload as often.
Love the art style, and the screen effects. I think both added a nice amount of juice to the game.
Great Job Overall!
Clever idea to add 3 seconds to the timer every time you kill an enemy I just think it makes the game pretty hard to only have a max timer of 3 seconds. Maybe to make it more playable you have no cap on the amount of time you can have stored but 3 different times (1 sec, 2 sec, 3 sec) you can pick up from different enemies. That way the theme is intact but you can stack more time based on how many you can kill. Just my 2 cents. Great job on getting it submitted!
For anyone else, you have to download all the files and then run the exe.
Fun concept to be able to freeze and plan your next move. I think I would have liked more control over the pausing because at some point it almost hurt you instead of helped. Maybe also allow arrows to spawn so you can shoot and then unfreeze and all the arrows fly towards the targets. Would be pretty satisfying gameplay in my opinion, especially when used with the building up momentum to move to the next group of enemies. Great Job on the UI also, and the settings were a nice touch.
Cool to see Godot used also it looks nice. Was this in the new version of Godot that just released?
A little confused about what to do when you get to the room with the enemy he killed me multiple times lol. After a couple of tries, I got a spawn where he wasn't in a main chamber and I was able to progress. The footstep sounds were set up nicely, and the overall environment looked good (albeit a bit empty).
I think the core game loop could use a bit more explanation (We struggled with this in my team also) but I was able to get to the end and see the cut scene. I like the design of the spooky guy. Reminded me a bit of the character from Carrion with the tentacles. I think the move speed on it could be turned down a bit so you can escape.
The last little thing (something we also struggled with in my team) is lighting efficiently. Your scene probably could have used some baked lighting and saved a lot of performance since it was indoors and not a lot of objects move. Overall great job, working in Unreal for jams is def an uphill battle so great job getting it submitted.
Also, our unreal projects were named the same which is funny lol.
Very interesting concept. The way the controls have a chance to change based on how much damage you take made the somewhat simple gameplay begin to have some unique complexities as you try to survive with a damaged ship. Seems like a good system to explore more and could be useful for a lot of things. Great job!
Ok, this was pretty great. The voice acting was done well. The level design was good. I had trouble doing a full frontal assault but was able to sneak inside through a ladder and that made it a lot more doable. A couple of notes would be to have the enemies a different color than the wall cause they blend a bit, maybe a slightly closer pickup radius on items, and a bit more visual feedback when you take damage. (especially on big daddy boss cause he wrecked me so fast lol ). Yeah really fun to figure out how to succeed in this game. (if you ever want to work with an artist for assets hit me up)
The game plays really well. It's very clear what you are supposed to do. The upgrades were fun and added a lot to the experience. The only thing I would add is UI for the amount of scrap you have in the store UI so you know how much you have. I got to round ten before being obliterated. Yeah really fun project good job!
Hey thanks for the in-depth feedback! Sorry it took so long to figure it out I guess we should have added a little more explanation. Glad you liked the atmosphere of the game. For the speed of the ship do you mean both the large and the small? and yeah I think the controls could def use some polish.
I will def check out your submission. Thanks for checking out ours!
Thanks for trying our game! There isn't an end game, we didn't have time to add more levels. The final level is a kind of bonus round where you just try to collect the enemies and survive as long as possible. Glad you liked the character! Def spent too much time with it for this jam. Probably could have spent the time adding levels or something, but I'm kinda glad I did cause I got a speed run on rigging and retargeting character animations in Unreal, which I think is gonna be pretty useful overall.
This was really interesting once I figured out how to play. Challenging but not impossible. It would be nice to be able to shoot right when the level starts and maybe balance that with giving the enemy a bit more health. Overall I really liked the concept, and the sound design for the player's lasers was cool.