:) Woohoo, another shoot-em-up-and-then-stick-their-dead-ship-parts-onto-your-ship game! This was very fun! We did a very similar concept, but in our take, you had to stick parts on mid-battle, without time for too much careful arranging. I really enjoy your version with the separate edit mode. Nice assortment of ship parts too! Your spawning system seems pretty nicely balanced too. My only critique right now is that I think it might be more interesting if there was some sort of budget we couldn’t go over in terms of how many ship parts we’re putting on right now, so you have to do some trade-off consideration of the type of play-style you’re building-out your ship for for the next run. As-is, I pretty much just stick all the parts on and don’t think about much except maybe whether the shape ends-up looking cool (which is a worthwhile endeavor on its own!).
Levi
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I destroyed so many hospitals! :) This was so fun! I really enjoyed the concept of the careful giant. Making them overbalance was fun; I think it was a bit too easy to avoid overbalancing! Your art is very nice. The names and descriptions really add a lot. :) The village cries are great. Very fun game!
Ohhhh, is the goal to make the red block touch the green block? I really did not understand the goal. I went through a couple iterations on what my understanding was before I finally figured it out. Also I really wish it took one click instead of two to resize a block; it should be doable without too much noisy input resulting in accidental movement… Maybe if you also added support for undoing the last move it could be more forgiving.
Other than that though, this is really intuitive. The simple pixel art is obviously delightful. The bright up-beat music adds a great vibe too. You can’t play this without a smile on your face.
Also the expressions on the block faces depending on what you do to them is over-the-top-excellent.
Ohhhh, is the goal to make the red block touch the green block? I really did not understand the goal. I went through a couple iterations on what my understanding was before I finally figured it out. Also I really wish it took one click instead of two to resize a block; it should be doable without too much noisy input resulting in accidental movement… Maybe if you also added support for undoing the last move it could be more forgiving.
Other than that though, this is really intuitive. The simple pixel art is obviously delightful. The bright up-beat music adds a great vibe too. You can’t play this without a smile on your face.
Also the expressions on the block faces depending on what you do to them is over-the-top-excellent.
:) Very fun game! It felt a bit like most actions were slightly more powerful than I’d like. I personally wish the big enemy attacks did a little less damage, my repairs took a little longer, it would be slightly more devastating when a turret died, and the player moved a bit faster. But maybe that would make the feel a little less pressured, fast-paced, and exciting. I like you models, and the overall game concept was great!
:) Thanks! You win the prize for best in-depth comment!
That’s a really good point about eventually becoming so unwieldy that you aren’t really making choices about your build. Part of our motivation was definitely to lean-in to the chaos of too many things happening on screen. But I think with our periodic level-up mechanic, we should be able to balance this to have the best of both worlds–toward the beginning of a growth level you should be able to build with intent and produce varying builds and play styles, but by the end of a growth level you get the too-much-going-on madness, then you level-up and repeat the cycle. If we extend this game post-jam, I’ll keep that balance in mind!
Very very clever, very very fun!
I like the art. The music adds a lot to the mood. I love the mechanic.
I wonder why the fast-forward button exists? I just want it to always be on.
I also wish that I could remove links instead of removing whole factories.
I also wish I could full-screen this, but I suppose porting this to mobile should be a higher priority!
:) Very fun! I have got a bug report for you!
ERROR in action number 1 of Destroy Event for object oConnectorParent:
PerformEvent recursion depth failure - check for infinite loops, > check objects for parenting at gml_Object_oConnectorParent_Destroy_0
This happened as I was right-clicking to remove the lower-left-most 3-way combiner.
Lol, AMAZING! Hilarious concept, best music ever, really incredible animations and art.
It seems like the lights were maybe a tad too strong? I couldn’t ever seem to get out of the gravity well once I got in. And the level could definitely use some checkpoints, so I don’t have to hop all the way back when I die.
I also never saw the tongue in action, but maybe I didn’t get far enough?
Hi Brandon!
Ducklings have mad hops, don’t you know??
Yeah, it’s mostly by design that Momma has to restrain herself to let her ducklings keep up. But there are still some rough edges in my navigation logic that would have made it feel a tad better.
Ah, I forgot to remove the ability to zoom out! Oh well. I think mostly people don’t find it? If you’re using the click-to-auto-navigate controls, then that has some built-in camera panning that makes it easier to see more of the nearby level.
:) Thanks! Not my first jam! …but also, I lot of the heavy-lifting was from two libraries I used: one for screen-navigation and GUI-layout, and one for platformer pathfinding.
:) Thanks! Probably a lot of the apparent polish comes from the two libraries I used: one for screen-navigation and gui-layout, and one for platformer pathfinding.
:) Thanks! The point-and-click platformer pathfinding uses a library for Godot.
Yeah, it can be hard to not lose your ducklings! That’s sort of the point (Momma has to protect her babies!), but the mechanics definitely aren’t perfect and you do lose them a tad more than you should.
:) And yeah, I threw together all my sounds in like 5 minutes at the last possible moment, so I wish it were more quacky too!