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Levi

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A member registered Jan 24, 2016 · View creator page →

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:) 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!).

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!

Ah, ok, I just learned that this was actually a deeper problem. Apparently my Windows exports weren’t working due to a typo in an image filename. Godot apparently was happy to handle the invalid filename when running in-editor and in an HTML export, but not in a Windows export. It’s fixed now!

:( Oh no! I think that may have been a bug relating to how the pause state could have been breaking things sometimes when the game window loses focus. I think I uploaded a fix that should at least unblock that! Thanks for letting me know!

:) Very fun! Simple idea and nice mechanics and progression.

But I can’t get the keyboard controls to work when the game is in full-screen mode!

:) Thanks!

:) Very cool, and very fun! Nice mechanic! But yeah, very tough!

Very cool concept and excellent level designs! Fun puzzles!

Also, the music is amazing!

And, of course, the art and animations are great.

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, brilliant!

I love the concept and execution. Good art and sounds. Excellent poetry! Very clever mechanic. Maybe would be better with my spouse playing on the arrow keys? …or maybe that would have made my marriage “tepid and unpleasant.”

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?

:) I love the music and the concept!

I think a little bit of guidance/tutorial would have helped a lot! (a bit of description in your itch.io page would help too!) I also struggled to figure out how the controls at first. And then I also struggled to figure out how to arrange things correctly.

:) Very cool! I like the concept, and it fits the theme well!

Hooray, Godot, Aseprite, and ducklings! Me too!

Lol, <2 seconds, AMAZING!

Yeah, I really like BFXR for really easily making great 8-bit sounds extremely quickly.

And Deflemask is a nice chiptune tracker.

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! I really liked making it!

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:) Thanks! I was really pleased with the duckling idea too!

😉 Aw, you’ve spotted my secret to success! Pick a theme that’s irresistible, and people will forgive all the other faults in your slap-job game…

👍👍👍 thx!

:) Thanks! It was a lot of fun to make!

:) Thanks! I’m really glad you like my music and art!

:) Thanks! I like all the bits of the game-dev process, but music is always especially fun to make.

:) Thanks! I’m glad you liked my music!

:) Thanks! They gotta walk to fast to keep up!

:) Thanks! Yeah, I almost took out the manual controls entirely, but it easier to leave them in.

Yeah, I noticed the audio lag too. I’m not sure what was causing it…

There can sometimes be false-negatives in the platform graphs, and I should have playtested more to find where they were!

:) Thanks! Yeah, I like the point-and-click mechanic, because it makes a platformer like this a lot more approachable for more casual gamers. I used a library to add the point-and-click pathfinding here.

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:) 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.

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:) 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.

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:) Thanks! The point-and-click platformer pathfinding uses a library for Godot.

:) Thanks, I’m glad you liked it! It’s a lot of work wrangling babies!

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!

:) Thanks, I’m glad you liked it!

:) Very fun! Simple mechanics, but VERY well executed! Amazing art! Great theme. Excellent GUIs. Very polished feeling and fun.

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:) Very cool game! The art is beautiful, and the music really adds a lot to the mood too! Nice narrative, but it felt a little slow at times.

I like the mechanic, but I did hit a bug where I got stuck in drag mode, and couldn’t seem to get out.

Yay, cats!