Great game, especially love your take on evolution and the atmosphere is just right!! I think the mechanic of getting a new planet after your first one fully evolved was genius, making the game harder but also working as a 1UP. That said, music was a tad too loud, and it took me a while to figure out that only left and right mouse movements matter :p
lila-k
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Awesome premise, nice gameplay. Altough I really really liked it as is, increasing the amount of visual feedback (diming the light when you change the lighting slider, or changing the color from the toxin/acid sliders) and possible interactions (something like a minigame to prevent potentially catastrophic accidents or change/unlock some of the sliders?) would take the game to a whole other level!
I absolutely love the slight chromatic aberration in the background and the walls, great work there. Great core mechanic too, but the start is waaay too slow :/ I think you could also use some game juice there, maybe give a watch to this awesome talk?
yeah, we tried aiming with the same keys you used to move and it wasn't working very well, if you have any ideas on it I'd love to hear them! :)) also I hadn't catched that spamming throw thing, thank you! you have the all time high so far, I think (wish I had the time to implement that sweet online leaderboard)
The Adventure Jam is happening at the same time as this one! Is it okay with yall if I make a game for both?
Jogo incrível!! Muito potencial!
O floquinho de neve é muito carismático, o movimento é super satisfatório e sempre que morri senti que foi porque eu cometi um erro, não o jogo, o que é excelente num jogo de jam.
Senti falta de uma pontuação, pra poder comparar com os outros quem chegou mais longe (e pegou mais picolés)!
O começo do jogo também ficou repetitivo depois de um tempo, então um sistema de checkpoints seria bacana, tipo recomeçar da metade se você conseguir chegar até lá.
Inclusive, esses dois sistemas poderiam trabalhar bem juntos: seus pontos (altura + picoles) voltam pra zero quando você morre, mas você não precisa recomeçar do chão. Desse jeito todo mundo poderia chegar até o final do jogo, mas pra pegar as melhores pontuações você precisa jogar tudo do começo sem morrer.
Parabéns pelo jogo, espetacular!
Queria eu que fosse difícil assim pra um pombo sair cagando por aí. Tem que encomendar umas colunas gregas à prefeitura pra ver se melhora a situação do cocô de pombo na estação Joana Bezerra.
Gostei dos desenhos e das cores, em especial da carinha do pombo morrendo e do chão!
Senti falta de barulhinhos, uma tela de score e achei insuportável não poder pular o prompt de instruções toda vez que o jogo começa de novo.
:)
Cool game! I love the risk x reward of jumping on top of a bomb and having to keep track of which bombs are about to explode. The rotating stars on the game over screen are the best!!!
I missed a high score so I can prove I got a 66 and feedback for the explosion hitbox: sometimes I thought I was out of reach of a bomb only to lose a life when it explodes.
ooh, I'm so glad you've found my answer to be helpful!
I also much prefer text tutorials. KidsCanCode has most of his stuff in both text and video format, and recently (like a week or two ago) GDQuest started experimenting with text content too!
I'll sure try and leave some feedback on your entry this weekend :)
I've also just sent you a friend request on Discord, so feel free to hit me up if you have some further questions. I'd be happy to help you figure out what went wrong when you tried to modify Dodge the Creeps' code, for example. :)
The limit is "being set" in the Player.gd script, on the "_ready" method:
func _ready(): screen_size = get_viewport_rect().size
The Viewport is the screen that contains the game, so it's size is the same as the game window (sorta, mostly). That's where the 720x480 comes from.
They are then being enforced when you move the player:
position += velocity*delta position.x = clamp(position.x, 0, screen_size.x) position.y = clamp(position.y, 0, screen_size.y)
Looking at the documentation for "clamp" (by ctrl+clicking the function), you'll see it takes a value (position.x) and ensures it's within a set range (from 0 to either screen_size's y or x component).
Dodge the Creeps is an interesting tutorial in the sense that it's very different from the way you'll usually make beginner games in Godot (e.g.: using KinematicBody2D for the player and moving with move_and_slide), so it might not actually be the best introduction (we really could make it better for 4.0 release, that'd be cool). I'd recommend watching some tutorials from YT by such as GDQuest, KidsCanCode, Heartbeast and GameEndeavor to get the hang of it and then diving into code samples and the documentation's articles later to learn best practices and coding patterns. If you deeply dislike YT videos for some reason, then check out the KinematicBody2D, StaticBody2D and Camera2D nodes.
Edit: I've just checked out your asset pack and you'll probably need a TileMap node too.
Cool submission, those SFX were JUICY. Very addicting, very fun. Both the the juice being drank and the score fading when it's not changing were genius touches of polish.
That said, colliding with the cup was really annoying, and it was made worse if you don't get some juice on the cup, but not enough the fill a full row, the cup just won't go away (I know, I know, I suck at juicemaking). I was also expecting other fruits besides grapes...
oh, good job then, it's cool that you could come up with a solution that made the game playable in time for the jam!! something else that maybe could work is allowing the player to control the height of the jump by holding the jump button. Jonas Tyroller has a nice implementation of that on his video on platforming tips, helped me a lot!
anyway, great first game, congrats!!
Hey, uh, still not running, for some reason? It's not printing any errors now, just not running... I tried running the game using Lutris/Wine and it ran, but no graphics showed up, just some rough UI elements? I'm leaving a link to a screenshot :(
If you still wanna try to debug this hit me up on discord lilak#4382
Thank you for the excellent feedback! I'm already scheming obstacles and riddles for my next build, hope you like them! Also I'll fix the page color thing right away, also found out I gave the game frame the wrong dimensions.
I tried your Linux build, but I got an error:
> ./SeaWar_LINUX.x86_64
Set current directory to /home/kcabra/Downloads/SeaWar
Found path: /home/kcabra/Downloads/SeaWar/SeaWar_LINUX.x86_64
no boot config - using default values
(Filename: ./PlatformDependent/LinuxStandalone/main.cpp Line: 479)
I did a Google search and I found this and this link pointing out you might've forgotten the Data folder. After that I tried to run the game inside the Windows build folder to see if it worked out, but with no success.
I'm sorry for the trouble and I'm looking forward to playing you game!
Cool game! I got to 360 before giving up.
For a game so much about vertical movement, I felt the screen was a bit too short, but I guess that add to the challenge. Also might be worth tuning the "enemy" palm trees in the beginning a bit, I almost gave up the third time I was chocked by two trees before I could even get to the first coconut. Great game nonetheless
Loved the art and colors of the game! Great presentation. Also some nice use of the limitation there.
The text system was absolutely stunning, is it a feature of Bitsy or did you code it yourself? Amazing nonetheless.
Flipping the sprite when you walk left and right would've been a great addition, along with some audio! Please consider updating it!
I feel hand sanitizer shortages are a global issue at this point, there's even an hand sanitizer black market of sorts starting to breed in my neighborhood! Sure pirates must be behind that.
Mini Jam palettes are always great, I'm very glad I decided to use it.
Puzzles and enemies were on my mind from the beginning, but couldn't make time for it during the jam. It's a likely update!