whoops!
I had a couple of issues with exporting, so rolled back a couple of changes. Looks like the free mushrooms snuck back in, and a few sounds effects were lost
Linux export has been tested on Tuxedo OS, and the windows export runs perfectly on Windows 11. The mac export is a moonshot, I don't have anything to test it on.
If anyone's curious, I've included the awesome godot debug menu addon, so pressing F3 in game will pull let you see FPS. Pressing it again will give more detailed breakdown. If you're having performance issues I'd love to see a screenshot with the detailed info!
Thanks!
I had plans to do a tutorial introducing the tools one by one, rather than that horrible page full of text. But, y'know, time :(
The difficulty curve is definitely a point, and would have been pretty easy to do (Even just scaling based on your lifetime earnings, it's a rough barometer of experience!)
All the more to know for the next one :)
I really dig the PS1 graphics, and the atmospheric sounds are great.
The limited movement range is a little frustrating though, and the contrast between the floor/fog/walls took a little time to get used to.
I really like the concept however. I've heard of a similar system to try and do multiplayer roguelikes, and it's really cool to see that it works in practice.
This ones my favorite so far!
The terrain destruction works brilliantly, and the scope here is huge - going above ground, various ways of interacting with the dead, and snakes everywhere.
Not sure if it was a bug or intended, but I was clicking like a madman trying to run away from snakes. Is there no click and drag, or was firefox letting me down?
I love the look of this one!
This feels like it has potential, though it took a long time to figure out how it worked. These maps feel like a good warm up to get the basics down (mostly counting number of stops per line) as a foundation for harder maps that would actually require you to figure out where the intersections align, like a crossword.
I'm blown away by how much of the extra stuff you pulled off in such a short time - complete menu with keybindings? Awesome effort!
I like the idea, though a platformer with limited jumps was more challenging than I expected, especially the tiny platform on the last level :D That said it was only really the last level that I had to retry several times.
My only complaint would be with the contrast between foreground and background elements. There were a couple of points, I think on level 3, where I accidentally walked straight off thinking I was going to land on something.
Bummer, sounds like you ran into a bug of some sort.
After selecting a job (Either clicking on it, or Q/W) it should highlight in white. From that point you should be able to assign the selected job by clicking on a slime. The number next to a job indicates how many times it can be used. During the first couple of levels there aren't any jobs to assign, since they were trying to show a few different things.
Oh, the other part that's not explained is that you can only assign jobs while the game is playing (ie, after hitting space)
Thanks for the feedback!
Yeah, I think it was a big mistake to focus on trying to work through a bunch of jobs rather than polishing up what I had. I definitely should have focused on trying to exhaust myself of puzzle ideas with just those 2 before thinking about adding ladders etc.
Ah well, it means I'll have a better idea of how to keep myself on track for my next jam!
Yeah, I ran out of time and didn't get to music and polish at all. Next time I'll definitely aim for smaller scope and try to actually complete everything!
I regret the first few levels being so slow. I wanted to ease people into everything, but it does make for a real slow ramp up with only a few actual puzzle levels at the end.
Thanks for the feedback!
Okay, first up - what the heck???
I absolutely loved the direction you went at the end!
On that 4th(?) level when the visuals started changing, I was starting to question whether I hadn't been paying attention, and if the edging had always been there, and I was thinking "Cool, here's something to compliment them on. It looks great"... Then it got more and more pronounced, Then things got wild, I love it!
Movement felt a little chonky to begin with, but I started to really dig it. I especially loved the wall jumping, there's something really satisfying about the curve back towards the wall.
This is definitely my new favourite so far.
Excellent game!
I preferred the boss side of the game - strategising around cooldowns, and keeping an eye on the surprisingly good ship AI!
It did take me a couple of failed runs as the boss to spot the invisibility/health skills on the right, but once I noticed them it became a lot easier. Well balanced on the boss side, though I did terribly as the good guy!
I love the music, and the 1-bit style! It looks fantastic. I really enjoyed watching your behind the scenes video as well :)
Looks great, and it's really fun drifting around the place like a madman, but boy do those buildings come out of nowhere! Because the camera angle is looking down so steeply it's hard to know what's coming up in any direction.
The movement itself feels fun, and if you hit the curbs just right you can do all sorts of awesome flipping stuff. It took a wee bit to get used to, but I actually enjoyed having the camera locked off rather than rotating with the car, I just would have liked to see more of my surroundings. Zooming out a bit maybe? I also got a good laugh out of the text I got when I went for a swim :)
Great job!
This is a nifty and surprisingly relaxing little game!
I appreciate that it's locked in to just a couple of minutes, it gives enough time to keep it from becoming a stressful rush against the clock, while also giving time to try a few things.
I had an unlucky bug where I managed to spawn a couple of offices too close together, which made them jitter around and blow everything apart - but that's half the fun of these physics games!
Solid effort!