This is an excellent submission. I had similar thoughts about combining dice for a game (in terms of numbers not classes) but I couldn't figure out a mechanic around it. Really simple to pick up and play.
Garrit
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Thanks for playing Dan.
The scanning mechanic is based on increasing power thresholds. It should have had some text to display the next threshold but I didn't get it done after rushing a tutorial in on the final day.
Totally agree on hexes, they somehow make a game feel better than it is. Flat topped hexes all the way!
An insane adventure and so full on content. I wanted to keep on playing to see what next crazy thing would happen. It's great how all these threads start and they keep progressing and progressing, great work. The voices of the insects and the human was a nice touch.
I was playing for ages but I accidentally got stuck. I wasn't trying to break the game or anything but I jumped into the basket ball hoop in the ant nest lower tunnels. I thought there might be a funny easter egg or something, oops. I wont mark this down at all because there are so many positives that outweigh this.
Awesome work.
Really great idea and tons of mechanics to play with. I'm not very good at the game or platformers in general, I was a constant silver level player. I got through 3 of the levels but I found the dash and then press to grind of the URL a bit trick at times. I think a different button to go into waiting form would have worked a little better but that's from a low level player so take it with a grain of salt.
Cool ideas all round, awesome.
Really excellent visuals here. It reminds me of that kind of style that Thomas Brush uses and something I'm attempting to learn myself.
Others have mentioned the Z/X control scheme so I wont go too much into it. I think ledge grabbing should maybe be a default and use up/down to jump up or release. I'd definitely consider WASD in additional to arrows, I say this as a lefty who used the arrow keys for every game for the first 20 odd years of his life :).
Climbing the last hill with the larger scaling on the parallax was really effective and a cool moment.
A really solid game. The art and lighting were great and really added to the ambience of the level. The idea of constantly changing characters each with distinct gravity/jump etc was really nicely done.
Getting caught in middle of a jump was always a slightly scary for moments. The only thing I'd change which is probably more of a personal preference would be the timer UI somehow represented closer to the player character. I found myself so focused on the platforming that I'd often be caught unware by the timer. Either that or a distinct ticking sound or something like that.
I wouldn't feel fair rating it since I can't play in my browser. You can still edit the game page to allow itch display a full screen button. If you do that then let me know and I'll give it another try.
The soundtrack is chill though. It's a success in itself to submit a game on time in these things so congrats!
I can't take credit for any art assets outside some particle hexes and the hex meshes, that's about my ability level in Blender! I animation the crash landing so thanks for that feedback. I'm my hand at art and animation when time permits :).
You should have played when I hadn't tweaked the dice sound it was a constant barrage of loud noise let me tell you!
I'm glad you enjoyed and thanks for playing.
It took me a while to figure out how to play. It felt like I was doing well for a while then a big wave came along and I wasn't able to beat it. The art style was really nice and the interaction of dragging and dropping the gem was a really cool idea.
I think a mini tutorial would have been welcome and giving a little animation to the player and the opponent during the battle would have been great.
This was really interesting. I wasn't expecting to go from a shooter to a point and click / FMV style game.
The ending is a little abrupt but I suppose that's probably by design. I like the detail of the music pitching/slowing down on game over and the camera transition during the 3D phases were satisfying.
Oops, I missed that in my credit list. It's from Godot Shaders: https://godotshaders.com/shader/starry-sky/
Superb presentations as always. Really nicely scoped chill builder.
I think the only thing I'd change it maybe giving quicker access to the shovel/magnet via mouse scroll up/down but maybe the game doesn't need that kind of speed associated with it.
I tried adding an image but itch is crapping its pants it seems... I played well after the end of the demo and filled the level with everything I could to stress my browser a bit haha :).
A fun idea here. The boss's talking audio was pretty funny.
The use of the mold to show where to put the stick was intuitive. I would have liked to have seen the outcome of the popsicle, like a quick particle or something when it's hit the end of the line. Then you get to see the fruit of your labour, even the wonk-sicles!
Hi Hzzzln, thanks for giving it a try. I also wish there was more but a lot of my ideas came far too late and I just needed to close the game loop as short as it was.
Someone else asked in the comments so I'm going to copy/paste my response from that:
Since my game mostly takes place on the X axis I have a global shader value for that position and another global shader for an edge thickness. I check the world position of the current pixel and if within the edge value I blend between grass and snow while applying a noise texture and TIME for some randomness
I'll throw the fragment part of the shader in since that's the only part doing anything.
vec3 p = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).rgb; bool in_danger = thaw_position >= p.x; float noise = mod(texture(noise_texture, UV * (uv_scale / 2.0)).r + (TIME / 2.0), 1.0); float dist = (p.x - thaw_position) + noise; if (dist >= 0.0 && dist <= edge_thickness) { vec3 ground = texture(ground_texture, UV * uv_scale).rgb; vec3 snow = texture(snow_texture, UV * uv_scale).rgb; float blend = mod((dist / edge_thickness), 1.0); ALBEDO = mix(ground, snow, dist); NORMAL_MAP = texture(snow_normal, UV * uv_scale).rgb; } else { // Danger if (in_danger) { ALBEDO = texture(ground_texture, UV * uv_scale).rgb; NORMAL_MAP = texture(ground_normal, UV * uv_scale).rgb; } // Snow else { ALBEDO = texture(snow_texture, UV * uv_scale).rgb; NORMAL_MAP = texture(snow_normal, UV * uv_scale).rgb; } }
As I try to point out in the post this is a very slapped together shader so none of the code is well thought out it simply looked "good enough" haha.
It was quite slapped together. I could have researched an actual dissolve but I just guessed haha.
Since my game mostly takes place on the X axis I have a global shader value for that position and another global shader for an edge thickness. I check the world position of the current pixel and if within the edge value I blend between grass and snow while applying a noise texture and TIME for some randomness.
Enjoy this as a Trek fan. A great twist on the theme, interpreting it as "tow-er" never came into my mind.
It's got some nice charm to it. I had a few nit picks: If the game is mouse driven, I'd prefer to hold mouse to move rather than keep clicking. Secondly it's be great to increase the distance of interactions since some you had to be really close to.
Really solid game. The controls were intuitive and the audio was great. Really nice graphics too.
I might be a bit too dumb to play though, struggled on the first level haha. I'd suggest toning down the first level slightly and also allowing the player to mouse-rect/multi select pieces so they can move them in chunks if they're struggling to get the tower just right.
Great work.
This kept me engaged enough to finish it. I had a little issue solving the flag puzzle but only because I didn't know I could drag them, luckily a comment here let me know. Other than that it was fairly straight forward though some interaction highlighting would have been welcome.
Loved (what felt like to me) a deadpan stare into the camera at the end haha.
Hi Ille!
Thanks for playing. I've tested again myself but didn't run into that climbing issue and the code just gets axis input so shouldn't rely on either press or release. How bizarre, I wonder if there are some godot input issues I'm not aware of in certain cases or platforms.
In any case, thanks for the feedback :)