✨ hippity hoppity
your code is my property ✨
you can make a desktop shortcut that will force the game into 720p, and even windowed if you need to
1. right click SussySchoolgrounds.exe, then click Create Desktop Shortcut
2. right click the shortcut, then click Properties
3. make sure you're in the Shortcut tab at the top
4. in the Target field add the following after the .exe" path:
-windowed -ResX=1280 -ResY=720
5. click Apply, and that shortcut should do what you want
Is it this laptop? Because if so, I looked at the specs and I think something like that is very capable. I am sorry about this. I will test on a broader range of PC's next time I release something.
The project is over, but I will dig it up and look into the possibility of a performance update. Consider following to be notified of such an update.
I am surprised it did not utilise your GPU. I have not experienced that myself, but I will keep this in mind going forward with other projects. I apologise, please experience the game through some of the videos people have made. I found this one particularly funny. Thank you for taking interest in my janky game. I will optimise better next time!
The camera script is similar to the once from brackeys tutorial, but I changed it to be 2D. The key to the smoothness is the Lerp function.
I am impressed that you did a multiple weapons, art, and character animations in such a short time. Really good particle and sound effects too. I like the concept of keeping the fire alive, or you'll be consumed by darkness.
Perhaps the only thing missing is a big oof sound and blood spatter when you die. But for 3 days? An excellent effort and you should be proud of yourselves!
You have a keen eye for visual design, the menus and How To Play screen look really nice. I would put the back button on the left though. The car controls are nice, like a real physics object you have to control, it's also funny when things go wrong, like running over a person when you're trying to pick them up. The implementation is very good. The choice in kenney assets and music is great.
There are only a few issues. I didn't understand the arrow on the ground at first, because it was behind me when it appeared. It's an equilateral triangle so before I realised it rotated around the car, I didn't know which way it was pointing. The arrow should always be visible, so maybe incorporate it into the UI somehow, perhaps a 3D arrow like in Simpsons Road Rage? Also I feel like I really needed camera control, especially when I needed to turn around.
Other than that, I rated your game very highly.
The proc gen is a neat addition, it's impressive to implement that in a jam. The inventory is also impressive. I have some feedback though.
And of course there are a few things that the other comments mentioned like SFX for guns but it's forgivable because we only had 1 week.
Interesting idea, cool name for the idea too. It was really very challenging, lol I thought my game was hard. I've never played a GDevelop game before, never even heard of it, so I'm interested in looking into that.
I found that the audio is balanced to the left side more than the right, that was the only real technical issue I found.
Good job 👍🏾
The idea that you can only carry one thing at a time, and that there are mouths to feed is a nice mechanic. The game really needs some sound effects and music. Generally, I think the art needs better color theory and and tone. The color of the grass is too saturated and needs to be changed as it's too similar of a color to the player.
An all round good effort and I hope you both keep at it and make more stuff.
Thank you for reviewing my game, I have come to return the favor on your submission.
This is one of the better games in the jam for sure. Atmosphere is really strong and leans on a narrative design. It reminded me of old detective games where you have to piece things together. I wasn't sure if I finished it, I got under the bridge, but then snapped back to the beginning, so I hope I finished it.
I do feel like the character should move much faster, as I am traversing the same map over and over the walk speed really dragged it out.
I rated you highly on the Art, Music and theme limitation. You're clearly quite talented and I've followed you and look forward to seeing more 👍
Thanks for reviewing my game, I have come here to return the favor.
Good effort on the entry. I really like how colorful it is. I see a lot of people have said the mushroom hitbox frustrated them. I would recommend changing the color of the mushrooms to a red, to separate them from the mushrooms in the backdrop. I didn't realize they are harmful because they are also in the scenery.
Really good job for making something so elaborate in only one week!
Really visually appealing game. Very easy on the eyes! The platforming feels nice and tight too, with good fluid momentum. Nice wall jumps too, they work and feel just how I would expect.
I would like a bigger view port, I don't know a whole lot about Godot engine but bringing it to 720p would be excellent. Of course you were pressed for time, but some music and small particle effects would go a long way!
I hope you consider making more levels post jam, this is a very good effort.
I like the idea of a top down game where you can click and drag items. The core mechanic was really neat. As the other comment said the wall of text was rather overwhelming, but I saw you had limited time because of school. It's nice you made time to submit to the jam. I hope you and your co-jammer continue to work together to make more things.
I too made a top down game but in space. Please consider playing my submission and taking the time to let me know what you think 👍🏾
It controls great. The mini map was helps massively, I would like to have seen the boat in the map too though. The swinging claw was implemented very well. Nice pixel art and sound effects too! The bubbles coming from the back of the submarine is a nice touch! This is a good way to combine the collectible focus with the 'there and back' theme.
Please consider playing my submission too and letting me know what you think.
I really liked the animation of the character. Also the concept of getting back to reality is a good spin on the jam theme. Blood effects were nice too. Sound effects and music fits nicely too.
I will say the game difficulty jumps, but I'm not one to talk. My own submission is extremely difficult to complete 😅
Good all round effort, please consider checking my submission and letting me know what you think.
I like the art, the bullets, the particle effects, the screen shake. Good potential! I see this is your first game so I will leave some constructive feedback.
But this is your first jam, and a really good effort.
I too made a top down shooter if you would care to check it out 👍🏾
It's nice to see a 3D game in the jam. Good job on the credits too. Making an FPS game is hard so I am impressed. I hate to admit it but I did indeed get jump scared. I like the idea that you keep coming back to the same place but things are changing. I see you're a relatively new gamedev so I have some constructive feedback:
That being said, you only had 7 days to do this, so a very good effort.
Please consider playing my submission and letting me know what you think.
On the game page you should tell people how to play the game, since the game doesn't show the controls. I found the room switching rather tricky because the game doesn't prompt what buttons to press. I liked the puzzle design a lot, it really got me thinking. I like the music and the art style too. I would love to know what you used to make it.
Please let me know what you think of my submission with the link below.
Thank you for reviewing my game, I am here to return the favor!
I see that this is your first game so welcome to itch, I hope you make more things. I really liked the aesthetic. It was nice to play as a quadruped. The dialogue has a nice charm too. The ledge grab mechanic has me smiling, very nice. Also that last level was super fun.
I was confused as to what cacti was hurting me. Also the I thought the lighter platforms were clouds at first, which could easily be resolved by putting an enemy or collectible on one.
Other than that I think it's a good effort. It's not a problem that it's unfinished, and I rated it for what's there. I hope you built upon it post jam.