It should be the same button you use to punch : 'J'. It replaces the punch attack with a machete attack. After you get it, you should be able to see the player character swing a machete and it should also have a different sound effect. And I'm glad you enjoyed it!
NewbJar Games
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Hi, thanks for playing my game! So there is an intended sequence break in the game, but it is with the whip instead of the dynamite. I think since I didn't tell the player that they could jump with the dynamite, I should have had it be a "hidden mechanic" like you mentioned instead of forcing the player to figure it out to proceed with the game.
You also make a good point about the controls on the game page. I wanted to list them since I didn't want the players to get stuck from them not knowing the controls in case they got through the instructions too quick or just forgot what key to press. I think I would fix this by having a menu you can access to rebind your keys.
I didn't implement a map for this game. As for the future of this game, I'm not sure if I want to continue working on it, or if I just want to chase a different project. If I were to update the game, I think I would try to add a map, controller support, remapping controls, coyote jump, as well as some bug fixes and some more polish.
I'll have to try out your game soon. Thanks again for taking the time to review my game!
Sorry about the confusion with getting an attack boost and cutting vines. The moment you described when you fell down the hole is when you got the machete. I must not have worded it clearly in the item pick up message that gets displayed afterwards. Thanks for the feedback and playing my game! I really appreciate it.
Hey, thank you for playing my game! I probably should have included something in the text pop up about using dynamite to gain extra height on jumps, since it seems like a lot of players are getting stuck here. Lay a stick of dynamite near the wall, and then jump on top of it. When it explodes, you'll gain enough height to make it over that wall. Hope that helps!
I really enjoyed playing your game! I've worked with Scratch before and I'm pretty impressed with what you were able to do with it. One of my favorite bits was just playing around with the wall jump. Including a skill tree where you had a trade off between choosing health or upgrading your abilities was interesting and was a way to encourage skilled, thoughtful play. I also thought one of the highlights of the game was the boss fight. I thought that the attacks were telegraphed pretty well, and the animation at the end was fun to see. Great job!
Overall very well done!
The game felt pretty good to play, and I especially liked the gloves and how the gun felt to shoot. The player character felt very responsive, and it did what I wanted it to do. I think that the level design was quite good as well. I never really knew where I was going, but I always seemed to be heading in the right direction. I also liked the music, it really helped set the tone of the game.
That being said, I did run into a couple of issues that I encountered while playing the game. I'm not sure if you all will be continuing the project, but I thought it might be helpful to list them below. For context, I played the Web build.
1. Every time there was a scene transition, the music would pause, and constantly play the same sound over and over again during the transition between scenes. It became annoying when there were several scene transitions in a row, like using teleporters to another room, just to use another teleporter again.
2. This didn't really bother me, but there were very thin red lines that appeared in various places that looked out of place, like when I would land on a platform, or some blocks in the scene would just have them.
3. For the final boss chase (which was quite fun/challenging), the game would take me back to what I think is the last segment of the chase over and over again after I thought I escaped. It happened in the segment where the normal enemy also chases the player for a bit, and there is a vertical section at the end where the player has to rapidly climb up a pipe "ladder". If it helps, I can grab a screenshot of what I'm talking about above.
I just want to reiterate that overall I think that the game was very well done, and I enjoyed playing it.
So I dug into the issue a bit more and it looks like it's a known issue with Godot 4.1.2 for Windows builds exported without debug. It was fixed with Godot 4.2. I uploaded the Debug build for now just so it won't crash on scene change, I'll have to update to 4.2 soon. Thanks for being willing to help though!
Overall I think it was really well done. The controls for the most part felt good, but the sensitivity on the arm cannon felt a bit too high for my taste. The world seemed well planned out, placing items near the places you needed them next. I had a hard time for a bit finding the suit upgrade. I'm not sure if I wasn't looking closely enough, or if it was some combo between the render distance fog and the color of destructible rocks being too similar to the environment. Nonetheless, good job, especially for your first 3D game!
I really enjoyed the climbing gloves and the tongue upgrades. I thought that the shifted perspective for a sidescroller game was interesting, but at times the camera angle was frustrating and took some getting used to. There were some saws that were hidden from my view while I was navigating the world, and it was annoying to get damaged by something I couldn't see. Overall very well done!
Hello everyone! It's my pleasure to announce that Heart of the Jungle has been released! I made it as an entry for the Metroidvania Month 22 Game Jam. Needless to say, it is a Metroidvania set in the jungle. You will be playing as Dakota Bones, an archaeologist who got separated from his team while exploring the jungle looking for ancient runes. Use your tools and wits to explore the jungle, find powerful items, and make your way back to civilization!
Thank you for playing! Just uploaded a new build that contains some bugfixes. Now you should actually be able to talk to a patient and use an item on them as well. The next build that will be released will feature more interactable patients as well as a cleaner UI, more convenient controls, and some more models as well.