Fun reflective game! I agree with what others have said about score, but maybe it would take away some of the vibe? The non-comptetiveness was nice. Great entry!
nuzcraft
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automatic was me using a github action to build and deploy (I think the action was made for 4.2) and manual was me clicking export in the godot editor and manually uploading files that way
here are my export settings for web
[preset.2]
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter="assets/*"
exclude_filter=""
export_path="export/web/index.html"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.2.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=true
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=3
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
Thank you very much for the feedback!! ❤️ I made my project in godot 4.3, which made some changes to the html exports. At first I was using an automated build for 4.2 that had the same full screen on export that you’re mentioning. When I switched to using a manual export directly from 4.3, it embedded without issues. I can share my export settings if that would be helpful, just let me know!
This was great! It took me a few tries to figure out a good strategy that focused on grow bullets and make sure to take out all the birds. I’m still not completely sure what the smoking nuts do, but some (all?) of them clear out the pile. This is kinda useful if you’re stuck at the bottom, but not if you’re on top.
Fun game, chaotic, if you get behind it’s hard to make it work. Thank you for making this!
The art is good and the gameplay is fun. I was very confused at first but the enemies were relatively easy to dodge so it took a while to die the first time and get to the menu and tutorial. It would be nice if the controls were included on the main page. I liked the hand in the upgrade menu. Pistol and Launcher seemed best, sword didn’t seem to have enough reach. A couple times I grew out of the jail? I ended up in the overworld and couldn’t find anything to do there besides quit and restart.
Thank you for making this!
The art is great! I found it very difficult to dodge the feet, but spamming dash seemed to do the trick without many close calls. I unfortunately fell off the edge to the left when I dashed a little too far. I was expecting mouse support on the title screen.
The sound effects are great. Thank you for making this!
Very cool! Reminded me a lot of an overcooked style multiplayer game, especially where you can only have one tool out at a time. I got confused at first and my carrots died. It was only after checking the pause menu did I realize what was really going on.
I could definitely see more types of crops and more tools. Thank you for making this!
I just released this demo, and I’m looking for feedback on the combat system. You can find the game here: https://nuzcraft.itch.io/gildebeest-hunter-demo
There’s a survey linked, or you can leave me a comment to let me know how I can make it better!
PS it looks great with the retro CRT filter on
I really like the intro cinematic! The gameplay was fun as well, I appreciated the leaderboard, it definitely pushed me to try a few more times to get a better score.
I think there could have been more juice and weight to the player actions to make it feel more like cutting and less like waving a piece of paper around. I liked the variety of enemies (even if they all looked happy) and overall had a good time.
I found a bit of strategy in trying to time or aim sending the knights out else they’d all bunch up at the bottom and leave the castle undefended. I think the pathfinding has some difficulties with the corners of the castle.
I had fun 😎
The new game button at the end was a bit bugged for me as it kinda started a new game, but kept letting me spawn endless knights.
I disagree with Master Builder, I thought it was tough!
Great game, this is a fun time, I liked seeing the powerups and homage to Mario Kart. At first the camera movement (i.e. the map moving and not the player) was jarring, but I got used to it pretty quickly. I would have like a minimap or just a diagram of the map to see what kind of turns to expect next.
Great game! I was able to get to the end, but I think I cheesed it a little bit. My first time through, they got me (I don’t think I was supposed to play so much music after getting the final book). The next time, I was able to puzzle out the final sequence and play out the final door without that final book. I think randomized or longer passcodes would be an easy fix for the rogue save scummer.
Overall, I had a good time time! It was spooky and the music notes helped that vibe.
On Windows, the controls were difficult to puzzle out. I had to press R2 to enter instrument mode, then L2 to amplify? in order for any notes to be played. So R2-L2 every time I wanted to play notes, then R2 again to move.
I appreciated the secret passageways that would help someone get through if they knew or guessed the passcode, and I used them well the second time through.
Thanks for making this! It is very impressive!
Thank you Bastis! The lack of info was intentional, I intended for players to puzzle things out. I appreciate the feedback, that puzzle may be too difficult or abstract with the info that is presented.
Thank you for your big reports! I should probably pause / halt player movement as soon as they collide with an enemy.
I appreciate and agree with your feedback on the aesthetic. Thank you!!