Creative and satisfying puzzler. I thought it was a little too simple, but then level 8 really ramped up the difficulty and I had a lot of fun trying to figure it out
Real_Human_1000
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Yeah, that's something I noticed after making the main mechanics. A 3D game environment is hard enough to fill with interesting props and setpieces, and 4D is like stacks and stacks of different 3D worlds. Add more and more dimensions, and most of it has to end up as empty space, especially with the already-poor performance. Thanks for playing, though!
Super creative! The controls are a little unintuitive and I died a few times because I confused grow one direction for shrink another or whatever, but I understand that any set of controls for this game would probably take some practice. I got through all the levels and they were all enjoyable little puzzles.
I couldn't find the objective in level 2, but I appreciate that there are multiple levels. Since this is just a jam game, it might have been a good idea to let players access levels 3 and 4 even if they haven't beaten level 2, just in case there are issues like this. I thought the player was felt good to control and I had fun while playing.
The art and audio are both very charming. Gameplay is a little too simplistic for me but I like how there are lots of different elements bundled together in this game--mining the coal, avoiding the shadows, gambling, the sanity mechanic, the engine, and more. It's a shame that the fishing rods cause issues on the web version. I would have a pretty good run going, but then I would accidentally interact with a fishing rod when trying to go down the ladder and then I wouldn't be able to put it down.
i saw your replies and just wanted to say this: I absolutely respect your game. Getting a game made and published in 48 hours is (for anyone) a challenge. Your game's got art, sound, and gameplay. I've participated in game jams where my submissions didn't even have all of those three. Your game does present an oppressive, alien, and kind of scary atmosphere. My comment was giving some honest feedback, and you can decide if what I've said is worth addressing or not. If you still want to, I think you should totally try to improve the game after the jam.
I like the style and animations. How did you do the 3D model? Is that a shader, or are the models actually composed of lots of little parts? Also, sorry for all the questions, what's the font that you've used for the title? It looks really good!
There really isn't much to do, but I still got some satisfaction out of destroying the cars and buying upgrades. My final score was 52 destroyed vehicles.
Also, Godot FTW! I also had issues exporting for web, so I understand the struggle.
Not sure whether this is intentional or not, but the game window is stuck at an aspect ratio of about 6:1 (super, super wide). I also couldn't seem to retry after losing without closing the game and opening it again. I collected all of the potions and saw a yellow screen with some platforms. I wish that there was a bit more warning before losing the first time you play the game, because it's very difficult to understand what's going on. Also, I think I got caught by the transparent corners of the enemies' collision boxes, which was very frustrating. All that being said, I eventually I found a strategy that worked and managed to beat it.
Also, you might want to... rethink... the background noise.
I'm not sure what the three numbers mean, but I got (from the left to right on the Game Over screen) 43.7 ft, 78.9 ft, and 35.2 ft. The rocks began spawning as totally transparent at some point, which made it very difficult to continue. I think if the rocks and other objects weren't as easy for the player to move, construction could be a lot more engaging. I did have fun, though, and I liked how quickly I could jump back into the game after losing.
I love the art! It has so much character. Really, the game's presentation is top-notch. I had an issue where one of my pickles got stuck collecting spices and couldn't leave, but I had enough others that it didn't really cause a problem. I wasn't sure how to find spices and salt at first, so I had to sacrifice a few runs to just exploring. After I saved all of the cucumbers (that weren't lost), I clicked the RESTART button, but I still had all of my pickles. Not sure if that's an intentional new game + or a bug.
Also, Godot FTW!
I did get the game to run, although I had a lot of issues with stuttering and framerate. The assets and music are nice. The fact that you can't control your character's movement in the air (excepting double jumps) but the game requires you to do first-person platforming makes getting through that section very frustrating. It would have been cool to be able to see your character decaying or losing health on the actual model instead of just in the health bar, although in a 48 hour time limit that would have been really tricky. Good job!
Yeah I'm going to be honest I left the levels to be the last thing to do, and by that point I had like 20 minutes to put it all together before submission. I might have not playtested the last level whatsoever. If you didn't finish it, you can check the video and see what happens after if you're interested.
Super creative! Love the sparkle and how the arrow starts spinning faster the longer you hold spacebar. Little details, but absolutely genius. I think the scrolling portions of the screen are a little too far from the center, but it's manageable. I think rage games are mostly about memorizing what to do instead of reacting quickly anyways.
Your thumbnail is really cool. The images in the game are a little blurry and fuzzy, probably because it's interpolating them from a lower resolution. You should see if you can get it to render with nearest-neighbor or true pixel upscaling or something. Aside from that, the art is really high-quality. I don't play a lot of card or strategy games, so I don't think I really understood all of the nuance of what was going on. It would be nice to have a tutorial level or something to ease into. I like how events in one tile can affect the environment of another.
Also, Godot FTW!
More difficult than I'd thought it would be. Definitely a puzzler. I love how you have to think ahead for when the level turns red and you have to deal with the consequences of your actions. I'm having some issues with resolution: the game seems to be displaying wider than my monitor so some of the orbs are off-screen. Music is killer. Great job!
I see that some people are saying that the game is "a little monochromatic," but honestly I think the Gameboy aesthetic is really cool. I think you should have limited the colors even more, to the four colors that were actually available on the Gameboy. Idk whether Coppercube 6 has shader support, but limited palette ordered dithering would work really well here and make it look even more like a Gameboy game. I wish the actual gameplay was a little bit longer. I can see that there are a few more rooms that I haven't explored, but I don't know how to get to them
I like the symbolism of the hourglass, and I think the idea behind the game is really cool. I wish his sprite changed to reflect his deteriorating condition. I really like the music too, but I feel like I'm only hearing the beginning of the song on loop. If the beat dropped or the melody really started then it would go so hard. I got to 300 seconds before I stopped playing because I didn't think anything new was going to happen.
Also, Godot FTW!
I like the minigame format. The art looks very nice and I like the visual style. I never really understood what the different particles on the plants meant. Kept me entertained for all 10 nights (final score 22). I think the farmer got desynced with which plant they were visiting when there were a lot of plants in the field.