A game made the creator of The Stanley Parable, and is a really good thing to play for any content creator.
SkotDude
Creator of
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You did leave a comment! The jam submission and game pages have their own comment sections. Thanks for the extra comment though.
I was toying around with the idea of rewarding clearing out all the goo, however there is a bug that occasionally hides goo under the walls, related to the slimes getting out of bounds. I can only imagine the rage it would cause to get 99.99% of all the goo and not be able to find the last piece. Either way I ran out of time, but I will definitely want to add this
Thanks a bunch! It's a combination of something I came up with myself, and a couple of ideas I read about that was used by the dev of Tiny Keep. I go into it a bit in the design doc, but I'm gonna do a more in depth write up about it soon, and probably put it here on itch as a devlog entry. I'll get back to you on it soon.
I set out to make something that feels like a game, and I met that goal. It took sacrifice and going forward in game dev I will have to learn to balance the other responsibilities in my life. The last 48 hours of work were intense and honestly a helluva rush. Getting feedback from people playing my game is totally addictive, and I fear I may become a clout goblin. Try my game, please.
When you land from a jump and immediately jump again, it's inclined to move in the same direction you were already moving, as opposed to the keys I'm butterfingering in another direction. It's more realistic the way you've done it, but for some reason I was expecting to be able to change my direction completely, or at least wanted the direction of the jump to match the direction I press.
My guess is that your jump takes the direction you're moving in when you press space to set the direction of the jump, rather than the direction inputs from the player.
The way your character handles is absolutely something I could get used to, and is part of the flavour of your game, I think I've just been playing a few too many precision platformer submissions.
I really like the atmosphere, shame about the bug stopping progress, it was really going somewhere. Kind of reminds me of Yahtzee's 5 Days a Stranger and sequels, which really speaks to me. Thanks for including the godot project, was interesting too look through. Your code is so much neater than mine.
Every few hours I refresh it, yeah. I'm surprised at the feelings it brings up, like feeling invisible.
I played The Beginner's Guide on Thor's recommendation recently, and I'm really glad I did. It's helping me understand these feelings a little better. I keep telling myself it was all about the learning process, but still I feel a need for people the see my work, to have fun with my game, to tell me "good job, man" or "when are you gonna make more?"
I'll be adding a number to your analytics.
I spent almost the whole first week on the procedural level generation, which was good because I learned a few new "cool math tricks", but it left little time for the rest of the game, which left it very... lacking in features. I had less time to polish, less time to fight the game engine to make it do what I wanted. I crunched the last 2 days, which literally meant no sleep, because I have kids to also raise.
It was absolutely exhilarating, will be jamming again soon.