Haha glad you enjoyed! Never played the Toy Story game!
Smoresies
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I wish it was that simple! I'll take a look to see if there's a setting there for that, but this camera system we used was an addon for godot! So I didn't write any code for it... I'll have to see if there are any pieces of documentation online, but honestly probably won't use this camera addon again since the documentation I did find was so sparse!
I was also VERY on top of avoiding softlocks haha. Everything is at least just barely passable without a softlock, and the checkpoints are around to ensure if you do get one you don't suffer.
There are 2 bugs I know of right now (other than camera issues) which is, in the first level while pushing a block, if you do so slowly enough and from another block such that you fall while doing so, you can get stuck between the blocks and not be able to push either (but reset fixes this... although there was a secondary bug where you could somehow delete a block while resetting like that...? We saw it once and never again. No idea what caused it)
The 2nd was actually probably seen by you in your time playing, which is if you push a block while falling from something you basically ignore the weight of it and push it with infinite mass. It's really weird, but wasn't game breaking so I left it haha
I appreciate the feedback! I made that puzzle in the first level and realized that, while it worked on paper it did not work in game... so I uh... Made the reset mechanic not actually reset you, so that my one puzzle could work LOL. We were trying to bring it back for level 3 but we were running out of time, we basically finished the 3rd level at the end of the time period so!
I appreciate your feedback as well! I'm trying to find out what's causing the jittery camera cause I haven't gotten that to replicate yet on the machines I have available to me... but it's being talked about enough it must exist! LOL I think it might do with the new addon we tried, or maybe something to do with godot export? I dunno!
Awe thanks for the feedback! I worked pretty hard on the level design, which was my main focus for the jam tbh... it took up like 2 days of the jam, which was maybe way too much time honestly. There were some weirdness with the graphics we used but I think those got mostly solved in 2nd/3rd level... save a few haha.
Yeah that first salt has confused a couple playtesters, I should have made it a bit easier I think! And glad you laughed at the end! The concept was "Lil guy messes with big guy" but we ran out of time to really put in the stuff we wanted to show that would display that the Big Guy was Mark you were messing with, so we stuck his head in at the end! LOL
Glad you loved our lil' menace! I think our artist did an amazing job on them! PLUS YOUR ART OF IT IS SO GOOD OMG YES THANK YOU <3
Good rule of thumb is "If the developer thinks it's hard? It's too hard. If the developer thinks it's easy? It's probably just right".
I did the platforming sections in our game using that philosophy, making things honestly probably too easy? (I leaned much more on the side of easy). But then there are sections like the downward mushroom that people are still struggling with, despite that being something I thought was just challenging enough y'kno!
Honestly... I think I enjoyed this game "incorrectly". I loved the color and splitting and all that, but I preferred to enjoy the huge momentum buildup you got by splitting the ground right before landing... and hated having to splat the structure itself! Great concept! Amazing style. And gorgeous ink effects
That's super fair but what you got in was so addicting that me going "ok I'll give these games a quick play and then rate and continue" had me do 3 runs, come up with a strategy, and then play for a half-hour or so... and I would have continued if it hadn't crashed (I was finding the bugs to be a fun challenge haha)
Also 90% of the bugs seem to be due to array out of bounds issues at a glance. I'm assuming things started to go funky due to memory being overridden (I had mountains that looked like plains, some of my tiles wouldn't be drawn, shop would be empty, etc.) and fixing those would have helped it.
Appreciate the feedback! Yeah there was some miscommunication between the team and the artist who was helping us out! That was fully on me, I wasn't aware they were working on several jam projects at once so the art they gave us was mostly from asset packs which led to resizing. That being said they did make the art for the character and several of the pieces we used in the kitchen, and I do love the work they did with all that!
I was thinking the same thing about the lack of "uniqueness" in regards to this project, but figured it was a good experience to focus more on basic level design so we kept the mechanics simple. There were a few things that were scrapped that would have helped (a windbox effect due to heat/fans that are big compared to the Lil' Guy, and floating dust particles that I wanted to make as disappearing platforms. Putting those two together might have been interesting) but I think what we did get out there in the time was simple but good!
I'm glad to hear that! First thing I did upon deciding we make a platformer was tweak the controls down to feel nice and snappy! Had to sacrifice some mechanics I wanted to do with the mushrooms (directional bouncing, or removed control during initial part of bounce) to ensure that controls felt good, but I think the payoff was worth it!
Glad you enjoyed it! Mushroom Hell (as I affectionately called it during development) is one of my favorite parts I threw into the game haha. I ended up finishing the amount of level I designed for... and realized it only took about half the space we had planned for the level. So threw in the downward mushroom maze, and the final harder mushroom ascent!
Extra points if you succeed at GamerShroom (going down between the first 2 mushrooms in the top row!)
Thanks for the feedback! We did run into some art issues so there are a few stretch textures unfortunately. I'm unsure what camera jitters you got, we weren't experiencing that on our testing in engine or on HTML. Might be a browser thing, or just to do with the HTML exporting from godot. Worth looking into for future tho! I appreciate you bringing it up!