Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Spice Druid

71
Posts
3
Topics
11
Followers
3
Following
A member registered Aug 15, 2020 · View creator page →

Creator of

Recent community posts

Thank you!  d=====( ̄▽ ̄*)b

Thank you for the explanation, and yes sorry for being a bit of a nit-pick. It is a game jam after all you're right. Not in any way was this some sort of gamer rage rant on your game or anything,  but more or less keep as a good piece of information to keep in mind for whatever game you make next. For a game jam this is definitely very impressive, I only am commenting because I have seen a lot of comments about jankiness but nobody has gone into detail on what exactly people got stuck on, so i thought it would be useful if I described what I got stuck on in more detail.

Again, hope you didnt take offence this was more or less just a description of my playthrough as a playtester. And again I want to just say that although I got stuck on many things the level of polish was definitely apparent  I couldnt help but be impressed by the consistency of the art style and gameplay despite some parts being frustrating. So really good job!

(1 edit)

should be renamed to moaning with sticks simulator 5/5.

On a serious note though, Ive gotta say although the building mechanics were rough to say the least I was definitely surprised by the level of polish the game had in general which was up to a very high standard, it was quite impressive! I think it was just the small details which were a knack to many people. It may have been perfectly usable on your end but unfortunately many people play differently than others to put it lightly.  I think its not very helpful to just say 'the controls were bad/janky' though so I will go through every single 'knack' I came across in my playthrough. (in order) Just so you know exactly what was going through the average playtesters mind when they are playing your game, which you might find super useful, hopefully!

(wall of text sorry) (edit - I shortened this down a bit)

This is my account of how I played your game as a playtester, in order:

  1. I expected you to just be able to scale the ladder by pressing W near it and going upwards, I would need more feedback that you have to press E to scale things beforehand. I think you should've put the rock ledges first, so there is only one thing whilst you learn controls. 
  2. I also didnt expect the way you would climb the ladder would be to press E on each individual rung - I only came across this on accident when moving my mouse over the ladder after a minute or so
  3. Without knowledge of #2, the first thing I did was to try and move the ladder by dragging it around. I got confused with how the controls worked whilst doing this so, maybe stacking logs for the first puzzle would be more intuitive, or building a bridge like you do a bit later. 
  4. LMB seemed to do absolutely nothing to the ladder. It only starts moving like 2 metres out at which point you either gave up because you just assume your hands cant reach so far or can't go any further as you are on the edge of the platform. I would experiment with turning the power up or turning down the friction of the wood when moving it to fix this.
  5. RMB did nothing but make the ladder clip into the wall a little more. It would work only sometimes, and most of the time it would just clip into the ground. I had no idea that lifting object was based on 4 separate variables - the position you are standing at, the point where you place the mouse cursor, which side is facing away from you and the length of the object. This is simply too many variables for me to grasp.
  6. when RMB did work, I struggled with the inverted controls - I know some people like them but for this scenario it was disorienting. I kept stuffing the ladder more and more into the ground and not understanding why because logically to me moving the mouse 'up' would move the end point of the ladder higher above the ground. 
  7. Also, its quite disorienting switching between normal and inverted controls all the time.
  8. Finally, I realise you can climb onto the individual ladder rungs by the climb icon showing up for a single frame, and I press 'space' to jump onto the platform above. Although jumps are tiny in this game so it more or less makes you fall off the ladder instead. It was not displayed anywhere that you had to press LMB while looking at a ledge to climb up automatically - this is another thing I had to learn by noticing the icon pop up for a single frame when moving your camera over it. 
  9. tbh 'jump' should be renamed to 'let go of ladder' and the LMB thing is done automatically in some way.
  10. The tips were actually really helpful and useful - I found this intuitive so good job on that.
  11. The second puzzle took quite a while to figure out because of said lack of controls but I did eventually get the hang of it once I got a better knowledge on how to play. So well done on that.
  12. I felt jumping was puny, For a game about jumping on props I would expect this to be much higher, you can't even jump onto the small logs.
  13. When picking up logs, you can't see yourself actually hold them at least on my screen until you place them down again so you have no clue where you are putting them.
  14. I think I eventually quit at the section where you have to use the logs and the big plank, because failing that once meant you had to do the previous section again and it just got kinda tedious. But honestly i couldve played for longer with a non-broken attention span

Honestly, If i would make this game myself I wouldnt have any rotation or ladders and you would just move crates and planks around like in gmod. But that wouldnt be unique, and honestly despite all this something about the way you are so feeble and the unique way of carrying stuff is something really creative. Honestly, this could make a really good rage game like getting over it with a few tweaks. You did a really good job. Thanks for reading my wall of text.

Thank you!

I see, that makes sense. The FPS probably changed the hit registration a bit. Thanks for the response!

This game is amazing!!

Sorry to hear that, yeah I was planning to add a sensitivity slider like I did in my other games, as well as a game over screen if you go too far away from Jupiter or something, but I ran out of time to do that. You basically get softlocked if you go too far out and cant find a way back again which is kinda a bummer. I'm glad you liked the fantasy and setting though I am pretty happy with the vibe this game came out with!


PS actually I did remember you actually can  see your co-ordinates on the top left and those orange dots represent velocity so going back after going too far from Jupiter might be possible but I'm not sure. Anyways I will go review your game when I get time! :D

I'm sorry, but to be honest I can't say I had fun with this one. It was incredibly laggy, and it got even worse the more you played as more and more enemies spawned. There are better ways to instance loads and loads of enemies that look identical. To give some other constructive criticism the pacing was slightly off too, you kill one red dude and then basically get jumped every single one of the red guys in the neighbourhood. Usually it starts of small and gets more and more intense. Finally the hit registration was really janky as the enemies could always hit you from a mile away whilst your sword never registered its attacks much at all, especially when it got bigger. There was probably something to do with the low framerate which had to do with this. I really do like the artstyle though! Again i hate to be that guy that leaves a negative review and to be honest its probably due to my low framerate.  But please dont be discouraged as it really is a good game for a game jam release!

It certainly did lol. Who could've guessed that making a space game would involve, ynow, rocket science? I think the worst issues were the floating point precision issues and game engine limitations, for those there was literally nothing wrong with the maths just Godot broke down and just gave up if you were too precise. Definitely spent like 30% of dev time purely just on that

Thats good to hear, TYSM!

Love the art, and a very creative spin on the theme!

Had good vibes, and pretty charming. Although ive gotta say the pacing was a bit off, you get your entire body in the first few levels and the rest of the game is just moving boxes around. the second section with all the moving platforms is also waaay to much too  when you're just getting started. I still definitely enjoyed playing this game though and the writing was funny

Give this man an Oscar.

Great game!

Thank you for the response! I will keep at it 🙏

really sick art style, but there must be a control or something I am missing as every trail I take seems to be a dead end. it could do with a dash ability!

ok just got info that you can just go back up the pipe on reddit - I wish this was communicated better (signy maybe??). Also, early game players might not have enough levels to fly up that far. Thanks anyway

once you enter the toilet realm, is there any way to leave it? If you enter as a complete noob on accident and are severely underleveled there is apparently no way to go back to spawn even with console commands, so you will keep dying there unless you reset your game.

Very cool game! all the puzzles were all fun and challenging whilst not being too difficult. an enjoyable experience

(1 edit)

Thank you! Development has stopped for the foreseeable future as I am working on a new game of the same genre. Consider it a sequel of sorts, its going to revamp the mechanics ,story and gameplay from everything I've learned whilst making this one. Hopefully I will be able to show off something soon, so stick around for that. Appreciate it though!

thanks :)

Very fun. Although I wish there were more combat encounters and the inventory open cutscene is a bit too long.

(2 edits)

Thanks so much for playing! And yes, I am still working on this game. -edit- I'm no longer working on this game as I plan to make a new and improved FPS from everything I have learned making this one, stick around for news about that hopefully. Appreciate the feedback though, will definitely keep the platform building in some form for the next game.

took a while to get used to. Perhaps having a 'submit' button would reduce the need to either wait ages for the choice to submit and to give you more time to plan your strategy.

Great for a first game! thought the player and die should maybe be able to move faster though, and the last puzzle was quite janky. very cute though.

(1 edit)

great game, although I wish you could reset to choose different options.


where are the playerprefs stored? that way I could delete them and try again lol

Really fun, loved the voice lines

Kinda broken, turning was unintuitive and there was a nullrefrenceexeption when you entered the dice hole thing (dev console was on)

style was pretty nice though

great game, although the yellow machine gun shooting noise could probably give me tinitus. the purple one was fun, and then the green and blue ones were pretty much useless.

there was some decent enemy variation but It never got any harder and the wizards were too sparse imo.

pretty cool! could do with a tutorial though as I didn't really know what to do at first.


also, when I killed the king, I got softlocked as I couldnt continue, and I was still being attacked.

Very good for a first game!


cant say it fits the theme though.

super fun! could do with the ability to keep moving if you hold down the arrow keys, and it gets super easy endgame. amazing otherwise

Noted- Yeah I never managed to fully finish the graphics in time, especially the tank.

I added a more detailed description for the redirector on the itchio page, hopefully that helps a bit.

Super juicy!

Cubes were fun to knock around, but for some reason I couldn't enter the portal.

the color changing mechanic was definitely quite creative, although the powerups seemed to make changing colors a waste of your time. maybe its utilised more in the second stage but since I couldnt enter it I have no idea.

In terms of graphics I would recommend making the style of the terrain, slimes, etc to match the asthetic of the cube, I think that would look a lot cooler. 

Pretty cool nevertheless.

oh my god.... This is amazing...

A very fun game! very original concept as well, I couldn't think of anything for this jam.

I saw you in the wowie discord. really impressed that you managed to implement multiplayer in a game jam!

Fun game! I wish that the green blocks would jump more though.

When you think about it, it's actually kinda dark... a careless parent lets their child pick what to feed the fish instead of searching up the right one to use, and when they all die she just replaces them.