Hey there! Not sure if you are active or still around on itch, but we are finally reaching a demo stage of this game post jam, and would love for you to help playtest if you're interested :D
StraightUpGruntled
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Thank you so much meekbug!!! We really appreciate the words of encouragement!
We are actively planning out a full release for this game actually with the positive reception we have already received! We are thinking a smaller dev cycle of around 4 - 6 months and shooting for the $10 - $15 price range. We have been brainstorming, and we already have plans to put out a new version ones the rating ends that fixes all the bugs for at least the jam version.
I will keep you updated for sure :D
- Gruntled
Thank you so much for your feedback!
The gem pickup issue is something we are already planning to fix after the jam. It was definitely a slight oversight when we were putting things together in the end.
To get the higher scores you have to utilize the rewind mechanic pretty heavily. You can trigger it manually (which there are prompts for in the top right and it is taught in the beginning) That way you can move around and collect stuff, and rewind and get all your time back while also keeping all the progress you have made.
There are ways to exploit that mechanic but we already are working on thoughts to fix that after the jam.
Glad you enjoyed overall!
-Gruntled
This game is really so polished. Despite not having implemented all the features you wanted to, it still resulted in an INCREDIBLY polished submission. You did such a good job with prioritizing all the feedback and important parts of game polish that a lot of devs forget to add.
Excited to see what you do with the game in the future!
- Gruntled
I really like this game idea as a super huge rhythm fan, but I do have quite a bit of critique for you guys as you continue to work on this.
Player Feedback - Make sure that when the player catches the note the have much more feedback so they actually can tell if they have caught a note or not. I find myself on the fence on whether I'm catching notes or not, and that feedback is really a core part of rhythm games and critical to making them fun and engaging.
Visuals - Make sure the visuals are easy to follow. I like the simple style but I think with slightly different colors it could be even easier to follow. I think the notes dropped much too quickly at the start of the game. I would suggest having it start slower and working towards a larger speed. Maybe have a slow and fast gravity property, and have when a note appears it be in slow gravity mode, and then drop in fast. So with this explanation, I'm saying that the fast gravity needs to be slower.
Wave Crossover and the Clap Attack - This is really tricky for me, because I like these mechanics, but every time I try to cross over the waves and then move them together to catch the small purple ones, I literally always accidentally activate the clap ability, and then it takes way too long to recover after this. I would maybe have the clap not have such a cool down, and make the overlap between the waves more forgiving, that way the player has control between the two and it doesn't become a rage rhythm game. (If my understanding of these mechanics and how they work is incorrect, then I wasn't able to follow the tutorial and understand how they work)
Overall I really like the idea! I want to make it clear that I mean this review in a critiquing way to help you in your process of working on this more, and not as a way to bite at the bad things about your game. I would definitely take a look into these polish elements though as they made it hard for me to play through and enjoy to it's full potential. But thank you for delving head on into rhythm games for this jam!
- Gruntled
I was able to get to around level 12 with the time I had to play. I really enjoyed it! Here's some thoughts I had while playing
- I REALLY love the art style and how it ties in with the mechanics. It is incredibly effective and looks really polished
- As a person who creates music, I love the little bass riffs between each level. Would have been nice to have some sort of chill music track, just to give the game more mood and feel.
- I wish there was a way to navigate back to the level screen without having to refresh. Nice on the game persistence though so you can refresh and still keep progress.
- I also would like a level reset. It seems like the levels are always beatable and never soft locked, but I like having quick resets on games like this to make playthroughs more efficient.
- I love the design of the levels, they really make me think!
Overall great job on this submission. Very well polished and the issues I had with it had nothing to do with the actual mechanics of the game itself
FOCUS = The game is created off of checkpoints in mind. They save the current song position and allow you to rewind back while keeping all the progress you have made.
THEME - You cross paths with your path to create a time effect that allows you to slow time and have more accuracy in shooting (and move at full speed during half time
COMMENT ON SHAPLEY DIVERSIFIER - We started this jam with pertaining to the Shapley diversifier, but it spiraled from there into more, so we decided to abandon it and use it more as an inspiration rather than a restriction. I'm glad we did this!
Hey there! I thought I would ask if we are required to use a certain version of Godot to create a game for the jam. I've been having a lot of luck experimenting with Godot 4 lately and really want to try to create a game using the Godot 4 alpha. If I'm able to create a game that is stable using it, would that be allowed for the jam? Thanks!
Hey, I'm curious about the 18 year old age limit to obtain the jam prize. If I am working on a team where I am older than 18 but I'm interested in working with my brother who is only a year under that mark, would we still be able to obtain the prize, but just directly obtain it through myself? Just curious so I know if that situation is required or not. Thanks!
Hey! Thanks for playing the game. And I'm glad you enjoyed it. Yeah, the game over screen sometimes gets clicked through since you have to spam click to shoot without the power up. It's something that didn't cross my mind when developing in such a short time. But I super appreciate the feedback since I hope to make a full game out of this. I'm thinking having some sort of gun reload time would also help to reduce spam clicking and make shots more impactful.
Hey I really enjoyed this game! I felt like the mechanic was super cool, and I also liked the use of contextual colors to convey information. The theme interpretation was pretty loose, but I still felt like the game was pretty solid in how you developed the mechanics.
The game was also a little weirdly balanced, and scaled up really quickly. However, game balance is really tricky in a jam, and I also struggled with that.
Here's my high score on third playthrough. Wish I could have gotten far enough to see all of the ability bubbles!
Hey, just wanted to let you know the game doesn't run. I think there are other files that need to be uploaded with it :) Make sure all the files are zipped in a zip folder together and then upload that zip folder! Also if you get the chance to reupload it, I can play it on stream tomorrow, or in a future playtesting stream.
Hey thanks for listening to the soundtrack! I'm glad you liked it!
Im glad you felt the track felt cohesive. The goal was to create a soundtrack that felt similar in sound but different in style, so that way it felt unique but cohesive!
I wish I had more time to fix the clipping issues but I was running low on time unfortunately 😂 But I'm glad I got to submit it to the jam!
Overall thanks for your review! I super appreciate you checking out!
Hey Niven, I'm glad your interested in the game enough to talk about the speed running aspects! I would definitely check with Afroduck the shortcuts he made. I know one of them is with the double doors, you can bypass falling down the pit, by spamming on the second door, and it will open in time for you to land on. There are also a couple of paths that you can take that seem longer but are actually a lot faster as long as you hit no distractions. I can say from what Afroduck has said, he did the speedrun without hitting any distractions, and was double jumping throughout. The double jumps are actually designed to build momentum a bit, so see if you can mess with that. But yeah, thank you for playing our game and showing that much interest to care about that. We really appreciate it! :D
(This submission DOES include audio)
Try your best to survive by destroying other ships, collecting their cargo for points and health, and trying your best to stay ahead of the game!
The more cargo you gain, the stronger you become to withstand damage.
Note: This game is designed to be played at least at 1920 x 1080. Otherwise the pixels can be jittery.
- Rocks are bad, you collide with them, you instantly die (They are there for game borders)
- Ships gain more invincibility frames as they obtain more cargo.
- If a blue bubble pops up around your ship, you are near cargo that you can pick up.
Controls:
W = Forward
A / D = Left / Right
Enter = Shoot
F11 = Fullscreen
Hold M = Zoom Out
Thank you for all your feedback, we appreciate it. Unfortunately we weren't able to get level select in for the jam with how intensive this project already was. This was our first 3d project in Godot, or at all! So we were kind of learning the ropes as we go. I unfortunately forgot to change the player speed before exporting...which is why there was no incentive to switch. With the higher player speed, it 's easier to drift out by making sharp turns, so it's safer to get passed the cars by switching with them. I do however think that it was a fun test to see how well the game could be as a full game. So thanks for all your great feedback!
Also levels 2 and 3 are randomized so you will either get the winter or the space track depending on your play through. We wern't able to get to more levels unfortunately, so the effect wasn't as pronounced.
I am actually currently planning to do a devlog at my youtube channel, which you can find the link to the channel on the games page! I'm planning on doing a full on first dev log since we will be making the game a full game soon, so you can stay tuned for that! And also thank you for the compliments. This was our first ever 3d game so we really appreciate it!
I thought the game had a really interesting mechanic that paired super well with the theme as well. It was interesting trying to line up all of my shots and felt like a tower defense style game without towers. Here are the main things I noticed.
- I loved the limitation of not being able to spam the cargo disposal. I thought it helped to balance the gameplay nicely and put a sense of urgency to not loosing any of the cargo.
- The music and assets were both super nice and I liked them a lot
- I thought that the gravity having two options to toggle it was really nice.