That's the thing, it won't be 14 days. I won't be back from holidays until 6th. So, it's more like half the time.
Sundler
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It's a fun game, which has a lot of avenues. I'd definitely like to see more pirate games. I liked the music and sound effects. The enemy still attacked me after I escaped the storm though.
Recommendations:
- You should have uploaded at least one screenshot of your game.
- Hard to manoeuvre the ship. It turns so slowly, while the enemies move quite fast.
- The ship gets damaged as soon as an enemy even touches it. That feels too harsh, especially as manoeuvring is so difficult.
- Clearer view of the rear. I could only see a part of the side.
- A pause feature.
- Ammo indicator.
- An indicator of how far to reach the goal. Just something as simple as a distance indicator would suffice. Maybe a compass, if the goal has a particular bearing.
- Get a better water shader, there are a lot of them available. It has hard to make out the water features. This meant you couldn't clearly see the ship's motion. Also, add features like fish, or rocks.
- An actual storm. Create a rain particle effect. Add some rain and wind ambient sounds.
Not my game, but I think this one warrants some ratings: https://itch.io/jam/brackeys-12/rate/2970300
It's very short, easy, and atmospheric. Plus it involves a cat.
Sounds great, here's my cosy dungeon tavern management game: https://sundle.itch.io/calm-afore-ye-storm
The animations were truly brilliant! I really liked the cloth physics. Makes me want to switch to using jolt. I'd simply add that maybe more frames should be added to the jumping animations, as they seem a little lacking in comparison, but maybe that's just me.
The music and ambient sound effects were so good. They were well chosen and created such a great atmosphere. You captured a great vibe here.
It fit the theme purfectly!
The game was very short and easy, I can see where your time was spent though. But this is where you should look into if you're considering expanding this game.
Was very interesting, really great idea for the theme. I liked the second level particularly, but I found the third level too hard. The strong wind makes the player move way too fast into a difficult series of spikes and platforms. I guess you were aiming for a very difficult platformer like Super Meat Boy?
I liked the ambient sound effects and the animated cloak. It was a nice way of showing the windiness.
Really great concept. Awesome array of items to pick from. Fits the theme really well. It was a lot of fun to play. Music and sound effects were great.
It is a bit trial and error though. You don't control where the spells strike, so you just hope it works. I was killed quite easily when a teleport landed me right next to an enemy, which led to an instant knockout.
Fonts could be better and more consistent.
Just got to say wow! Such a gem. A magnificent little game. The art style and animations were so cool, despite being made in a week. The music and sound effects fit perfectly. This is one of the best game jam entries I've come across. So much thought and effort went into it. I honestly can't think of any recommendations. Well done!
It's unique and interesting. I like the idea. There are some recommendations that I have:
- It's quite difficult. Enemies come quickly at you off screen and there's no temporary invincibility, meaning just one enemy can quickly lead to a game over.
- No restart game option on death.
- No sounds at all?
So nice to see another chill game for this jam. I'm glad you learnt a lot from doing this game jam. The game looks quite nice. I particularly liked the abstract look of the sunset and sea. But I think the storm cloud could be improved. The rain and fishing sound effects were good, but I couldn't clearly make out any sounds of thunder. Some relaxing music would also help with the chill vibe.
There seemed to be some clipping issues.
A small issue is with the controls. You shouldn't use tab and escape for browser games. Tab breaks webpage navigation and escape just releases the mouse cursor.
It's definitely a nice start and impressive for a first jam. Well done!
Ported to Switch using Stary2001's version of Godot 3.5.1 (https://github.com/Stary2001/godot?tab=readme-ov-file)
That's amazing! Has anyone tested the Switch version?
Sure, here's my cozy dungeon tavern management game: https://itch.io/jam/brackeys-12/rate/2963384
Graphics, visual effects, and animations were really great. Pacing was done well. Music and sound effects were all fine. It fits the theme.
I would have liked for more of an explanation of the mechanics. Just adding more info to the help screen would have been enough. It made the game more challenging than it needed to be.
Overall, great job!
NOTE: make sure you upgrade to Godot version 4.3! It's a major upgrade, especially wrt web exports:
Here's my cozy dungeon tavern management game: https://itch.io/jam/brackeys-12/rate/2963384Such an interesting art style. The music fits really well too. It was intriguing and mysterious.
Recommendations (these are not criticisms):
- Pick a font that fits the art style better.
- The invisible wall is jarring, consider using an actual wall. Or just some indication of what can be traversed.
- It's not clear how and why combat begins and ends. It felt random. I just ended up running along the path, which was an easy way to evade the many enemies. I'd recommend actual confined combat areas.
- Difficult to gauge progression. It's very easy to get lost. I often thought I was going backwards since everywhere looks exactly the same. Something as simple as a compass would help.
- I got the end screen (to be continued), but the story didn't really make sense to me. It felt like I was missing a lot. Maybe consider a mini-story for jam games. Like an introduction to the world, rather than the middle.
Overall, a great experience.
Decent and simple game.
Recommendations:
- Improve the jump.
- Player dies when moving too far left or right. It was easy to avoid the cloud by staying just away from the edge. So, don't make the platforms reach the screen edges.
- Cloud is too big and fast for such a small area. Enlarge the playing area. Maybe add multiple clouds.
Very interesting building puzzle game. I can easily imagine this being released on mobiles. It's funny and such a great use of the theme. Just incredibly imaginative. I had a lot of fun playing this.
In terms of shortfalls, it does get difficult to keep track of all of the hazards, as they come so fast. Maybe show some indication of where most of the balloons were burst. Another issue is that solutions may tend to become very alike. Meaning that people playing separately will tend towards having quite similar constructions. It's also very trial and error based, which can be fun, but can also become rather frustrating.
Obviously, you'd have to improve the visuals, but I think you know that already.
You have a great game, but will grapple with quite a few design challenges.
Nice demo. I liked the sound effects and animations. The scenery looked good.
Recommendations:
- Fix the camera, as it goes behind walls.
- It's best not to make 3D platformer controls so slippery, as it increases the difficulty and some of your platforms are tiny.
- Wasn't sure how I died. This should be more obvious.
- Coins reset, but the tally doesn't.
- Timer is a bit harsh.
- Music.
- Moving clouds were distracting, I'd remove them.
It's a great start, but needs some work. Good luck!
Here's mine, if you get the chance this time around: https://itch.io/jam/brackeys-12/rate/2963384
If you want a cosy vibe, try my game out: https://sundle.itch.io/calm-afore-ye-storm
There's a lot of great music and sound effects that very talented musicians and sound designers make available for free. All they want in return is acknowledgement. I don't think VO really help out Indie games. I actually prefer text so I can go at my own pace and don't have to worry about misunderstanding a strong accent, for example.
I think AI is more useful for boring and tedious tasks. For example, if I could get an AI to play test my game or just tell me where the bugs are. Now, that would really help out.
The gems just alter various stats. These are stats that are of value to the heroes who frequent the tavern. The prices they pay depend on them. So, if you win a heart gem, it boost the health stat of the food and drink you sell. This would mean more money for items high in health.
I didn't have time to fully incorporate what I had planned out. I was going to have a meter which showed the demand for each of the stats. This demand would vary over time, much like in a game like Sim City. The player would then have to balance stats via which gems were active (another missed feature). It would also give the player incentive to play the Blackjack game.