Simple, clean fun. I think the shoot button should be bound to a keyboard key alongside mouse click for us laptop users. I was able to jump out of the level too - I feel a little more like a speedrunner :3
tanuki / billie! :)
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I really liked the idea you were going for with the climbing mechanics - and I felt that it was quite decently implemented! I think that spamming the arrow keys kinda hurt my hand and I wish that there was a less strenuous control method, but I really like the mechanic itself. The visuals are really cute too! I want a plushie of the knight immediately ^_^
The controls take some getting used to, and I think that there are a few places where they can be tightened up, but once you’re into the swing of things, there’s a flow that I really like about the game. I think that the jump sound got to be a bit too much for me, but otherwise a really fun game.
Also, for what it’s worth, the arrow keys are inverted.
I really like the jumping mechanics - it’s fun bouncing off of walls and landing in the right place. If I were to make one change, I think that there should be an indicator for which direction you’re going to jump in, as well as a (toggleable) jump arc indicator. There’s something really cool here, and I’m glad that I got to play ^_^
I really enjoyed this game. It was very well polished for a three hour game jam. I especially liked the car's visuals and how it changed based on how many trees you'd hit. The game felt pretty smooth as well - what engine did you use to make this game?
The music was too loud, I agree with the previous commenter, but I think another issue was that the background was visually muddy to me. I also ran into some sorting issues with the blood going over the car, but I'm not sure if that's intentional or not. Great job otherwise.
I liked the concepts you had in this game - rolling for new stats to survive is fun, but I feel that it wasn't as prominent as it should have been. The controls worked once you got used to them, but I feel like twin stick shooting works better when you have two sticks and not a digital keyboard. Also, I think that the bullets shouldn't move when you're stopped just like everything else.
I liked the idea - and you picked the perfect sport. The graphics were cute, but they were a bit small on my screen. Zooming in wound not only make it a bit easier to play, but also show off the work you did, which was great!
My only criticism is with the controls - it was quite tough to time my passes with the rotation feeling slippery. Maybe giving the pass rotation a bit more snappiness (and a bit more leniency) would benefit the game greatly - I can imagine this being a fun web game with more levels. Nice game :)
This game was a treat for both my eyes and my ears! The shader work was really cool, and the gameplay was weirdly serene amidst all the chaos that was happening in the background. Wonderful production values, please do more :D
(P.S.: How'd you get the mouse cursor to look like that in Godot? Did you just change it in the project settings?)
The reload mechanic is really interesting, and well thought out - it's fun having to think about something that's usually automated in video games. Kind of reminds me of Cruelty Squad.
Besides that, I found this game to be quite wonderful. Simple, but with a fun mechanic that makes the whole thing interesting. I think the audio was the only part that was lacking (I think that the sounds were inconsistent in quality, like the amazing music contrasting with the gunshot that repeated twice and sounds like it was recorded with a tin can), but everything else here is golden. I'd like to see what you can do without a three (and a half) hour limit :)
Wonderful use of light and shadow here - it was quite a scare for the multiple times I noticed an enemy right next to me. I think that in terms of controls, the gun firing slightly off center was a bit hard to adjust to, and I would have hoped that there would be a little more audio as to cue me on when there's a zombie right next to me. What you have here, though, is really creative. Well done!
Nice work - you can never go wrong with stomping on enemies. And even if it took six hours, it's still great that you were able to submit a game for the jam. If I could change one thing, I think that the music is a bit repetitive. I genuinely thought that it was looping the same bar over and over until it went to the second bar.
Awesome that you incorporated some strategy into this! It's pretty easy once you realize that there's a method (once you upgrade all buildings, just cycle through the three of them to your heart's content until you get enough coins to banish, then just farm until you can banish the dark lord), but it was still fun.
Really fun, and the visuals are pretty well done for a three-hour jam! I think that movement can be a bit finicky, with the way the mouse controls the direction feeling inconsistent. I think re-centering the mouse whenever the player left clicks could be a potential solution. But still, inconsistent direction with the mouse didn't keep me from having a blast!
I really enjoyed this game! It's quite a fun puzzle game. I found that it could break at times, but when it did work, it was a joy! One thing I did notice was that when you hold down the up arrow key, the crane sound gets continually louder, to the point where it started to hurt my ears. Great stuff otherwise!
A genuinely thrilling experience! I really don't like horror games, but this one did really well in selling me on the creepiness of the world. Given the time frame to make this game, this is really impressive! It feels like everything here works together for a cohesive experience, and I'm impressed. I hope that eventually I'll have the creativity to come up with something like this in a jam.
Good job - great use of assets and it was fun trying to pick up all the bottles. Like what others said, I agree that adding a bit of a warning for missiles (like a ! where the missile is coming from) would be nice, but I also think that there should be more types of missiles that are harder to dodge as you go further into the game, assuming that you do make it infinite (homing missiles, bouncy missiles, etc.).
I dig the idea that this game put forward - it's a unique take on randomly-generated stats that can be appealing! I think that, for the sake of the player, firing automatically (as opposed to having to click for each bullet) would help a little bit (as well as giving you the opportunity for fire rate buffs and debuffs in the gambling system).
Same here. It seems like on macOS, things are just borked for Godot 4. Fortunately, I was able to solve the problem using a workaround that should fix things until either Google or Godot makes an update:
- In Google Chrome, open chrome://flags
- Search for 'ANGLE'
- Change 'Choose ANGLE graphics backend' to Metal
- Restart Chrome
This should make it so you can try out the game! Please let me know how it works.
I really appreciate the feedback! Making this game was a learning lesson in how much I can really do in a limited time constraint, but I'm glad that I pulled through to the end. We are developing an update that sorts out some of the flaws I came across while rushing for the jam, and your feedback has definitely guided a lot. You'll be seeing your ammo counts more clearly in the (near) future ;)