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Thaniel94

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A member registered Sep 28, 2021 · View creator page →

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I found this to be an inspiring demonstration of Godot's potential for pretty 3d games when using some themed assets in combination with post processing and lighting. The comedic quips made by the speakers played into the theme without disrupting what was a simple gameplay loop with loads of polish, I enjoyed this one.

I see, to tell the truth, this project was very much an experiment to test 3D physics and 3D game making in general, as all the Godot Engine development I had done up until that point was in 2D.

Regarding how the first person aspect may conflict with the platforming, I see your point. The inspiration was largely jumping maps from FPS games such as TF2, with an attempt to replicate the rocket jump mechanic, so it never occurred to me. The platforming came second in an attempt to fill in a lack of substance.

Unfortunately, as it stood, I did not feel the enemy AI was sophisticated enough to focus more on the shooting aspect, hence the game leaning more towards the platforming side.

Beyond polishing the project after the Jam with some easier to implement suggested mechanics and balances, it's unlikely I will continue this project further than that at least at this moment, as if it is as fundamentally flawed as you warn it is, it seems it would require a lot of rehashing that i'm not currently prepared for. It is most likely that the code and assets in this project would just be reused in a new one in that event.

Based on your suggestions I'm thinking such changes would in theory involve tamer platforming sections, combined with an improved AI and more mechanics oriented around said AI to put more of a focus on the shooting, or alternatively a third person game with a spot shadow to show the position of the player, and a hub world to encourage exploration. (With regard to the hub world actually, for sure being able to go to and complete any level would be a definite relatively easy improvement, and that may well be implemented.)

As I say, I will probably be adding small features and balancing it, and a second opinion is valued, so I would be really appreciative if you could playtest it in that event, I will let you know if anything happens.

In any case, thank you very much for your critique, I'll try to keep it in mind for any future projects.

Thanks for giving it a go, funny thing is I was worried it would be too easy, but based on the feedback it's the opposite. It really is deceptive when you playtest it yourself.

I did consider jump power control at some point in development, but decided against it, as the control set I was basing it on did not have jump control and I did not want to mess up the formula. In hindsight, it was probably worth implementing as it got closer to a platformer.

  A shame about that, most of the better levels were probably at the back of the roster (should have given a skip option) XD, but thank you for playing, I will keep your critique in mind.

Haha, I was worried that would be the consequence of using one stretched seamless texture for everything. I was hoping to vary it but texturing is not my forte.

Took me a few minutes to get the gist of it, as the first few changes were somewhat disorienting. But once I did, it proved to be quite enjoyable, for the rest of the platforming. A very literal interpretation of the theme to be sure.

The platformer controls felt very natural, and I appreciate the work that went into them.  The art work was also amazing.

Looks very promising for what was there! Very alive Sprite animation, colours and sound to go with it.

+In my opinion, it's just the right length to get the most out of the fishing mechanic.

+The top down Genre of this game really works with what they were going for

+Fishing minigame adds a nice contrast to the rest of the game's relaxing moments.

+Amazing Sound design.

-While I understand why you wouldn't want someone speeding through a game like this, I think an improvement may be to give a sprint button at least half way through given the size of the world (unless there is a sprint button and i'm just an imbecile).

-A small one, but the inventory has no borders, meaning there's an illusion of extra space, thus it's hard to tell when it's full. (I almost assumed it was a bug when my fish slid across the screen to the side of the map instead of going into my inventory (XD))