if you show a screenshot of your non-functional for loop I, or somebody else, might be able to help you
the-quick-red-fox
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I get what you're saying, it's definitely a little bit more complicated to steer than your regular twin-stick shooter haha
I'm surprised about the menu bug tbh, it's in a for loop that counts up to a number and then queue_free()s so you must have managed to trick the animation player or something, first time I've heard of it too, thanks for letting me know.
Starting a game is laggy because I do a somewhat hefty for loop at the start to pregenerate some coordinates used for advancing the spread of the corruption, it kind of was the only solution to fixing the lag created from generating these step by step during gameplay but I agree that should have happened in a multi-threaded way in a loading screen, I'm just unfortunately too experienced and couldn't make multi-threading work (darn you mutexes), oh well there's always next time.
Thanks for playing!
Heya thanks for playing.
The credit for the driving really just goes to KidsCanCode, I simply tweaked the variables haha
The art is mostly taken from free sources, all in the credits of course, I just tried my hand at the "research station" and completely misjudged the pixel size ^^' unless you're referring to the UI, which I quickly mocked up in GIMP inspired by the color scheme and design of the wildcards. I thought about making the background yellow-ish looking to fit with the corruption/wasteland but I figured it was equally unappealing to just have a single solid color, I might experiment with much more map than necessary next time.
The startup of the game really did need a loading screen but unfortunately I just didn't get around to it. Problem here was the function to calculate an array of coordinates of the outer edge of a box was pretty "heavy" and made the game stutter a lot so I pregenerated a gigantic array holding arrays with the outer points of a radius for each radius (it's a bit confusing to describe) and then just used to current outer radius as index for the array during gameplay. There's a high chance you can solve this issue in a much more performant way as I'm not very math proficient at all but it's what worked for me at the time.
In terms of the car, well, when planning the game, in my mind I imagined some form of off-road suitable vehicle like a sand buggy but as you can tell I didn't really find any open art for something so specific so I just kept it at the car for now, unfortunately I'm not a very good artist at all. I agree though, more feedback and a graphical HP display would be nice.
When it comes to the buttons yeah, those are totally valid points but I struggled so much with the UI system to a point that I positioned some things just by turning them into a Node2D and freely placed them, which came as a bit of a surprise to me as I have some minor experience with the layouting of native android development and some decent experience in flutter from my job, but something about understanding the concept of the UI system easily but just not quite being able to make it work was so frustrating that I left it there and focused on other aspects of the UI like settings etc.
Refer to earlier for why it takes a while to start up, game really needs a loading screen indeed.
With the menu transitions I took a bit of a gamble, in web development we say that "300ms is a noticeable delay" so I put it at 1.5 seconds as a bit of an artistic decision, but shorter animations using cubic interpolation would probably suit the job better than a linear fade I agree.
I'm glad you enjoyed it.
Really cool game, feels like a mixture of dicey dungeons and rogue! The choice of art and music assets is really quite excellent and makes the game feel very polished. Game is missing a few minor things like an options menu, a highscore system (unless I missed it), maybe some metaprogression, and it could be quite the proper game. I recommend a look at games like dicey dungeons and circadian dice for inspiration in regards to dice based mechanics if you haven't already.
I love how atmospheric and chill this game is. As previous commenters said there's a tiny bump where you start waiting for a few upgrades but I play quite a few Idle games and said bump isn't too uncommong to be honest. An idea would be to add another mechanic that keeps the user occupied in those moments. There's a few incremental games out there that are open-source maybe look at these for some inspiration for working out your formulas and whatnot, one very involved one that's one of my favourites would be https://github.com/pmotschmann/Evolve
What a well polished game! The theming is very coherent and fits, you included an interactive tutorial and some basic options, which is always impressive when someone manages to fit it in their scope. The music fits the fast paced gameplay quite nicely. As the previous commenter I had this small issue where sometimes I got stuck on something and stopped dead in my tracks. I also would have like to have the rotation on IJKL but I get that rebinding keys can be complicated to fit within scope. Overall definitely a game you could slowly add mechanics on to while keeping it fun.
Personally I like to think of sfx as invisible tutorials :) that signifies their importance better imo.
Now that you mention it... my game uses a percentage counter and I had trouble making stepify work until i put 00.01 as the last argument instead of 0.01 like in the docs.
Definitely get back to me if you do give that a try, sometimes it's nice knowing I'm not going crazy haha
Reminds me a bit of those mario party games where you try to knock people off a platform but i couldn't test it with people either. The controls are a bit weird and I couldn't really land on any platforms until I switched my hands to left hand on tfgh so I'd have gone with something like wasd and fg. Overall i can see the potential :)
Probably the game in this jam that kept me playing the longest so far! The start felt a little rough and from then on the difficulty itself kind of stays at the same level, maybe the vines could be slower in the beginning to help the player adjust to long cooldown of the scissors. Also you can cut down decimal points of an Integer using the built-in stepify function. What might have helped avoid a lot of the confusion for people would have been sound effects for when you use the watering can/hoe and when you're channeling something.
Love the idea and the music, but it seems like the celery is a bit strong (i planted three in a corner to win). The tutorial is very well made and quite funny. I did struggle a little with the UI though, is the whole thing turn based or was the UI just not very responsive? Also if you don't mind, i'd love to get a hold on that chill song during the tutorial where you first see the "battlefield".
I liked the interpretation of the theme. The music is nice but when I go to the settings (on Linux) it says N/A. Also i found a bug where you can infinitely wall jump and eventually fell through a hole in the wall and now the game is just infinitely counting up my score. It's a great submission for the first time though! The controls felt really responsive overall.
Pretty fun game, fits the theme well. However i seem to have found a bug where pressing spacebar the frame a weed is spawning seems to let you kill a bunch of weeds you shouldn't be able to reach, pushed it quite far until the game just instantly killed me and some weeds persisted even in the main menu haha