Oops, my bad, I just looked into the repositories Godot Directory, and didn't notice the Randy folder that was also there - sorry!
Tianmaru
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Hi Alexej, I'm super excited to try out the NeuroSDK, but I'm afraid I will need some more information on how to simulate Neuro using Randy - what exactly is Randy and where can I find it? Do I get a Websocket port that I can provide as NEURO_SDK_WS_URL?
Also, I noticed that in the Godot Tic-Tac-Toe example, the preload paths seem to be slightly off, since they point to the addon directory:
extends NeuroAction const TicTacToe := preload("res://addons/neuro-sdk/examples/tic_tac_toe.gd") var _ticTacToe: TicTacTo
extends Node const PlayOAction := preload("res://addons/neuro-sdk/examples/play_o_action.gd") @export var resetButton: BaseButton @export var container: GridContainer
Thanks!
Haha, thanks for your submission - sorry that there haven't been any competitors :/
It's a little bit embarassing, but tbh I laughed way more often about the fart noises than I probably should have. Are you actually running a server for tracking the highscores? My only regret is, that the fart sounds are random - imagine them following the melody of a famous song :D
Just took some time to play the game again, my current high score is 12,600 :D
Also, if you plan to update it, here are some suggestions:
- a health bar for the city would be really nice to have
- I think, it would be cool to add some screen shake when your city takes a hit so that you can't miss it and it feels more dangerous (also, louder explosions!)
- I like the partial highlighting on the enemy ships corresponding to the letters you already typed. However, if you make a typo, I think it would be better to still highlight the correct part (maybe in red), instead of removing the highlighting completely (e.g., for "fischbrötchen", still highlight "fisch" when the player typed "fischvr"). Because usually, the player ends up looking at the enemy ships all the time and not really at the text entry in the middle of the screen. By keeping the highlighting on the ships, it's not necessary to switch focus to the text entry to see where you mistyped, which costs you time.
- The player needs to permanently concentrate and it might get a little monotonous. This could be fixed with some mix up from time to time - for example, I would love to see some kind of intermediate boss fight! Or a relaxing stage for bonus points.
Anyway, really well done and again, congratulations! :)
Thanks for playing! Maybe it wasn't you missing the beat, but audio latency from the browser or the visuals which can be a bit misleading too. Personally, it works best for me if I concentrate on the music only. If I have time, I will change the bottom action bar into something more helpful for a rythm game.
The visuals are very clean and the upgrades feel powerful. However, I think I might have encountered some bugs: I could still shoot after my tower crumbled, I kept some upgrades into the next run, and from the second run on, the health bar didn't work anymore. Also, you could just do nothing and still defend long enough for your advisor to win. But great entry nonetheless!
Oh, alright, haha :D So, at it's heart the game is a roguelike: at each level, you have to find the downward stairs to progress to the next floor, until you finished the game. However, the game also borrows elements from rythm games and is heavily inspired by Crypt of the Necrodancer. And since it is an entry for the 1-Button Jam, there is yet another twist to it: instead of being able to move in any direction you want, the current beat determines the action you will execute. On an odd beat (1 and 3), your character will move forward (or attack, if there is an enemy in front of him). But on even beats (2 and 4), your character will turn right. The action bar in the middle bottom of the screen shows the action which will be executed. But to be honest, I find the audio more helpful than the visual for finding the right beat. Also, there might be some audio latency problem if you are playing in the browser. Please let me know, if this explanation helped!
A soothing and relaxing experience - the graphics are cute and the ambience sounds capture the atmosphere nicely. But to be honest, I was stressed out at first because I assumed the bar represented the time window you had to jump :D
Also, I was hoping for something to happen, for example after 10 Hopsern, like meeting another frog or getting captured by a stork. I think that would have been a nice reward for being patient.
While the visuals and audio certainly "could need improvement", it is impressive how many different mechanics you got to work in just 3 hours: basic movement, dashing, procedural generation and "red light, green light", that's a lot. I didn't get the light thing at first, probably because I didn't read the description.
Wow, this game really caught me by surprise. I did not expect, how much fun you could have with such a simple mechanic. The puzzles got quite complex too, at least I had to try a bit longer for some of them. I can easily see this turned into a mobile game, hopefully also delivering that promised story DLC!
Admittedly, my laptop isn't a graphics beast, it only has an integrated Intel UHD Graphics - however, since your game just uses 2D graphics and similar games run fluently, I wanted to point it out to you in case you had no opportunity to test it yourself on Linux. But I guess it's just my weak PC then :D
Thanks, as stated in the main menu, the background is from opengameart.org - I can really recommend the site for Game Jams, many nice assets available.
Yeah, I overscoped a bit, that's why there is not much functionality besides a vs mode. My initial plan was to make you train an AI that fights the enemy AI for you, similar to Auto Pilot Games. But it took me way to much time to set everything up, and it turned out the AI support in Godot is kind of lacking.