Haha I'll steal that joke. <3
It was supposed to be a comfy jam after all.
tiger.blue
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Thanks! The music was made during the jam by a long time acquaintance who's now building a career as a composer (in additionally to contributing code, omg!). It really made the feel of the game. :)
The calm music and rustling of dry leaves makes this a wonderful experience.
I love how this feels on my ultrawide screen, like a calm walk in the forest. The falling leaves are beautifil, as ate the swaying trees.
And then there's 66 recipes to cook? Oh my! The cooking discovery game is a very nice finale and had me want to go out again.
The calm music and rustling of dry leaves makes this a wonderful experience.
I love how this feels on my ultrawide screen, like a calm walk in the forest. The falling leaves are beautifil, as ate the swaying trees.
And then there's 66 recipes to cook? Oh my! The cooking discovery game is a very nice finale and had me want to go out again.
Sadly, the HTML5 version hangs my browser, Chrome Version 130.0.6723.117 (Official Build) (64-bit)
I am not receiving password recovery emails, nor github 2FA emails when trying to login via github, for one of my accounts.
(the email is correct, if I mistype it, the form displays an error. I have also verified that the email address can receive mail and that there wasn't a spam issue)
My other account works fine, including receiving password recovery. They both go to the same inbox, using the same system (google workplace alternate emails)
This appears to be a bug (either show that it failed and why, or send the 2FA or recovery email please). I'm also posting this as a "bug" because customer support hasn't been responding.
A loosely related bug is that the Desktop App's Login Screen points to an invalid URL when clicking "Forgot Password".
The visual on this are top notch, capturing the "Cube" vibes and "Portal". The character is - obviously - a fantastic choice, and the claustrophobic sound scape gives this a darker vibe that balances very well with the playful cat person premise.
Already comes with a considerable number of levels! Impressive!
Polishing up the camera motion and adding a snappier, simpler character controller could make this a great game that can stand on its own well outside the context of being a jam submission
The compilation isn't the (main) problem, the problem is quality control / testing these builds. It's already a BIG BONUS for a game to have these builds; so why make it grounds for DISQUALIFICATION to omit them? Just locks out people who might have a very nice game but no energy, time, or money to afford a Mac or Windows machine. :)
Given the state that Godot is currently in, I feel that it's not very inclusive to categorically REQUIRE a build for Windows, and Linux, and Mac. While this is more inclusive to players, I would like to believe that jams are primarily about empowering creators.
Most developers I know have, at best, access to two of these at a time; many even just one. This requirement makes submission and testing an extreme hurdle for them - both in terms of time available to jam, and in terms of having access to the actual hardware and software licenses. Also, this puts an extra burden on developers dependent on assistive devices / features of a particular OS.
Regarding web exports as an alternative - games in Godot 4.x still have plenty of issues with their HTML5 web exports (and even entirely exclude games made in C#), which exacerbates this situation further.
Taking a step back, in the bigger picture the entire rules text reads so restrictive to me, I wonder what's supposed to be "wild" about this jam. I'd wager a considerable number of people felt intimidated or turned off by the language used and the rules described within.
I did, for sure.
...
I hope that this feedback doesn't come across too negatively, as it is meant in the best of intentions - and perhaps it can make future jams better. :)
While I can happily recommend (and even recommend sponsoring! go do it!) raylib, I sadly cannot recommend this software (rTexPacker).
- the custom user interface is very small and inaccessible to use on mid-to-high dpi screens in windows. instead of 6 themes, I'd give the world for a "scale 200%" mode
- the contrast on many of the buttons and ui elements is extremely low, including enabled elements
- none of the fonts adheres to common legibility practices of modern UI
- the "dark" theme is overall the best for legibility, but the contrast on greyed out buttons is comically the lowest
- lots of interactions feel surprising or counterintuitive, and don't adhere to widespread UI standards
- many actions are not discernible from the labels on the buttons, e.g. "trim sprites alpha"
- there are no tooltips for most of the actual actions this tool performs
- by default, the sprite view is filtered with LINEAR/LINEAR_MIPMAP (in a sprite packer? this should default to NEAREST)
- zooming does not zoom to the mouse - it zooms... somewhere?
- rTexPacker can't seem to import existing sprite sheets (filmstrip or otherwise) that contain multiple frames
- individual UI elements "look" like windows in an MDI app, but the application does not work scaled to larger screens, all of the UI stays tiny and just moves apart impractically far. I expected every single one of them to be draggable, dockable, and resizable (in that order of priority)
It's not very expensive, but it was a mild disappointment - I'll not be switching to rTexPacker over TexturePacker.
This is really, really good! Runs like a charm, generates nice volumes.
The UI can benefit from a few minor improvements; e.g.:
- can't type 5 digits into the resolution field, but my GPU supports 16384x16384 textures, also in Unity. :) You could clamp it to the SystemInfo.maxTextureSize ; or I guess 65536 or 32768 if your generator doesn't use the GPU to display these textures.
- add a button checkbox that just opens the persistent data path (or custom data path) in explorer after generation
- add a box around the controls group on the top left; to set it apart
- tab and cursor key navigation, can be easily done via Unity's UGUI EventSystem, just wire up auto navigation and click away the pieces you don't want