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tjmcsaxy

48
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A member registered Jun 08, 2020 · View creator page →

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Thanks for the submission! This game was really fun, especially for a rage kind of game. You did a really good job of making the setbacks bad, but not morale crushingly bad. I fell in that one section with the multiple walls so many times, but it was nice not to fall all the way back to the start. The art was also good and was all cohesive.

The music loop was a little short for my taste (although good the first few times through). If you have more time, probably padding it out a little bit would help. Also, it took a while to swap between gadgets (which I think played some important roles in ensuring the level couldn't be cheesed), but when I kept having to reset it did take a small bit of a toll on me.

Good use of the gadget wildcard (I didn't really see that many others use that one) and overall great submission.

Thanks for your submission! It was fun to play a SHMUP where one wrong move can cost you the whole game (at least in the beginning). The start of the game was actually the hardest for me, because of how long the cooldown to shoot was. Maybe you can add some bar or something to let the player know they're still waiting? Once I was able to upgrade the fire rate a time or two, this became much much less of an issue (then it was just a matter of dodging everything!).

Thanks for the submission! I liked the artwork in this and learning to make the different items was fun. I did end up playing with only half the screen so I could keep seeing the recipes in the description. It would be great if that were somewhere on the game screen.

Thanks for the submission. I thought the artwork was really great and there was some good polish around picking up multiple items. I also enjoyed the smithing minigame. It was a bit different and I liked that.

I had a hard time understanding the mechanics when playing this game. Even with the tutorial, it took me a long time to realize that I needed to have two sticks to make a sword. Maybe in the tutorial this can be explained a bit? I was also confused as to why I needed to add coal to one stove and then put the metal in a different stove (I did eventually figure it out and make some swords, which was pretty fun). Overall, I think the core game is there, and it's just a matter of making sure that players "get" it from the first glance.

Thanks for the submission! I enjoyed all the music and sound effects that you were able to include and enjoyed racing against the clock to serve the customers.

I found the timer for the orders to be incredibly tight, and I didn't know at first that the forge could explode if the metal was left in for too long. There is a caution sign, but since I was trying to deliver an item to a customer, I kept pushing my luck to try to make it happen.

Thanks for the submission! The art and sound were good, and I had fun figuring out how to get my forge working so I could finally make some happy customers. It was fun once I figured out how to do the forge, but it was quite difficult to figure out exactly how to do that. Z as the default action doesn't seem too common? Also, it seemed that I would often have one valid item and one invalid one and it was hard for me to figure out if I could drop just one.

Thanks for the submission! I really liked all of the polish I saw in this game and had fun crafting for the orders. Having the outline for highlighting is not easy (trust me - I know), so I appreciate that you added it in the game.

At the very start of the game, I mistakenly grabbed ore first, but I couldn't put it in the forge unless I had wood in there first. Maybe there's a way to make it a bit more lenient? Also, the minigame to forge was fun, but maybe you could add some sound effects to really flesh it out.

Thanks for the submission! It was fun to gather ingredients and create the weapons. As GoodGuyGames said, I think having to wait for the fadeout in between screens took a while (so maybe just a faster tween?).

I also wondered about whether one could fail in this game (it seems like the lowest price still made money), so I never really felt like I needed to make tradeoffs (there were always other customers just a click away). Maybe adding some time limit or some other forcing function to make sure the player is always making progress and interesting decisions.

Thanks for the submission! I liked the meta objects that you added in the game and had a lot of fun combining them. It would have been great to add some more items (but I'm guessing you know that and just didn't have infinite time :P). It was a bit difficult to think through which combinations would keep furthering my  journey, but I don't know if there's really a way around that for this type of game.

Thanks for the submission! The art and music was really good, and I really liked the innovative ways you had for foraging for seeds and for making the clouds rain. It was really fun.

I had a lot of trouble with the throwing mechanic (especially since the juicer is so tall). I found myself yearning for a simple "Press E to put in juicer" mechanic that would have helped. Maybe just some more user ramp up on how to do it the right way would help with that.

Thank you for the submission! I wasn't ready to like this game as much as I did. It had a very addictive game loop (I'll just give it one more try...) and the core mechanic worked out wonderfully and was complimented by the good level design.

I LOVE LOVE LOVE that you put in the shadow anvil to help teach people how to use the anvils for good. I think that was really what made this game work for me, otherwise I might not have figured it out.

I would have liked to have a audio cue for when the anvil was going to fall, but it did make for some good moments of "Whew, glad I made that jump... oh F*** ANVIL!"

Thanks for the submission! It was a fun little game. I was able to understand the concept pretty intuitively and was able to make turrets pretty quickly as well.

I felt a little rushed to make the new turrets, so I didn't have time to properly sit down and look at my possible options, since I was just making them as fast as possible. Especially since it didn't seem like the bases or barrels mattered, I just made a bunch with whatever type of ammo I had. Maybe adding a break between waves would allow me to think a bit more about my creations.

Thanks for the submission! I like the artwork a lot, both the smith and the dogs, and I really really liked the music. It was a bit hard to tell how well I was doing, so maybe some bigger indication (a hit animation?) would help telegraph that to the user.

Thanks for the submission! A really interesting and original take on the theme. The controls were hard to figure out (especially how to get the bars out of the forge), but once I eventually figured it out it was interesting to make decisions on what to buy (e.g. I'm running out of time so I would like to be an arcane staff so I can get my alloys out before the day's over).

Thanks for the submission. This is a great first game! I had a lot of fun playing it. The music and art were also quite good. I also appreciate the people who went the forge route instead of the forge route, if you know what I mean.

Going forward, it would be great to have more levels (and more types of enemies), because I wanted to play more of this delightful game.

Thanks for the submission! I liked the art in this game and love that the worlds were (or at least seemed) to be procedurally generated. That's hard to do in a game jam!

The worlds themselves seemed a bit too large for my tastes. I found myself spending a lot of time walking through the hallways that connected the rooms instead of the rooms themselves. Maybe some smaller more intimate rooms would be nice?

Thanks for this submission! I had a lot of fun avenging the blacksmith. There are some obvious extensions you could make to this game (upgrade paths, etc.) but you did a good job limiting the scope to something that was doable for a jam (great job!).

I LOVED the intro. Thought it was great with the wind sounds.

One thing to look out for is how the different pieces of art came together. I know they are from different sources, but they kind of felt that way when playing (different outline strengths and art approaches). It would be good to choose from the same set or to slightly extend any existing set for the specific pieces you need to really get that cohesion.

Thanks so much for the feedback! I agree that the difficulty ramps up probably a bit too much for the 3rd level (I guess I padded out the play time by making it so difficult). I tried to take some steps to fix this (increase the time that the smiths would wait, make each dwarf drink a little less), but it's still quite hectic at  the end.

Here's some unasked for tips that might help you or others with the 3rd level:

  • You only need to play the bellows and wood game once per level (you can often sneak these in at the very beginning).
  • You can stand a bit to the left side of the toolbench when returning a tool, so you can often avoid dwarfs wanting to use the same toolbench.
  • I have a hierarchy of chores that I take care of: Spills > Tools > Bellows > Wood > Smithing. Spills are the worst thing since any dwarf can spot them (they do have a grace timer though, so don't run in front of a dwarf who just caused a spill).
  • You can wait longer to take care of the dwarfs who are waiting to smith. They won't drink while performing actual work tasks (just before and after), so they can't make your situation worse.

Thanks so much for the feedback! I agree that the difficulty curve is still a bit uneven. I added different curves for the dwarfs, such that each dwarf drinks a little bit less than their predecessor, but it still definitely gets hectic at the end. I promise it is possible, though!

Thanks for the submission! I had fun cutting down all the trees/rocks and trying to craft better weapons. I think this was awfully ambitious for a game jam, but I think you have a great slice here. 

The audio was a bit loud for my taste with no way to change it in the settings, which I understand completely because of the game jam time limits. One thing you could try to do is to normalize to -24 LUFS or something like that for the sounds (works better for music that SFX) or at least compare it to other noises (listen to a song at a good volume for you and then see how your sounds sound without changing the volume).

I also experienced some lag spikes (I played the HTML version). While some of that was likely the infinite map, some if it may also be the shader precompilation (which I found out about after trying to submit my game). You can avoid this by adding a loading screen that has all of the scenes you instantiate visible behind a TextRect (at least that worked for me). Look at https://github.com/godotengine/godot/issues/61233 for more info.

Thanks for the submission. I have to be a little careful since clicker games can be a bit addictive for me, especially when they're fun like yours :). 

I was able to figure out pretty quickly how to play and how to increase all the numbers. The progress bars on the buttons made it quite satisfying to click around.

It would be nice if there were a little bit more artwork maybe so that I could see my settlement grow a bit more (or just to add a bit more life into the style).

Thanks for the submission. I found the humor quite funny in this. I like the different items you have to forge on. That must have taken a while to create the art for and it looked good enough to me (heh heh).

The node at the top is where you can sell the items, I think. I also got stuck in Pat's Shop. I think it's because I only have a 1080p monitor, because the modal becomes about 4 times larger than my screen.

Thanks for the submission. I liked the music and especially the game over sound. The movement took a little getting used to and I think there might be some graphical issue with the items in my inventory, because I couldn't see them unless I hovered over them. The artwork was also pretty good and pretty easy for me to visually decipher what was going on.

Thanks for the submission! It wasn't too hard for me to figure out what I was doing and pretty fun once I got going. It was fun to have to dodge the valid ingredients as I waited for the right one, but felt I often had to wait a long time. Maybe adding a little cheating into the game (make it a bit more likely an ingredient will pop up that completes an item) to make the player feel better?

I also liked that you slowly added in the new items instead of just plopping them all in from the beginning. It made starting out a lot easier to get the hang of.

Thanks for the submission! I appreciate those who went the forge route instead of the forge route, and this game was a good example of that. I'm quite impressed with how you were able to actually get the score to work (I'm having a hard time coming up with a good solution at all), and it seemed to actually work quite well. I agree that it would have been great with a bit more art and music, but time gets the better of all of us in the end.

Thanks for the submission. I am part of the crowd that could not figure out how to get the forging to work. I really which I could read Dweevish. The music was a little repetitive and I had to turn it down eventually. Making the loop a bit longer would help with that a bunch.

Thanks for the submission! I liked how good the art looked throughout the game. I also think that you had good ideas and executed pretty well on the minigames. One note, was that the minigames themselves were pretty long, so it took a while to build some of the weapons. I can see how you could keep fleshing out this game with a few more features and it would be great.

Thanks for the submission. Very cool to see some 3d games here. I liked the tradeoff of trying to know when to upgrade vs defend yourself. It was a little bit hard for me to navigate the menu system (it was like its own minigame). I think it would be cool to see stronger upgrades or different branches of upgrades so that my hammer can do cool stuff if I upgrade it a bunch.

Thanks for the submission! I think I need to call OSHA about this place... It was a simple mechanic, but very easy for me to intuit what to do without a lengthy explanation. The fire on the floor was fun to get around. I did feel a bit bad when I knew the bombs were going around faster than I could get them, since it felt like I was destined to lose.

Thanks for the submission. I quite liked this game and the tradeoff between defending your fire and getting resources was good. The difficulty curve is a bit uneven, but it's a jam game and I think it can be pretty easily tuned. It wasn't too hard for me to figure out what was going on, but maybe some onboarding could help.

Thanks for the submission. I liked your originality around using the theme. Some of the characters who showed up to the shop were also quite a surprise.

I was quite frustrated when I started playing, because it wasn't necessarily obvious what to do without reading the instructions in the description. I think some thought around the learning curve would be great to help polish this. I also think it would be great to have some indication (tick marks) that could guide the player in what the perfect shape is (outside of just looking and hoping).

Thanks for the feedback! Developer secret: Space is already part of the default input map if you want to use it without remapping. I did put some thought into making the bite of defeat a bit less (restarting the day instead of the whole game, and making each day only a minute long) to try to incentivize people to say "just one more try..."

I tried to be a bit humorous, since the set-up is a bit absurd, so I'm glad some of my humor meshed well with some players.

Thanks for the feedback! Among Us was explicitly listed as an inspiration point for this game in my design doc. I think the blacksmith's did find a way to get along with the young apprentice in the end (still being quite grumpy of course).

Thanks for the feedback! The blacksmiths do behave more or less randomly. There's a state machine driving what they're working on: wandering, forging, smithing (hammer), or whacking (mallet). They will complete their task (taking any time to drink) and then pick a new task to work on.

I think the idea of putting it on rails and making various levels (where you know they'll get mad if you don't intervene) is a great idea for a different mode.

Thanks for the feedback! I thought about pausing the world during the minigames, but there's no real way to fail the minigame. To incentivize you to do it as fast as possible, I left the world running which also means you have to try to make sure you're not in the way.

Thanks for the submission! I had a lot of fun getting to wave 40. There's a definite difficulty curve to this game, but it peters out a bit at the top. It was interesting to have to not summon everything at once because I would need to depend on the summoned monster's AI to defend my forge the best. Good use of art / sound as well.

Got 402! This was a really fun game and I got into the flow state while playing it (similar to overcooked). The graphics style worked well and I enjoyed the polish you put into it (the eyes moving with the direction of movement, the music becoming more intense as the time crept lower). I loved how over time I was able to place the molds/assemblies/tongs where they would be most efficient for a single player (which made it a lot easier when I figured out a good system).

One thing to think about is it's almost impossible to tell what type of ingots you need for a recipe without relying on color (which can be especially difficult since the color changes after quenching). I don't have a really good answer for this, but it's something to keep in mind. Also the tutorial screen layout was kind of intense. Maybe you can have the flow be more together (without considering the spaces in the forge) and add some text for each step?

Thanks for the submission! Like others said I really enjoyed the sound effects!.The tower (smithy, in this case) defense was great fun. I think there's good opportunity to have different kinds of upgrades that you could buy (that require different kinds of ores or something). Overall a fun game!

Thanks for the submission! I like the originality in trying to figure out what each combination does (like the old board game Elixir). I had fun working on my little goblin test subject. I did keep forgetting to reset the goblin and that ate into my time a bit (for the animation to run).