I didn't have one, but that would have made a lot of sense!
Thanks for playing!
I see what you are saying, @Indigobeetle!
I think a part of it is that a fair share of jammers are still making some of their first few games and probably just haven't developed the skills to think about implementing a wide array of games quite yet.
I also think the theme "Overload" is more flexible than previous ones (like Ascension, Malfunction, Train, Rain or Shine, etc.). I believe this is the primary cause. Sometimes, I like to be really "on" theme, but also avoid anything that I think would be commonly implemented ideas.
I'd like to think that I'm in a similar boat as you--sometimes I'll care TOO much about the theme instead of making something fun. For this jam, I really wanted the game's main crux to be struggling with Sensory/Information Overload.
Congrats on your first GWJ jam! I think it is an excellent first step. I love how your graphics/UI are very cohesive (which seems consistent with all of your games), and it was a fun idea! The more game jams I do, the better I understand how to prioritize different components so that I can get to the finish with a certain level of "doneness". Like you, I had no audio for my first game jam submission! I had fun, and you did a great job!
Me too! This game was a chance to learn how to navigate accessing folders and how to add images/shapes dynamically (which was new for me). The bug was very annoying, but it taught me two lessons:
1) Test your export more thoroughly than "yes, a main menu screen pops up, I should be good".
2) Files in res:// are much more easily accessible in the editor than after exporting (and for good reasons).
Thanks for playing!
Thank you for taking the time to play!
I have a tendency to make the games I make a little too challenging--living in the game for a week makes me too used to moving around and testing, which makes me incorrectly gauge a new player's experience, I think. I made all the creepy character art, so I appreciate that you liked that more than the generic open-source back image that I used! Next time, I'll consider making a simple background in my own style (though for time's sake, I always tell myself I'll lean MORE into already available assets--so who knows what might be best for the next idea).
Once again, thank you!
Well done! I enjoyed playing. I like the visuals (very atmospheric), and the gunfire sounds blend in well with the music and are not overwhelming. I can definitely see how being overloaded by zombies could be an issue! I echo Svedek's comment in terms of understanding what I should do, but this is a great foundation.
Thanks for playing and trying it out! It wasn't Firefox that let you down, it was me! Haha, For some reason I liked the click to move (not hold) and seriously should have added alternative movement styles!
Overscoping is certainly a classic game jam challenge--I had hoped to add "levels" and a tutorial, and just do more balancing (snake speed, mole speed, detection areas, map size, etc). I almost wish I had spent more time on balancing that on the ancestor features, but hearing you liked them makes me feel better!
Great work, Ben! Your action RPG was my first Godot adventure, and two years later I am in it deep! My wife and I played this for quite a while! Very fun, good design space, and great at making you feel that "one more level" feeling! Thank you so much for sharing this journey on your youtube channel--I'm personally grateful for your contributions to the Godot family!
Very ambitious! It does a wonderful job following the theme and expanding upon it with a significant amount of features!
I think the game is a little too fast and light feeling for me as it makes it a little chaotic to know what to do next, but that may be a personal preference. Great work working together to get this done! Well done!
This was a super cool and unique game! We were playing it and having fun, but we feel like we might be missing a concept? Is there any way to defend your upload point, or does that aspect make it an inevitable race against time?
It was certainly challenging, and I am still a poor hacker. :D Love the aesthetic...the game is jamming!
Well done!
This was your first two weeks with Godot? Fantastic job! There are certainly a few bugs here and there, but your first outing was terrific. Others have mentioned similar stuff, but here is what stands out to me.
-- Inconsistent fishing bobbers (mine filled up on its own, my wife's version was on ultra-hard mode)
-- The controls were a little tricky.
But, especially for your first go, your art was great! Your sound was great! You incorporated multiple game types and enemies on your first try! Well done!
Congratulations on your Godot Wild Jam entry! The aesthetics of the game are really well done, and it has a great vibe! The controls were smooth, and the game is visually atmospheric.
My wife and I found memorizing the trap location to be more frustrating than fun, and I think this could have been mitigated with either smaller maps, grid-based movement, or more visual clues as markers or ways to spot traps.
Besides that, well done!