Thanks for the review. Great points!
Not a parent, but I wanted to make a small, simple, silly game, so I did :)
Awesome, complete experience, and with a branching story too! You've built a nice framework for more games of this kind.
I did not expect the combat sequence, but after a few fails I figured out what I needed to do. And the artwork there is amazing, although it was difficult to focus on it while dodging :)
Love the atmosphere, especially the beginning is very immersive.
Hey. Congrats on submitting! Quite nice platformer controller, works well with the level design - no jumps were hard or frustrating.
One simple thing you could to do improve the UX would be to use Camera properties - Position Smoothing and Drag. Try it out and it should make the gameplay feel much smoother.
If you can, you should include at least a windows version, as that's what most people used.
Cheers!
Wow, super impressive.
Looks and sounds great. Cohesive artstyle. I felt immersed immediately. First room scared me so much!
Maybe a bit too difficult, with 2 enemies in first room. One slow and tanky one would be enough, to practice controls. Maybe some boxes blocking the way to destroy before that, so that you are certain that players knows how to attack before first enemy.
Love it!
Congrats on your first entry!
Awesome opening cinematic - explains the plot and game premise well, I like it much better than a description under the game. Well done! If there was some audio, it would be even better.
Impressive amount of content, with so many levels - even the tutorial level was quite long. I would maybe cut down the amount of content and focus more on polishing - especially adding some sound effects and background music.
On level 1 I encountered some invisible walls - I think that was some enemy, as I was killed when standing on it. I think that was a bug (as in an insect, but also a game bug :D).
Cheers!
Cool game. Impressive how many systems you managed to implement - topdown fighting, inventory - everything feels polished and UX is great.
I did not manage to get through the last door - I collected up to 54 , but the door needed 58. Not sure where I missed an upgrade.
Some small bugs:
- in some areas clicking does not start charging attack, it just does nothing
- after I played for a while, mostly when looking for missed upgrade, FPS started dropping and after a few minutes I was getting <10 FPS. Maybe some nodes are not being freed and are piling up?
Nice relaxing game. Gameplay and calm music left me wanting more!
I think the last stage bugged for me, as I did not create any civilization (not sure how yet - something to do with Aliens?), only entered the black hole looking thing and then it completed (went to "thanks 4 playing" level)
I like the sandbox gameplay - some more polish and a couple more objects added for variety and you could release it as some kind of puzzle game, or maybe just a pure sandbox.
Great first impression with the opening cutscene and how the game looks in general. I like the toon shader and the music and sfx.
As for the gameplay, well... I suck at rythm games so I did not do too well in that phase. I wasn't sure when you are supposed to press the button - when the object is above the flute or behind the key button? I managed to get some points there, but I'm not sure how :D But since I did so badly I saw the boss monster transformation - super cool!
During boss fight the boss glitched and got stuck hanging in the air. It did nothing and I killed it in a couple of hits. Is there any way to play the boss fight without it breaking? That seems like it could be fun! Also, attacking during boss fight shows collision shapes for a bit - not sure if intended, or it was there for debugging and was supposed to be removed for release.
Great job!
Very impressive game in terms of scope and result. With how good the game was until that point, I was pleasantly surprised that there's still a boss stage.
I really liked the art and gameplay. I managed to beat the game with one death on easy difficulty :).
I played on Firefox with keyboard and didn't have any issues - game ran fine and the controls were comfortable.
It took some time before I figured out what I'm supposed to do, but after that - great game. I love how it looks and the juicy bouncing sound effect makes it so much more fun.
Once I shot the ball through a hole in the level and after that all I could do was watch it fall into the oblivion. But the background and music made it look very cinematic :)
Hey, Thanks for the reply.
Totally understandable - making game is hard enough in a jam, with optimization on top of that...
You probably know about this, but maybe someone finds this useful:
Godot has very good profiling tools that take no time to set up. It will tell you exactly which part of code is taking the most time to compute.
It worked very well, for me at least, when I was making a 2d RTS prototype. But still, at some point, with about 400-500 units moving I was encountering a hard dropoff in FPS - still not sure why.
Also, for other project I had great success with using threading - no pain at all if you can somehow chunk what you need to process and avoid accessing stuff from other chunks. I ended up creating a 2 copies of data, so that I could read from one and update the other (based on first) every frame, swapping which data I read/write. Now that you can actually use debugging in threaded code it's even better :)
Very cool, simple and complete experience. Unique take on the theme and great 3d scene - i was constantly scared of being attacked from behind. Enemies design and animations are very good.
It took me some time to find a way to the table, but that was a nice puzzle to solve by paying attention to the environment.
Although the ambient crickets sound doesn't really fit the interior area, I'd say it's still ok, definitely better than not having any music / ambience at all.
Solid!
Wow. The game looks and sounds amazing and the fact that it's RTS is impressive by itself. Clearly of work and talent from everyone on the team.
I managed to win without the tutorial, so game is very intuitive - with about 0.5 fps :) But of course I cannot expect it to be super optimized, with all QOL features - it is beyond anything I imagined possible in such short amount of time as is.
I'm curious about the optimizations you implemented. if you could share some tips :)
I wonder what ended up using most of the resources? Units update?
Did you use any pathfinding, or do units just go in a straight line?
Is everything running on a single thread?
Any other optimizations, tips or lessons learned for this kind of game?
Creative take on the theme. A classic genre with a twist, I like it.
At first controls are a bit confusing. Personally I'd switch jump and light toggle.
When switching light I often got stuck in the wall, without a way to get unstuck - I don't think there is a way to restart the level, as if you died?
Nice pixel art and audio that fits well with the game.
Very cool!
Took me some time to solve the murder, great job with the red herrings and clues being spread out like that, giving you complete picture and more details on the story.
Impressive work with the 2d and 3d art assets, music and the programming - there are many systems there working together and I didn't encounter any bugs - great job everyone!
As always very creative idea and a good take on the theme.
Wonderful art and animations. You have a nice, distinctive and recognizable style. Music pushes you to action and has that hopeful tone.
Some of the puzzles were a bit cryptic at first, I thought that maybe there's a bug preventing me from going further, but I figured them out after some time and that made me feel smart :D So great job with puzzles - not too obvious, but also manageable and they introduce game mechanics well.
I was not able to complete the final stage though. I always ran out of health at the enemy between 2 torches.
I wonder where you got the inspiration for protagonist from :)
Great job!