these were the downloads before the update btw
tvnalad
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Thanks for checking it out!
tldr: Stuff is the way it is because I prefer small downloads, tho I will package everything into a single file and add a browser export (soon hopefully xd).
I set it up this way to keep download sizes small. Future volumes might include animated backgrounds, which could increase the game's size if I'm not careful (the current backgrounds are just static renders made in Quake 1). I also considered a browser export since I expected people having trouble setting stuff up, but Godot 4.2's browser export was broken (4.3 came out like days ago and it fixes that problem)
As for the controls being that way, it's mostly so I don't accidentally skip a song while recording the screen xD. That's why this "game" even exists, I just find coding stuff out faster and simpler than video editing.
I noticed you guys mentioned adding more interactivity to the game during the stream. I actually feel that would take away from the atmosphere and story I want to tell. Standing still is one way to represent the themes I'm going for I guess
Don't store scores and settings in the home directory, on Linux at least. You should follow XDG base directories for that. You should do something like XDG_CONFIG_HOME/sandtrix/settings.properties
for settings, and XDG_DATA_HOME/sandtrix/highscores.data
for high scores.
If you still want to name directories with the game's version, do something like XDG_CONFIG_HOME/sandtrix/1.4/settings.properties
.
For MAC, follow this. And for Windows systems, you should do something like this.
There's nothing that I could add here, everyone said everything that there is to say. Concept is great, you can make a great rythm game with it. Unfortunately, controls are the biggest offender here in my oppinion. It's difficult because of them really, they just don't feel right when following shapes on the screen. One thing I want to offer for the controls is to order them differently on the screen, something like letter C on it's back. Idk how to explain so here you go like this xd:
Q R
W E
There are two Godot robots, Robbie mascot and that dude made out of Godot icons. I'm assuming you referred to the latter one and in that case, yes xD
I love these kinds of games, where devs just let you jump wherever on the map and not giving you the strict paths. The game's aesthetics are beautiful and charming, while the music is complimenting it.
The only complaint I have that the controls are a little bit stiff, there are not that many options for control while in jumping state, NES Ninja Gaiden imo has that perfect movement for this kind of game.
But all in all, it was a great experience!
Played it, it's pretty good. Don't know where you got stuck while making it, I'll assume it's the visuals. If you kept it a little bit simpler, I think you would have time for maybe 2-3 more levels. Anyways, good music, cute aesthetics & good idea! Hope you'll work on it a little bit more after the gamejam
Pretty fun game with some pretty sweet looking graphics and banging music!
In the comments below you said that you planned to put timer that records your longest run, but what if I told you that you can go for infinity like that by just sitting in one place and mashing right click. I don't know how would you go with solving that problem, think bailing water by holding to put it in the bucket and holding to throw it out would fix it.
I think IneffableTryx28 said everything, think I should add that atmosphere is really well done and really strong.
I don't think I necessarily had a lot of ideas, I think it's just me being lazy, losing motivation and being inpatient. Eventho I've been making games for 6 years (yes, that long, have been using godot for like 4 months?) I haven't gotten used to finishing them. I've tried to follow that 4:44 rule. Took me 3 hours to think about this thing, sat down for 30 minutes to code some basic stuff and went to bed. Next morning I've continued with coding and it took me something like 3 hours to get to this current point (also tried to change up movement and some other stuff, turned out it was just a massive waste of time). When I was done with what I've planned so far, my brain just shut down, couldn't think of anything else to throw in this game that would work with sanity system (It seems like I really like to talk about it :/ ) and didn't even try to work that last day.
I tried out your project starter, looks pretty much like mine. The only difference is that I have a simple options menu (not intended for browser games) and a character select menu (heavy usage of singletons). And thank you for providing it, I always thought that I needed to throw some more stuff to it, you proved me that I was in wrong.
I think I will try to jam from time to time just so I can get myself into the habit of finishing my games. This one doesn't count!
Thank you so much for your comment and good luck to you!
Thank you for your review and comment, but I don't think that smaller light would really make sense in context with the sanity system (you die if you stay too long in the dark. I didn't give it any hud or special effect, but it does work as intended). I could make the player glow purple when sanity meter reaches around 80% or something like that. But that's not the biggest problem, it's forcing the player to not keep flashlight on himself the whole time. Or maybe smaller light would work, can't know until I try!