Goated ideas I’ll def keep them in mind! Initially I had the bullets getting faster each bounce but the physics would be kinda finnicky, I’ll dig into it more. Also yeah a way to promote more action would make the game way better, thanks for the feedback!
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What a weird game, I didn't look at the screenshots and was so surprised seeing the beginning LOL. Its been said already but a retry would go a long way. It also seemed there is no proper invulnerability timer for the player? When you get hit, you can easily lose all your health in a second. Besides that, really neat game, I loved the platforming!
Nice little game! There were some weird parts though. The UI for doing one thing vs another was unintuitive and would select the one without a border, I think most of us think the one with the border around it is what we are selecting. I also noticed that when I went to the wild area and then went to the zone where it asks you if you want to stay or leave, I hit stay and then couldn't move anymore. When I was in the main area and went to the spot where it asks you if you want to go to wild area, I hit stay, and then was able to walk through the gate into that city looking thing, and the buildings had no collision. Aside from all that, I really liked the idea of collecting stuff and selling it! I died once and had to start repaying debt lol
Nice little game! There were some weird parts though. The UI for doing one thing vs another was unintuitive and would select the one without a border, I think most of us think the one with the border around it is what we are selecting. I also noticed that when I went to the wild area and then went to the zone where it asks you if you want to stay or leave, I hit stay and then couldn't move anymore. When I was in the main area and went to the spot where it asks you if you want to go to wild area, I hit stay, and then was able to walk through the gate into that city looking thing, and the buildings had no collision. Aside from all that, I really liked the idea of collecting stuff and selling it! I died once and had to start repaying debt lol
That’s a good point about the miniboss actually, I had another person mentioned that part was cramped but totally forgot about it. I’ll add it to a list of things I’ll fix now! It definitely was small for the amount of shots and bounces happening, I 100% agree with that. Thanks for the feedback again bro, this stuff is very helpful and I think you weren’t too negative at all.
Hey, thanks for the feedback. First, I don’t think it’s really ‘cheesing’. At least in my experience, enemies would be able to get a few shots in after catching up before dying. Imo it’s more of a head start in most cases. Only a few enemies were dealt with completely or mostly by using some corners and shooting at angles. However, I can see the potential for this and making enemies too boring to interact with, so I’ll try upping their speed (rifle and shotgun seem a bit slow) or seeing what else works, or designing the encounters differently.
About the miniboss, while I agree it is comparatively a lot, the intention wasn’t a complete DPS check, rather you were just meant to do your best dodging bouncing shots and avoiding getting hit right in front of the shotgun barrel (as all its shots will hit you for big damage and can lead to an early end). We wanted to lean more into the chaotic potential of the gameplay and follow the jam theme with it. Honestly in my opinion, the idea of always having some way to avoid ALL damage in a game is overrated, and kind of restricting from a certain view if that makes any sense. Those games exist and they’re fun. However, I take your point. There is definitely more we could do to ease the player into that sort of full on unpredictable bullet hell style, which wasn’t apparent in the first big room, and maybe it could slightly go down in its attack rate and give some breathing room between attacks. Thanks again for the feedback!
Hey! Thanks so much for the feedback. About the music quality, I experienced the EXACT same issue! In godot itself it was just fine but when I exported it to web, it sounded really awful, I’ll see about adding a download and see if that fixes things. I couldn’t figure out how to fix it at the time so just ended up submitting. Thank you for letting me know it’s not just me, as no one else has commented about it so far, and when I asked one person, they didn’t experience any issues. Specifically, it would get bad when I shot a lot and hit enemies a bunch, but I’ll have to spend some time narrowing down the issue. Someone else mentioned Wii Tanks- I never played it but am curious about it now haha.
What I loved most about your game were just the random changes to keep things fresh. Like the flower coming alive and chasing you (using the buttons to defeat it was cool too), and the platformer. Here's my team's game, hope you enjoy! https://itch.io/jam/brackeys-13/rate/3348436
Nice game! Although the platformer at the end was cool, it was really brutal starting all the way over every time you died. Could be a me problem but I'd appreciate some checkpoints there. I loved the random changes, like making you miniature in one of the rooms, or the flower coming alive and after you. Loved how it got progressively weirder and crazier, good job guys!
Actually the enemies can't take damage from their own shots, just you. Trust me if enemies had friendly fire for themselves, you wouldn't have to do anything. Originally I wanted them to both take damage from their own shots but enemies just killed themselves, soo. It sounds weird but was the best thing I could come up with, as we also wanted to show that the player character was comparatively worse compared to the enemies, as it says in a note where the player can't even detect if its own shots are hostile or not, referencing the fact that it takes friendly fire damage. Also about the continuously shooting, I'll keep that in mind! It is definitely tiring clicking so much.
You ever just feel like the game just HATES you? That's basically this game lol. It was pretty funny, especially the one where you weren't supposed to jump at the end. I didn't get very far, it got too precise for me at one point so I stopped. But props to you man, some of these were really well designed. Good job!
Cool puzzles, and very funny too. Though, I couldn't figure out how to stop him from jumping off the shelf. The drawers didn't help. The chair and stool weren't interactable (as far as I can tell). If the chair and stool are what you are supposed to use, the interact prompt with them is seriously off. If not, then I was just missing something and its my fault. Love the idea though, good job guys!
Nice game! The sounds and visuals really paint a cool atmosphere, at least everything but the characters haha. But to be honest its really too slow. The interactions, the tasks (even fixing the space capsule took forever for some reason), the dialogue too. When I paused, for some reason I couldn't unpause, and had to close out the game. The story was cool though! Good job, you should both be proud of this!
AWESOME game! Lots of puzzles for a one week jam, it was so satisfying lighting up the big thing at the end. Although the enemies were basic, it was really cool to have to pickup my lights to fight them off sometimes, or fight multiple with only one because I had to keep the others lit. The puzzles were also very satisfying, not too easy, not too hard. Great job on this, you all should be proud!
Nice little game! The story is obviously the biggest factor here, and I really enjoyed it! Honestly I just wish more happened with the terminals, as they're really the only "gameplay". Like, some sort of puzzle evolution as you go to more terminals. Overall though, good job, you should be proud of yourself!