Hey thanks so much for the kind words! Switching fighters is definitely good feedback. I think in a larger release I'd have had lots of folks to choose from and parties you could swap out, but time constraints and all :D Still, I appreciate you checking it out, glad you enjoyed it!
YouCarryOats
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Yeah the execution of my autobattler leaves a lot to be desired compared to y'alls, but c'est la game jams lol. I saw you talking about the end state in Discord, and I love the idea. With a bunch of diversity, which is hard to balance but easy to implement in the design you have, it'd be a solid asynch pvp autobattler. I'll keep an eye out for continued development. Great job!
Thanks so much for checking it out! It's definitely a "you gotta play it for a few rounds to get it" type of game, which generally struggles in jams lol. But I haven't learned that lesson in past jams and damned if I'll start now! I did learn a ton, so there's definitely thanks. Thanks for the kind words!
Hah yeah my Achilles heel in jams is not broadly playtesting enough. The UI was pretty common feedback and in hindsight I def could've added features like what you described, but after a week and a half of crunching on it was like "nah people will get it" lol. I appreciate the feedback for sure, and the kind words re: foundations!
"Meme-able marketing" is an underrated goal for a GDD :D Had a ton of fun with this one, with some higher-level story and more content (not expected from a jam, obvs) this is easily a solid mobile release. As someone who tried to solo make an autobattler for this jam, I think y'all really nailed making the progression feel fun. Would've loved an end state for my small army of buffed unique katanas, but getting there was well worth the time. Thanks for sharing it!
Ayy thanks for checking it out! Yeah I always have a hard time communicating stuff like that explicitly lol. The blacksmith has more life, baker attacks faster, and librarian does more damage. In support roles they use different skills and consumables. Not sure why I thought those things would be clear to players after a night or two lol.
Still, I appreciate the feedback! And I agree re: storing their choices, except that the available villagers get randomized every day so that had to be out of scope to get it in on time. Def something I can add for an update when the jam is done though!
Super chill music is a must for TD games, good call :D Loved the take on the theme, and I'm a sucker for TD jam games despite being terrible at them. I had a bit of a tough time running around and reloading after rounds bc I put my blob launchers in dumb spots, but that's a "me" problem. Game was well executed and polished, nice job!
Really polished and great level design! Found the wall jump really hard, but could be skill issue. I never got all the golden raspberries in Celeste :D Generous coyote time is appreciated and so is the controller support (not sure if the latter is intentional, since I couldn't seem to explode with a controller). Really fun entry though nice job!
Got to about 500uM before it took >2 min to find a new cell to eat, and while the music was super chill that's a bit too long for me to hold the down arrow and groove :D I liked the light narrative and wanted to see how it shook out (as a professional scientist myself) but didn't have the attention span. Bit of tweaking around spawn time and you've got me though, nice job!
Really fantastic entry! Great art direction and the core loop was super fun. Got thru the end on my first go, but with a bit more depth in terms of classes and cards this one would be a really great mobile game (which is uuh a complement, if it doesn't sound like one lol). But for a jam game the depth and core loop were fantastic, well done!
Too fast for my slow brain, but the concept is fun! Reminds me of a jam we did last year (also in Godot!). Cute style and definitely fun for folks who are a bit quicker with their reflexes than me lol. Nice job!
Really polished art and narrative, great job! I think I got softblocked (or didn't know how to continue) after the pirates were bidding on me; the last one opted out and I smashed all the buttons on my keyboard and controlled for a minute or so to no avail. But playing up to that point was super fun, great job!
The sounds themselves were fine, just the volume :D
It's a pretty quick fix in godot, for future jams you might wanna just add a quick h or v slider somewhere and connect the value changed signal like this:
func _on_h_slider_value_changed(value: float) -> void:
if value <= 0:
return
AudioServer.set_bus_volume_db(0, linear_to_db(value))
I get so hooked on infinite runners in jams, lol. I loved the aesthetic of this one, and the bigmode difficulty wasn't too bad (though I couldn't make it past like 70). I had a bit of a hard time distinguishing a wall from the next wall as it got faster, so a bit of texturing on those would go a long way I think. And the pose mode was super unique and really clever. Genuinely enjoyed this one, well done!
What a polished jam game, really well done! Artwork and cohesive design was really well executed, and the narrative and progression were really satisfying. I had a bit of a tough time dashing using the arrows, but many game jam entries don't have any lefty support at all and this was still playable without the dash. Overall I really enjoyed this one, thanks for submitting!
Nice godot entry! Somehow I found the rats more formidable than the ogre thing in the first zone down the ramp, but the meat was good all the same. Would've liked an indicator of where I was throwing, but I got used to it (and the targets in the starting area helped!). Well tutorialized, looked and felt good, really appreciated the controller support. Nice job!