Thank you for the kind words! I'm glad they help!❤️
Zacksly
Creator of
Recent community posts
Thank you! We had some cat-related gimmicks that ended up on the cutting room floor.
You can find a box-gun in the game that was supposed to be able to attract enemies and pacify them since they are cats, but we didn't have time to implement it fully. Some dialog/story-related things that directly tied into the theme also had to be cut. So, that is a fair assessment.
Our main priority was to make the gameplay solid. The jam is just for fun, so we wanted the most important thing to be that the game was fun rather than sacrificing the game's integrity for the cat-related gimmicks.
Thanks for playing!
Thanks! Glad you enjoyed it! There is a music looping bug in the game. I didn't manage to catch it before release. For the art style, I used the Choma Noir asset pack by VEXED as a base and built new spritework on top of it. (For example signs, doors, crates, lava, animation frames, etc.) It's nice to have a base as a reference so I can have a bit of art direction at the start and build on it. You can purchase it here: https://v3x3d.itch.io/chroma-noir
Also, your entry was fantastic! I have a segment from a stream where I played it. If you want to see how impressed I was here's the Twitch highlight https://www.twitch.tv/videos/1124397957
Thanks for the feedback! I'm glad you enjoyed your time with the game! :) Yeah, the game was originally going to focus more on combat but I found the 64x64 resolution and specifically the square aspect ratio very limiting in terms of making combat feel fair. So I kept the "Follow the fun" philosophy and refocused the game on what worked best leaving the mechanics in to expand on in the future. So "largely superfluous" is totally accurate! Enemies all die in one hit because you just can't see them coming and keep them on-screen long enough for a fair heads up. Look ahead mode was added literally 30 hours before the end of the jam because I had it built for when you are aiming the bow and I thought some people would feel more confident if they could look ahead on some jumps without having to use the bow and have it in their inventory for it to work.
Thanks for the feedback! It's very helpful! Glad you enjoyed it, sorry about the sound. I was going to have built-in audio sliders in case people found some of the sounds annoying but had to cut it due to time. A prologue that introduces basic movement controls would actually be a really cool idea for a future update!
Thanks! I noticed the web builds lose a lot of performance, and it's not the same for everyone. On a native windows build I could get ~600 entities at 60fps but on the web, only ~120. I got some really weird performance results across devices. For example, my Chromebook could play the game, but my roommate's 2020 iPad could not despite being much more powerful. I wanted to see how far Godot HTML5 games could be pushed. And, for now, it seems things are not 100% stable. I was still pretty surprised how well it worked if you have a good CPU though. My pal has a 3080 and an i9, according to his analytics, it was quite a smooth experience lol. Sadly not everyone has that!
Thanks for playing! I knew the music was a little repetitive. That's why I put in the option on the main menu to turn off the music. I was going to add more tracks but I didn't want to make the game too large and increase loading times. It's interesting that it made you dizzy though. I wonder if there's a way to mitigate that effect 🤔
Here's the gotm.io link. It breaks the game though so don't use it. I'll put out an update to fix it post-jam. I found the solution after the jam ended
https://gotm.io/zacksly/galactic-horizons-planetary-defense
Thanks! We were really pulling a lot of things together on the last day. We had to cut our partially finished enemy models because we just didn't have time to fully implement them. We decided it was better to just have capsules as enemies rather than just have half-finished buggy looking character models.
The builds are up now. Sorry about that! I couldn't find where it says in the rules we have to have a build for all three platforms. For future jams you may want to include a statement about multiple platforms in the official rules section so it can be seen more easily. I seems like I overlooked it completely.
The blade of the sword is actually just made from the default spatial material using the following properties
- Metalic (Metalic at .7, Specular at .31)
- Roughness (Roughness set at 0)
- Emission (Energy at 2.1)
- Refraction (Scale at .13)
For breaking the sword I used the Grow parameter on the material this is the code
It's surprisingly simple, the rest of the effects are just Godot's particle system. Hope this helps! (Sorry if you don't use C#, it shouldn't be too hard to translate)
Yeah, at the moment we currently have a bug that prevents it from running on Mac and Linux. Once we patch it up, we'll release for other platforms. No source code for now. We may choose to release it later, but we still have plans to do some rewrites to our code after the judging is done and polish it up. We may choose to release something then.