Hi Addi, I'm part of a team of 5 working on a small Godot game and we need some help with 3D modeling and scene building, would you be interested? Hit me up @zeroji on Discord :)
Zeroji
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Cool mechanic, but it's not necessary enough: every time I tried to use it, I died / almost died, sometimes before even establishing the link, and when I decided to give up and just shoot everything I made it to wave 23 at full health before getting bored and dying ^^
It would be nice to add something that makes linking required, maybe an ammo counter that makes your pew-pew gun useless after some rounds, idk. Also, do the bullets go through walls or not? Visually it seems they do, but they don't appear to hit enemies
This is amazing and I am not being pressured by our tentacle overlords to write this review. My script says that the core mechanic is awesome and very well executed send help I'm trapped in ink the levels are wonderful and the last one especially terrifyingly evil plusgood.
The tutorial needs to include info about chaining controls waffles.
First game I rated 5/5/5! I didn't make it past level 5 (towns), because being on an AZERTY keyboard I had trouble with the WASD+QE controls and often slammed into islands instead of braking ^^"
I love the art and music, the core mechanic is very good and insanely extensible, and it really makes you (try to) think about what to do next. The only thing I had a gripe with was how you can easily slide into an island you didn't see, either make the movement a bit more "responsive" (i.e. higher acceleration, lower speed cap), and/or add a zoom feature (I found myself trying to scroll out several times) so we can see what tiles lie where, and maybe plot a path that lets us navigate through gaps afterwards.
Congratulations!
I love the looks, the mechanic, the music!
What I struggled to understand is how to clear waves, do you just have to ram your ship into the last rock and hope you don't die? Well I died :( checkpoints would have been nice, here I gave up at the end of wave 3.
Good job on making such a neat game that quick!
Nice core mechanic, I think? I wasn't able to fully understand it to be honest.
For some reason, my right stick could only aim straight up or straight down (Xbox One controller on Firefox on Linux), this made for an... interesting experience. I still managed to get to level 2.
I do like the Overload mechanic where you can kinda save yourself and get back up :)
On level 5, that's a collision bug, the "easy" way to get the star is to land on the floor above it, then do left/right quickly to fall towards it
Level 6 is intended to be taken when you've reached your final form, and on level 9 you just have to jump up as soon as you spawn, but if you move around, it becomes very hard :p
It's often hard to aim because you have to click "backwards" from the ball, and you don't have enough space to place your mouse cursor - in the end I spent most of my time watching the ball slowly roll towards the walls :(
I'd suggest reversing the cursor, or maybe adding a preview of the first bounce like in some pool games.
Nice mechanic, the invisible sprites didn't bother me much, what killed me the most is 1. having both character off a platform and falling like a dum-dum, and 2. not being able to press both buttons at the same time when you have the XX pattern with mines. A minor suggestion would be to have the "Try Again" button restart directly, instead of having to click twice :)
Love the art and music, GG on creating those so fast!
Thank you! I intended for the levels to be relatively easy to solve, but hard to get all stars. I believe there's even some where you have to take a different path to get the speedrun :)
I wanted around 20 levels but ran out of time while making the animations, music and overall game more smooth, no regrets tho
Graphics settings, audio sliders, remappable keybinds? How the hell did you manage to put together a game like this in 48 hours?!
You nailed the inertia for a space game, and the slight frustration that comes with it. Needs a small bit of text to explain that the pod needs to be attached to a specific side, or maybe have the zones glow a bit - other than that, I had some trouble on Stage 3 with the hitboxes of the mines, they appear to explode when you're about half a ship away from them. And I loved Stage 4 :D
Really nice games, I did levels 1-10 and then jumped to 20, it becomes very hard to keep track... I'd like the camera to be on right click instead of left click, so you don't accidentally break blocks, and it would be nice to have some way to see which piece of wood is actually blocking - it's almost never the first (left) one :p
I saw the Quirks section on your game page, once that's fixed you'll have a nice game :)
(oh and if you could find a japan-themed skybox that's not over-detailed, it would look cool)
Glad you liked it! Initially, I wanted to add some "achievements" for finishing a level with each of the possible shapes (5 shapes with 4 blocks, 12 shapes with 5 blocks) but didn't have time to design enljfb levels.
Nice to hear that the difficulty is balanced, after 48 hours it's hard to have a neutral point of view on it!
Awesome concept! I thought it easy at first, but the last two levels proved to be tricky. One annoying detail is how you can get stuck by simply "sliding" a bit too far, and in the last level I wished I had gamepad controls (for angled inputs) or some kind of point-and-click movement maybe?
Anyway, GG!
Nice game! It wasn't exactly clear how to play at first, maybe the left-side barrier could be replaced by a gate so it's visible that it can be opened later. To add some difficulty, getting hit by the red bullets could also make the orange progress bar advance a little more, in addition to losing the flags :)
I suppose this is using a 3D engine with a locked top-down camera, this gives a weird feeling when viewing. The controls are a bit fuzzy, if you can, I would suggest to greatly increase the acceleration (and drag, if any) and ensure there is a maximum velocity, that way movement would feel more "instant" when pressing keys.
Sometimes red cubes spawn on the elevated area, I don't think it's possible to get there except with collision bugs - maybe in the future add some slopes or stairs, so the gameplay becomes 3-dimensional? I also noticed green cubes sometimes push red cubes from a distance without colliding :/
Nice game!
You deserve more ratings, consider editing your Game Page to add a cover image (if you want) and maybe make the description a little more appealing (formatting, headers, see what you like). One thing that's missing in the "Controls" section is that you need to click to attack!
I liked the audio and how it changes, well played, and the graphics mix in well together - I know you didn't create those, but you used them very well.
Regarding gameplay, it's nice, but it needs to be clearer that you can click, double jump and slide. I also ended up falling through the terrain on multiple occasions: 1. on the start screen after a double jump, 2. after the green tree on the top world (fell through to hell) 3. after the big stone in hell
Some graphical bugs in fullscreen, like vertical lines appearing, also I couldn't see the red & blue squares on my interface (only when I fell through the world).
Oh boi this is too hard for me! Nice concept but I don't have enough spatial memory to not slam into trucks!
I would suggest lowering the audio for the truck collision, it's a bit jumpy. And thank you very much for adding Z as a possible control #AzertyGang
Edit: forgot to mention that I loved the mouse spectators cheering on the sides
Art was made using Aseprite, logo with Krita (using the Beon font), I'm quite used to designing art for tilemaps by now. Sound effects for stars and cubes were downloaded from freesound.org, level end was made with jsfxr. I used VCV Rack for the music loop, you can notice it's very similar to another game I made for a jam - I reused the file, changed the rythm and the notes :)
Overall I wish I had spent more time on the art, especially the main "character", oh well! glad you liked it :)
Loved it! I saw you made the sounds during the jam, may I ask how? They work together perfectly.
I had no issue with the controls, except maybe tilting my head too much to the left :p the only "bug" I noticed was the locked cubes (red, yellow) rendering with a higher z-index than the other, leading to some confusing perspective. Overall a nice mechanic!
Good game, the mechanic is a classic but well implemented. I loved the atmosphere you created, the smooth shading around the cubes and the music make for a very soothing experience - except that one time I touched a red block and it took me by surprise!
One small downside is the music quality, it felt as if the player was struggling a bit - but that may be my computer's fault (playing in browser). Overall a really nice experience :)
Really nice core mechanic, at first I got confused by the fact you can control disconnected groups of squares, but it makes for some awesome level design later on! The level itself being dynamic (with the red tiles disappearing after use) also gives some depth to it, overall I really liked the gameplay.
As for the (very few) negative points, I wish there was alternate inputs (arrow keys) for non-qwerty keyboards, and maybe a small piece of text for the controls (WASD + R) - but that can go in the description. The moves counter is slightly bugged when you're at 0 moves on the goal, but that forces you to solve the level in less moves so it's not that bad :) maybe if you update it, you could indicate the least possible moves as an optional goal.
Overall a really nice interpretation and implementation, GG!