Posted December 02, 2025 by cravous
#patch #post-jam #update #bugfix #quality-of-life #godot #devlog #game-jam
Hey everyone!
Just a quick heads-up: the jam build remains completely unchanged for UGJ#119 voting. That’s still the official submission, and it’s available in the file list as the JAM VERSION.
That said, after watching a few playthroughs and getting some early feedback, I went ahead and prepared a small post-jam quality-of-life update. Nothing gameplay-changing — just fixes and polish to make the experience a bit smoother for people playing outside the jam context.
These are the only changes included in the post-jam build:
Wave rest scaling tuned so later waves give a bit more breathing room, keeping long runs fair without reducing difficulty.
Score brackets like value (max) added to HUD and leaderboard for clearer performance feedback.
HUD flock display simplified — only current sheep shown, with max flock moved into the score bracket.
Leaderboard now refreshes in a short 1-second burst right after submission, then settles into a steady 5-second cadence.
HTTPRequest timeout increased from 5s → 15s to prevent false “offline” errors on HTML5 builds.
Leaderboard burst fetches capped to just the first few seconds post-run to avoid unnecessary network load.
Improved GameDirector → HUD communication: HUD listens for leaderboard_updated instead of polling.
CRT toggle logic moved into a lightweight script on the root world scene for clarity and maintainability.
Added documentation updates for version differences (the file you’re reading now)
The jam build is still available and clearly labeled.
If you’ve already voted, feel free to try the improved build — it’s uploaded right below as POST-JAM VERSION (HTML + Windows).
Thanks again to everyone playing, voting, and leaving feedback.
Hope the dog treats you well, and may your flock survive a little longer each run. 🐑🐕