The camera felt inverted along the horizontal axis which sadly made the game almost impossible to play, although the vertical axis wasn't. I could kind of control it, but once the scene got chaotic my muscle memory took over and I lost control. Maybe have a toggle to swap to your preferred inverted camera controls, and have regular non-inverted camera controls as the default. Although, currently it seems to be a hybrid between both. But I think it looks pretty fun and chaotic. And the character rear is a nice little detail.
Really like the visual style!! Also this is the sort of game I'd be making for this jam if I hadn't already made one. Let me nowif you improve the camera. Also cosider replacing RigidBodies with StaticBodies after some time. So that higher and stable towers can form and you'd have a performance boost. I never managed to get past like 15 in this version but I'd imagine performance would become a problem as RigidBodies pile up.
Im trying to get the game running in the browser and making the camera less frustrating too
Besides that, 3D cameras in video games are always a controversial topic for me
Everyone has their own “ideal camera” based on a mix of the games they’ve played and their nostalgia, so it’s impossible to get it right for everyone. Some people prefer a camera that follows player direction, others like free control, different FOVs, and countless little details.
I’m going through the same thing in the playtests of my main project
Nice work! for a first jam project this is a huge success!
The concept is really making life difficult for the camera to provide a good view of what's going on, which ultimately makes it a bit frustrating to play and many attempts end in an "unfair" failure that the player couldn't reasonably avoid.
Really cute visual style, keep going and make more stuff!
Totally agree about the camera. Maybe a dissolve/cutout/silhouette shader would help.
I’m trying to get this working on browser with Godot’s default physics, godot Jolt doesn’t work on HTML5, and I’ll try to make the camera behavior less frustrating too
But what I really like about the jam is that it’s my first ever game release.
I’m a 40-year-old designer/art director focused on branding and advertising, and putting a game out there for the whole world to play is pretty scary hahaha. I learned a lot in the process.
I’ll definitely be making more of these small free games before releasing my main project, CataCata.
Comments
I got to 28 meters, funny game, i like that you added the title as rigid bodies!
As for the controls, i just turned my mouse upside down, no problem :D
tks for playing, glad that you find it fun!
Everyone has complaint about the camera 🥲 hahaha
I promise I’ll fix it as soon as I get a little time.
The camera felt inverted along the horizontal axis which sadly made the game almost impossible to play, although the vertical axis wasn't. I could kind of control it, but once the scene got chaotic my muscle memory took over and I lost control. Maybe have a toggle to swap to your preferred inverted camera controls, and have regular non-inverted camera controls as the default. Although, currently it seems to be a hybrid between both.

But I think it looks pretty fun and chaotic. And the character rear is a nice little detail.
3D camera is a very personal thing,
the next thing I’ll try to implement is camera settings like axis, FOV, sensitivity, and direction following.
By far, it’s the most requested feature.
And I found out that almost nobody likes my preferred camera setup hahaha 🥲
Tks for playing and feedback!
Really like the visual style!! Also this is the sort of game I'd be making for this jam if I hadn't already made one. Let me nowif you improve the camera. Also cosider replacing RigidBodies with StaticBodies after some time. So that higher and stable towers can form and you'd have a performance boost. I never managed to get past like 15 in this version but I'd imagine performance would become a problem as RigidBodies pile up.
Ttks for the comments!
This static body idea actually can fix the HTML version, the physics jitter on browser is wild
Oh! and Dino Feast is super great!
I mostly agree with Walaber!
Art looks very fun, and moving around is fun as well, the only pain point for me really was the camera.
Keep it up!
The camera can definitely be improved!
Im trying to get the game running in the browser and making the camera less frustrating too
Besides that, 3D cameras in video games are always a controversial topic for me
Everyone has their own “ideal camera” based on a mix of the games they’ve played and their nostalgia, so it’s impossible to get it right for everyone. Some people prefer a camera that follows player direction, others like free control, different FOVs, and countless little details.
I’m going through the same thing in the playtests of my main project
Nice work! for a first jam project this is a huge success!
The concept is really making life difficult for the camera to provide a good view of what's going on, which ultimately makes it a bit frustrating to play and many attempts end in an "unfair" failure that the player couldn't reasonably avoid.
Really cute visual style, keep going and make more stuff!
Thanks for the feedback! I really appreciate it.
Totally agree about the camera.
Maybe a dissolve/cutout/silhouette shader would help.
I’m trying to get this working on browser with Godot’s default physics, godot Jolt doesn’t work on HTML5,
and I’ll try to make the camera behavior less frustrating too
But what I really like about the jam is that it’s my first ever game release.
I’m a 40-year-old designer/art director focused on branding and advertising, and putting a game out there for the whole world to play is pretty scary hahaha. I learned a lot in the process.
I’ll definitely be making more of these small free games before releasing my main project, CataCata.