I liked the gravity, but I did find the gameplay to be a bit basic.
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The Tree's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How unique is the location? | #93 | 2.006 | 3.250 |
Should this entry qualify for the next round? | #97 | 1.774 | 2.875 |
Would you want to see more levels of this game? | #98 | 1.697 | 2.750 |
How good is the art style? | #101 | 1.543 | 2.500 |
Is this a well thought out level? | #103 | 1.234 | 2.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which game engine did you use?
Godot
Comments
I'm glad you liked the gravity! I would've loved to put the intended gameplay in, but I spent most of my time fiddling with rotations on the player. Thankfully this jam doesn't prioritize gameplay. But to make it up to you, here's a bunch of fun facts I learned about rotations in game development during this jam:
- Any given two vectors will always share a perpendicular vector, which is also the axis of rotation from one to the other.
- You can find that shared perpendicular vector using the cross product
- You can find the angle between two vectors using the dot product and arccosine
And with that information anyone can create a character that walks around planets!
I really like these 3d planet gravity games they are very cool. I also enjoyed the art for the sun
Nice, another fellow godot’r, and also I think you managed a nicer/smoother day night transition than I was able to muster up so nice work on that! Not too much to look around at but still interesting.
I actually converted my project to Godot 4 with only 3 days left in this gamejam lol (there was a bug I just couldn’t get around). Just wanted to share, at least in my case, the auto conversion tool built in actually worked quite well, so yeah just gotta jump in at some point (with a smaller, non production project still, ofc)
Oh that's good to know! I've seen some discussions to the effect that the converter was lack luster in certain cases, but they were all at least a few months old. I started a new project in the compatibility version of Godot 4 after I submitted my game, because I can't really do 3D at all let alone Vulkan (thus how simplistic my game is). And I've been loving how much stuff can be shown in the inspector now! Just jumping in definitely is the best way to see what's in store.
I definitely had super low expectations, and my scenario to be fair was a pretty simple case, still I was happy to have it and see the git diff to see the main changes it tried to do to get a sense of the syntax difference. I think it’s good at minimizing the most repetitive parts of syntax changes at least, which is a big help. Certainly it won’t be working 100% out of the box (for instance, my kinematic character was broken at first due to one of my variables “velocity” redefining what is now a built in variable for that class)
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