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We Dance For Rain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #14 | 3.104 | 3.400 |
Theme | #21 | 3.743 | 4.100 |
Audio | #37 | 2.739 | 3.000 |
Originality | #39 | 3.012 | 3.300 |
Overall | #42 | 2.895 | 3.171 |
Graphics | #51 | 2.830 | 3.100 |
Controls | #53 | 2.556 | 2.800 |
Fun | #57 | 2.282 | 2.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.0.3
Wildcards Used
Windy, Mythical Mashup
Game Description
Be a cloud, rain water down for your worshippers
How does your game tie into the theme?
You are a cloud that can use rain, but you can also use shrines.
Source(s)
N/A
Discord Username(s)
maaack, substain, travh98, slowblink, SpaceScape#1462
Participation Level (GWJ Only)
3
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
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Comments
Like most others have mentioned, I was not sure exactly what I supposed to be doing. I would grab some effect from a shrine and rain/lightning/"blue rain" down on the people/plants/towers
The game did feel peaceful and playing two seasons and getting different stuff was enjoyable but without knowing the purpose don't think I could have played more.
But thanks for submitting I did enjoy the experience
oh where was the mythical mashup? or was that just supposed to be because I am god rain with worshipers?
Thanks for your feedback!
As mentioned before, we did not get to do any more explanations ingame, and a few game mechanics are rather invisible to the player. I did update the game description to include an explanation on the quests at least.
On the mythical mashup, theres multiple influences here, but we did not have the time to explain these. You've already mentioned rain god worshipping, the shrines originally were supposed to represent a mix of different gods (thor <=> thunder, speed increase <=> Hermes,..), and tower building folklore as well.
This was indeed very relaxing! I liked the look and feel of the game. The sound-design is particularly great, it just feels nice to rain upon the fields. I wasn't always sure what was going on, some icons were hard to read, and I didn't figure out how all the power ups work. But I was still always having a pleasant time! Congratulation for making such a sweet game.
Cool to see that you liked it, and also thanks for bringing up the icon issues. Next time I'll try to make a better job if I have the time. Thanks for your feedback!
Fun to follow this game grow in the WIP channel :)
I totally failed trying to read the controls, haha! I can recommend the GridContainer with 3 columns for that stuff.
Very quiet in the menu, but the music in game was very cool. Reminded me of "Book of Eli". It did get very loud when I stopped raining.
Cool use of shape keys, I assume? Really inspiring to see the flower grow!
It feels like a lot of stuff was going on, and probably many rules I didn't quite understand.
Very cool simulation of the worshippers!
This was my first time using shape keys. :)
Godot really didn't like some of the animations however. A lot of it is done with tweens as well.
Coding the ai for the worshippers was a nightmare haha any changes I made would send them rocketing off the map 🤣 I’m glad you liked the game!
I will probably have to play another round, trying to keep them from harvesting prematurely 😆
oh yeah, the grid container is a way better idea.
Thanks for playing and also for the feedback!
Didn't entirely understand what I was supposed to do, but was fun interacting with everything!
I see that we really could have used some more explanation. Still thank you for playing :)
Very relaxed game. The music fits this kind of game pretty well. I wish I would have understood what I am doing. I gave water to those who need? The building what the people build went pretty funny. I like the idea of embedding the “wind” wildcard. Would have been cool to have some visualization of the wind. Overall it is a very cool entry!
Thanks for the feedback!
You're right, some kind of explanation would have been good. Theres multiple reasons: the lack of time to make a tutorial, the idea to let the players explore the gameplay individually and the textless wildcard (we could not use because we forgot to replace the "season progress" ui).
We also thought about having some kind of wind compass rose, but did not get to do this as well.
Really calming game! Really solid audio. Only problem I have is when the wind blows downwards and you cant really see where your rain is going.
Thanks! I guess you are right on the wind/camera problem - maybe we could have shifted the camera a bit towards where the rain falls.
Great job, wow! I'm amazed by how polished this game is, from the controls panel to the language selection, from the little animation of the humans to the rain particle system. You put time and efforts in this, and it can be seen all :)
From a gameplay perspective, I found it quite relaxing: it was nice to water plants and watch them grow, but mostly it was satisfying to gather resources, making me wanting to play more!
The only concern I have is about the little balancing between mechanics: I was unsure about how my actions were affecting the game, and the humans behaviour was not always clear. I rained on some of them and they ran away, then they stopped working, and in the end they cut the vines - which I thought it was only an obstacle. While it was always clear to me that I had to produce resources (and somehow I managed to do that), I quite missed the cause-consequences chain of how it happened. That is not to say that something's broken or anything, I just thought it may be nice to attach my experience to my comment.
Again - great submission, congrats! :)
Thank you for you kind words and the detailed feedback - we really appreciate it! I agree on your note on the player's influence, we put quite a lot of ideas in there, but they are probably not as easy to grasp as they should be (some are even kind of invisible to the player). Cool to see that you still had fun playing ;)
Interesting game, I was a little confused on what to do for a bit the controls menu was a bit offset so I though rain was ctrl when it was space. The idea is really interesting tho, I also think maybe putting like a marker on the ground to kinda ground the player a bit might help with targeting some . Be a very nice zen game to zone out and play tho
Thanks a lot! Yeah, the input map view broke a bit, thats a bit unfortunate. Also having a marker is a good idea, this really would have helped here.