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Hunger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #72 | 3.220 | 3.364 |
Fun | #80 | 2.785 | 2.909 |
Audio | #80 | 2.872 | 3.000 |
Controls | #91 | 2.872 | 3.000 |
Overall | #92 | 2.897 | 3.026 |
Accessibility | #95 | 2.698 | 2.818 |
Theme | #107 | 2.959 | 3.091 |
Originality | #114 | 2.872 | 3.000 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4
Wildcards Used
One handed, Almost dragons but not really
Game Description
Really a proof-of-concept racer-ish thing
How does your game tie into the theme?
You grow bigger as you consume things (but it doesn't mean anything since I didn't have enough time)
Source(s)
N/A
Discord Username(s)
pacorp
Participation Level (GWJ Only)
8
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Comments
Nice ambiance and soundtrack! I like this idea of a parasite growing inside its host.
I wonder if it could be interesting to have slightly bigger hitboxes for the collectibles—I sometimes had to break all my speed to be pixel-perfect on the dot because of FOMO haha!
Congrats on your work
Thanks for playing! Yeah, I didn’t have time for much actual “game” elements. I had wanted to have white blood cells chasing you to encourage actually going forward, as well as it being you chasing down other cells but quickly had to abandon doing AI on an anti-gravity track. But you’re right, I should have made the collision much bigger instead of having one mechanic totally at odds with the other :P
Possible improvement
Most of these are minor.
And spending time on them would probably not be worth it compared to adding other stuff, or polishing.
But I added them nonetheless, as a ‘second pair of eyes’.
I’ve re-ordered them in to “quickest of wins” order.
Reload
After you finish the game -> then go back to main menu -> THEN try re-entering the game, weird stuff happens.
The first time, it just told me I still won the game.
The second time, I started with half a bar, and falling through level geometry
This could be fixed by just reloading the scene, instead of trying to ‘put stuff back’.
This one’s bitten me before too.
Loading Screen
Between clicking ‘play’, and the game loading in, there’s a delay.
It might be nice to try adding a loading screen to buffer it / inform player game hasn’t crashed
In fact, I think I’m going to add this to my topics of research too.
Weird interaction:
If you go to bind ‘spacebar’ to “GO!”, it keeps trying to infinite loop. Unless you hold space, and mouse-click “back”.
This might be as simple as “capturing” and input (marking as handled).
Viewport.set_input_as_handled()
Or it might take some more complicated fiddling.
I tried the same thing with a controller - and if you use the “ui_confirm” button, you get stuck the same way.
This might be helpful to look at for future keybinding setup.
We gotta go back!
If you turn around immediately, and start exploring backwards. Then jump down. You get stuck.
This is probably difficult to detect without a lot of playtesting. Which obviously there isn’t always time for.
I liked
Movement system
The wall-crawling / reorienting gravity was pretty cool.
Reminds me of
AlienVsPredator2 (2001) Alien campaign, crossed with Redout 2.
While looking for what the game was called, I also found one called “GRIP Combat Racing” which had really slick looking transitions too
Web 3D
It is pretty damn smooth for 3D in web. Nice job!
Thanks for playing and the feedback, some jams are more “make a good game” but this one was definitely “learn a bunch” so these details are super valuable!
I hadn’t realized the issue with rebinding ui_confirm, definitely need to fix that! And a good reminder I need to do a more thorough pass on all of that.
Looking over the code and my notes, I literally have a todo of “reset counter on restart” but didn’t actually put that in, whoops!
I also have been meaning to look into background loading, the hitch annoys me too, maybe that’ll be my post rating research project.
This jam had a huge learning hurdle where I seriously leveraged blender for making the level, which was great but wasn’t able to get everything working quite right so many corners were cut. Blender has an amazing procedural system, geometry nodes, that I think will be able to help me automate a lot of “metadata” for the level, like adding “valid player volumes” to recognize when you get into a bad space. As is, I had to settle for the “Emergency Reset” button in the menu and the not-very-accurate breadcrumbs tracking system. Again, more tech and less game, one day I’ll get to the gamey-part!
Thanks for the game refs, I loved F-zero, drawing obvious inspiration and haven’t heard of those.
Again, I really appreciate the details here, thanks again for it and playing!
As a counterpoint to both of our entries this jam
Float: https://itch.io/jam/godot-wild-jam-79/rate/3417319
all gameplay, no frills
I like the concept. Nice work!
Alright! I can see where you were heading with this. Would love to see it developed and expanded out.
Seems like you ran out of time, but congratulations on getting it working and submitted! Good work!
Game looks really nice and wacky in a great way :D ! I played until i was unable to continue :'D the race was a neverending loop of me falling and popping back at the end of the race.
Concept is really nice though !
Thanks for giving it a try! You’re actually a parasite and collect the greenish orbs to grow big enough to escape the host, which is not explained well. The ending screen is not fancy (though it was fun to draw) so you’re not missing much.
this is a really cool prototype, it reminds me of F-Zero, and I guess it’s inside a human body?? wild. it’s obviously unfinished, but I dig what’s there, especially the aesthetic. I think the roughest part is the camera, it’s too stiff which makes it uncomfortable to play (luckily it’s not too long haha). and the controls are lacking some oomph and excitement. I love the concept though!
Thanks for giving it a try! I was aiming for F-Zero and Katamari but only had time for the first. I’m curious what you mean by the camera feeling stiff? It’s definitely not great, I poorly implemented a look-ahead system to angle it up or down to try and make sure you could see more of the track when you’re about to crest a hill or about to go up one, but unfortunately it got easily messed up from the walls. I basically did all this the day before so indeed, no time for polish or gameplay.
the look-ahead was actually kinda nice! what I mean about the stiffness is that the camera feels rigidly attached to the “car”, so every little movement directly affects the camera. I think it would feel better with some sort of camera interpolation or acceleration. it’s a bit hard to notice in games like F-Zero X/GX as they are very tightly tuned, but try to notice how the vehicle isn’t perfectly tracked during turns, when boosting, or after being slammed — they have a decoupled camera following the vehicle, not directly attached to it.
Awesome, thanks for the clarification. I totally agree, I wanted to implement something like that but ran out of time. There were some huge technical hurdles (at least for me) to get it moving smoothing over the twisting track and I was thinking detaching would help smooth it out even more, as well as allow for the effects you described.
3D is really tricky for web export in my experience, so I think you made something quite impressive despite not having enough time to add all the things you wanted. Nice entry!
Thanks for playing! It’s funny, I want to make fun games but frequently fall into some technical challenge so a lot of what I try to do with godot is push the 3d stuff so I really appreciate your comment.
A few small notes:
Other than that, it was amusing for a couple minutes!
Thanks for the feedback, you’re totally right on all accounts. The first two were oversights and I wasn’t sure how to address the third but figured the gameplay was already lacking, just let the player stop and smell the cholesterol. I wanted to have white bloodcells chase you but was it just getting the changing gravity working took too much time and my AI skills aren’t nearly good enough yet. Maybe next time.
Cool game!
Thanks for playing and the very generous use of the word “game”!
Well, that was something... I like the gruesome atmosphere and rotatable track, but other than that there is not much else :(
Couldn’t have set it better myself! Had I not been exhausted, I really should have updated the game title to “Hunger: Really just a tech demo, ran out time for the game elements but I still learned a lot and had fun”. Thanks for giving it a try.