Love the creative concept and the increasing level of difficulty was fair and well thought out. Nice work!
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Warehouse Inferno's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #4 | 3.778 | 3.778 |
Audio | #5 | 3.667 | 3.667 |
Gameplay | #5 | 3.667 | 3.667 |
How well does the game fit the themes? | #13 | 3.556 | 3.556 |
Visuals | #19 | 3.000 | 3.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 Hours 27 Minutes
Comments
What a pleasure to see this little character again, who last time was busy rounding up his flock of sheep.
And like last time, the puzzles, although very simple, are original and fun to do :)
A lot of people have told you about blurred fonts. But I have the impression that the problem is more general and specific to pixel processing. I don't know Godot, so I don't know how it works. But I think it's a question of sampling and processing pixels when they're resized. In Construct 3, I solve this kind of problem in the project options, by setting the sampling to “nearest” (pixellated) and not to bilinear (smooth) or trilinear (smooth with better quality downscaling).
The game's concept is wonderful and could have been explored more considering you didn't make full use of the 3 hours. The area where the player interacts could be way smaller since we don't use most of it. The puzzles were very cool, and although easy, I don't think that's a problem considering the time constraints. The music could use some work specially in the "popular royalty free sound effets" department. There is a website called https://freesound.org/ with millions of royalty free sound effects uploaded by users.
As a fun of puzzle games, this is the entry I've enjoyed the most so far! Perfect audio and gameplay was intuitive and fun. One thing is that in the itch browser version couldn't read properly because of aliased fonts (Maybe using bitmap fonts next time?) Really really cool concept, congratulations, a nice piece of art in under 3 hours.
As a fun of puzzle games, this is the entry I've enjoyed the most so far! Perfect audio and gameplay was intuitive and fun. One thing is that in the itch browser version couldn't read properly because of aliased fonts (Maybe using bitmap fonts next time?) Really really cool concept, congratulations, a nice piece of art in under 3 hours.
Ok, wow, I'm ridiculously impressed by what you managed to cram into only two and a half hours of dev time! Love the concept, detonating the boxes is extremely satisfying. A tiny change in my opinion would be to make the player movement a little bit faster, but it's only really something that impacts some of the later larger levels.
As a fellow user of Godot, I'm intriguied - what does your gamejam template consist of?
Thank you for the feedback.
Currently, (that was used in this game) my Game Jam Template has the text panels and the player. But my aim is to keep expanding it. For example, before the next trijam, I intend to copy in (and clean up) the code I used for moving between levels.
My eventual hope is to move towards more and more complex games all within the 3 hours of trijam :)
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