Hey y'all! Thanks for playing my game. I know it lacks a lot of polish and features, but I hope you enjoyed it. If you have any feedback, I'd sure appreciate it if you share it with me.
Restore Pluto to its former glory by making it a planet again! · By
Hello! I just saw and downloaded this game. It seems super cool and I am enjoying it so far but it seems the upgrades dont actually stay when you die? The prices at least all reset and it doesnt seem like the damage or anything stays. Auto shooting still is going off but the upgrade is back and is still buyable. I do keep trying every time I die lol but it seems like it just isnt getting easier to get more of the planet since the second a spider looking guy spawns im dead lol
im sorry i keep just posting more comments! I just finished the first moon and it seems i was kinda wrong. The upgrades do save but the buttons to buy them dont. So you have to rebuy all the ones youve gotten already. Also I am currently stuck here and it doesnt send me back to the map. but trying to leave says it will loose my save. Send help lol
You are correct, the updates are saving, but the actual buttons re-appear on game over and maybe on a new level. For now, you can just ignore them, as long as you don't mind seeing them in the shop. I can definitely fix this. I'm still trying to replicate the other issue where the level doesn't end.
Hi! I'll check this out. Sorry you're having trouble. Unfortunately I didn't get as much time to playtest it as I would like. As far as getting stuck, I've never been able to re-produce this myself, but my son said he was having that issue. I thought that I had resolved it, but since I haven't been able to re-produce it, it makes it difficult. I'll let you know what I find out. Thanks for playing and for the feedback!
Orbital speed is really bad for a few levels (as it means that you move just fast enough to not kill enemies, but slow enough that they can catch you), but then becomes overpowered and can ignore enemies!
The accuracy upgrade reappears every time you change scenes (so if you die, or if you go to the next moon)
The 'main screen' always shows 5/5 moons remaining, although it does track the moons properly
You call take_damage on a whole bunch of areas that don't have that method (PlutoArea2D, CharonArea2D, MeleeRangeArea, StyxArea2D, etc), leading to *massive* logspam
There's a minor memory leak in the ObjectDB (I didn't run it with --verbose so don't have the full story there)
And I feel the game petered off after the second moon, and it was just about waiting, then manually aiming as the 'orbital aim' doesn't work for very large distances.
All in all, I rather enjoyed this, and hope you give it some post-jam updates and such!
Awesome feedback, thank you! That's super helpful. Were you playing the most recent version? I thought I had fixed the shop issue, but I'll go back and look at it. The moons issue is a new one for me, so I'll check that too. Yes, I agree that it peters off and it's because there just isn't enough content in the game. Now that I actually have time, I'll work on adding more to it and making the levels actually differ, instead of just making them larger.
I'm not sure I know what you mean by "orbital aim" doesn't work for very large distances? You just mean how it automatically resets the ship to look towards the center of the planet?
I'm wondering if that memory leak is the reason that it won't run in the web. I'm still very new to all of this, so I'm not sure that I know how to even look into the "ObjectDB" that you are referencing, but I'll do some digging and try to fix it.
Anyways, thank you again for the feedback, it's super valuable! And I'm glad you enjoyed the game. Take care! : ]
Looks like it was, as I did have that auto-aim (which is what I meant by the "orbital aim", yeah).
The issue with the auto-aim is that it can't really hit the center at higher orbital speeds and the larger moons!
The ObjectDB thing, without digging into documentation, probably means that you're 'discarding' objects, but still maintaining a reference to them, so that godot's garbage collector can't remove it. Just worth going through things!
If you try a web build, keep the web console open, a lot of things will show up in it by default!
And I'm looking forward to how you change the levels about!
Unfortunately, the debugger gives me nothing about the WebGL issue. I even started digging into the browser console, but couldn't make sense of it. I have spent many, many hours trying to figure it out (hours I needed to spend play-testing) and unfortunately, it's on of those errors that you Google and it says "not many search results found." Those are always scary!
Anyways, I'm going to fix it even if it means rebuilding the game in a new project. But, with the info you've given me, that might not be necessary.
Also, thanks for clarifying what you meant about the orbital aim. I just did a full playthrough and it worked fine for me, so I'm glad you mentioned the orbital speed part, as that's probably the key. I didn't have much speed in my run. Pretty sure speed is OP, except, as you've found it (unintentionally) has a negative impact on your aim. Thank you! : ]
Since you're diving in, I figured I'd get some some extra stuff!
> load_threaded_get(): No threaded load for resource path 'res://game/game.tscn' has been initiated or its result has already been collected.
Looks like either godot's insane, or you're manually loading game.tscn and not checking if you've done it!
And the leaked stuff (from a shorter test, so might only be catching a few things)
Leaked instance: AudioStreamPlaybackMP3:9223372332955862308
Leaked instance: AudioStreamMP3:9223372095004607911 - Resource path: res://audio/music/enormo.mp3
Leaked instance: SceneTreeTimer:9223372109651117734 (There's like 20 other SceneTreeTimers that got leaked)
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: 1 resources still in use at exit.
at: clear (core/io/resource.cpp:609)
Resource still in use: res://audio/music/enormo.mp3 (AudioStreamMP3)
`Orphan StringName: _get_rid (static: 0, total: 1)`
Is one example, and they all look to be sound related, so might be all related to the mp3 that leaked
Thanks for the help! I FINALLY got the game to export to the web. How? I figured that if I made a new project and slowly copied each piece of the existing project to it, exported for web, test, rinse, repeat, that I would eventually find the piece that was causing the issue. Ultimately, I didn't. I moved a script or a scene, tested, and it exported to web. I did this until I finally had moved every resources/script/scene/asset and I never once got the error. It just works!
I'm really glad that it's working now, but I am disappointed in the fact that I still don't know what caused the issue. Since I didn't change anything, I just moved it all to the new project, I guess I'm going to assume it was some sort of freak Godot bug, but who knows. It's probably more likely that I did something wrong, I just wish I knew what! : ]
Thanks again for your interest and for helping me get to a resolution. The game is finally playable on the web. I also tackled the bugs that you pointed out. Cheers, @thePalindrome!
I thought this game was really cool. I think the balancing/ramp up could use a bit of tinkering. The game seems to start off incredibly difficult. When an enemy spawns, I found it to be nearly impossible to kill it before taking significant damage. I died multiple times on the first moon and had to keep restarting until I accumulated enough upgrades to survive. Then, suddenly my orbit speed got high enough that no enemy could ever touch me and suddenly there was no challenge at all.
I think, in my opinion, that the first moon should be easier (though it's possible I'm just having a skill issue). I also would like some difficulty to continue ramping up as I upgrade so the game doesn't get too easy. Maybe in the later moons there's occasional special enemies that move faster? There's a chance that the game is intended to be idle and if that's the case, ignore that idea!
To idle or not to idle, that is the question! Actually, it was never my intent for this to be an idle game, but, based on feedback, it does seem like it gives a lot of folks that vibe. With that in mind, I'm considering a mode without aliens, but I haven't quite figured all of that out yet.
I agree with you 100% on your feedback related to difficulty scaling. I don't hate the difficulty at the beginning, because it incentivizes upgrades, however, once you get certain upgrades, it doesn't take long before it becomes an idle game, due to the sole fact that enemies can't touch you. I'm looking at you orbital speed!
Apart from balancing, I think adding more content will be a huge benefit to the gameplay experience. I'll definitely be pushing more content in the near future.
Thanks so much for your thoughtful post! I hope you'll stick around to see where this game goes. Cheers! : ]
P.S.
I've found that shooting blocks that you've already flown past is better than shooting blocks in front of you. This way, when the aliens spawn, you are moving away from them and not towards them. This gives you more time to blast them. : ]