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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!

(+1)

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!

one day I’ll get to the gamey-part!

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