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One of the best games in this jam that I managed to play, original idea, great graphics and perfectly suitable sound effects and music, this game definitely has potential, it feels like it was made with soul. 

Well-deserved 5 stars for everything except game design, the game definitely has optimization problems, it looks like you placed the whole game in one scene and do not manage unused objects (which are out of sight), you should divide the whole game into levels and load new ones and delete old ones depending on the player's progress, for example, this can be done through external layouts (I recommend) or by dividing the game into many scenes, which will not be so clean, but the game will not slow down on low-power devices such as phones or laptops, this is not criticism, I just want to help this game become a little better, but you definitely did a good job.

Good luck in the future!

Thank you so so much for the feedback! It is really useful and greatly appreciated!


Your suspicion was right; it's all a single scene. I have no idea how to optimize a game and I'm most definitely a begginer when it comes to technical knowledge; my focus usually ends up circling around game design especially, followed by art, music and sound. The situation is so bad that I had a massive frame-rate drop at a very specific point which I only managed to half-fix 20 minutes before submission.


So one question; by external layouts you mean something like tilemaps, right? (I've been wanting to get into learning how to do them properly...)

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https://wiki.gdevelop.io/gdevelop5/interface/scene-editor/external-layouts/

Aaa thankyousomuch

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I thought you already used the tilemap, that should probably help too

I am kinda scrappy for this kind of things (or how I like to call it: "creative").


The way I did it was using plain-colored square and triangle sprites for ground collisions and then creating a tiled sprite with the dimensions of each square to give it texture, then the grass and borders are made with the "beveled edges" visual effect applied to a whole layer (this is also true for the mud/dirt) which is probably HIGHLY inefficient, but I felt proud of coming up with that whole shabang.