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(+2)

I did not see any credits on the game itself or the game page.

If you did everything in the game (programming, 3d modelling for the character and world, music, etc.) please state so. Otherwise, please credit the corresponding creators.

I couldn't see how the game fits with the theme of chain reactions. It would be interesting if you could chain tricks and get points or boosts for it, but the game seems to be onl limited to moving left and right. I couldn't find a jump key or anything else.

One more thing is that the "holes" in the road are very hard to see and it's not clear if you can pass them on the left or the right. Oh and after going for a while, the road starts breaking up and Doki gets stuck in between sections of the road. I could get her to keep rolling forward after wiggling her a bit left and right but after a while she just refused going over a ramp and that's where the run ended.

This game feels like a good starting point for something bigger but maybe you had to cut your scope short due to the time limit. Keep up the good work!

The points about scope and the theme is on the head there. I had initial ideas about not just tricks and a score system but also complex animations that I realize would be difficult to implement with the time I had for the jam. The original idea would surround around the kick-off causing a disaster which would then lead to further accidents down the line that you have to avoid. However, it was only after fully learning Godot's animation tools and how much time it took to animate the Doki model that I realize how much of the ideas had to be pared down. I can see that I needed to do better on budgeting my time and figuring a more feasible game idea very early on.

And thank you for pointing out that rule. I hadn't noticed that under the rules and used CC0 assets to help with modeling. But, I have updated the game page with all third party assets used in the game.

Thank you for all the feedback, some stuff that clearly needs some work and appreciate someone pointing them out.

As a fellow Godot user who learned how to work with 3D characters during this jam, I strongly suggest you do your character animations in Blender (which is a more suitable tool for this task) and then import them for use into Godot. You'll save a lot of time!

(+1)

Oh that is what I did for keyframing animations for individual actions. Beyond that was the tools for blending animations, animation states, and trees which I was learning how to use fully. Plus I had all these animation ideas for car crashes, running pedestrians that I start to become overwhelmed by and realize how much coordination would need to happen to synchronize them while not taking away player agency, which was a design question I should have considered sooner.