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Nice work! I played through a couple times to see the different dialog and was surprised how quickly I got used to the controls, thank you for gamepad! Once I got to level 30, I decided to call it because my explosive peircing wobble shotgun was just too good. I’m still not sure why I’d wait for the perfect time to upgrade. The only other ultra minor suggestion would be have adjustable text speed, I prefer seeing it all at once and missed a couple choices because I was impatient.

Yeah for sure, I knew adjustable speed and skippable text were important, but this jam really helped me realize just how important they are, probably not worth leaving out even with the time constraints. Thanks so much for playing through! Hope the different dialogue options were interesting enough to justify those replays for you haha. And the only reason for that line about waiting to upgrade is because some of the upgrades like pierce shot and explosive shot (and wobble shot a bit, especially without shotgun to go with it) are pretty bad early on and can make the early levels way more difficult. I think that's the main reason there were difficulties and difficulty spikes for some players. I don't think it was communicated clearly enough though haha. Appreciate the detailed comment and feedback!

FWIW, I think most jams, including this one, allow boilerplate/template code. It’s 100% worth it to build up your own starter project and/or use an existing template. In fact there’s an “official” wild jam template from maaack: https://godotengine.org/asset-library/asset/2703 and I published the one I use: https://github.com/paco-orwin/godot-starter-cookiecutter I actually need to update mine because I started a skeletal dialog system for this exact reason, get a all those ergonomics for free.