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Thanks for writing these so we can have a look inside your 'kitchen'. And I must say, the music is amazing and fits well!
A few small things to consider (I know it's a game jam and time is limited, but I wanted to let you know anyways): 

  • The intro is fairly long without an option to skip. It's very cool, but having seen it 3 days in a row it does take fairly long from the loading to actual gameplay. (Very minor, I know)
  • The controls were confusing to me. Perhaps you can add them in the game description, but I expected something with WASD, that didn't work, found out space Q and E were suppose to be used. Nothing wrong with that per se (Although I'd argue A and D would be more common), but I'd assume most player (like me) would skip the controls at first and jump straight into the game. I haven't figured out how to fire yet.

All in all, very minor points, and it's a cool project that I'm happily following along. But I figured I'd share them, perhaps you find some value in them 🙌.

Good luck on the rest of the project!

Hey thanks for reading and checking it out 3 days in a row!

  • - You should be able to skip the intro after day one with the spacebar or the B button (right-action button) on a Controller. If that doesn't work for you, please let me know. I can add a ToDo about adding instructions up after the first time. I save the fact that you've seen it just for this purpose.
  • The controls are CRAP. I have redone them. WAD (no backwards), Arrows, and left control sick all now work. Plus, I added in a help menu with onscreen button indicator in the top-right. LMK what you think. Fire is Control and Alt. But I'm open to suggestions. I don't play on keyboard much. after Skele-Tom I've been working on playing more with the keyboard during testing.

I appreciate the feedback! Keep it coming! Today was a big one. Even though I lost half a day trying to pan the stupid shader. And thanks!

For the skip, is that supposed to work on the Itch web built? It doesn't seem to work for me, but I could also have been using multiple devices. I'm not a 100% on that one. 
EDIT: After closing the tab and reopening, the intro now indeed skips. If you could include how you've done that on a web export, I'd love to read about it in a devlog.

I think the WAD controls are much better! I'd personally map fire to spacebar, as that felt natural to me, but again, this is a personal opinion. I'd gather some more before changing it to suit one player. Having the controls listed now is a good addition anyways! One final note, perhaps in the web don't default to using control, as control + w is close tab in a browser, which happened to me in a test just now.

Keep it up man. Looking forward to the next devlog entry!




So I just tested it before seeing your edit (me issue - it was right there). I realized a few things. It takes a second while the Godot logo video is playing before you can send the signal. (BTW spacebar and mouse click work, as does B on the Gamepad.) I tried to make it pretty straightforward. Bad problem - the spacebar will also trigger then game start - but then maybe that's ok for now. You can still bring the menu up.

I added it to my blog list for tonight, but you can also check out my Game Template code now if you're curious. It's in the GameStateSplashScreen code under the _input() function. You can follow the logic from there.

So I've been playing today with the controls. I increased acceleration, actually implemented max speed, and changed the shoot key to spacebar. I felt the same thing that it feels better there. I also left missiles as Alt, and knowing about Ctrl + W I will not map ctrl. Thanks for the info!

Next one will be later tonight I'm sure, but I'm glad someone is getting something out of them.