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I enjoyed the raccoon themed story, which totally makes sense because raccoons like trash. :D Enjoyed the vibrant visuals too. I appreciate that I could use A and D to move. It would be nice if I could press E to interact. Like Rook said, the movement is too slow. The speed of the platforms is also slow, so sometimes I had to wait for a platform to come down or move over a bit too long. The secret areas are a nice touch, but I think if you don't reveal them so soon to the player it would feel more like a real secret. But a very good entry overall, I enjoyed it.

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Also I'd recommend to pack the pck file and the executable in one zip file, so people can download all required files at once. Thanks for the web build bdw! Your first game on itch? If so, congratulations!

Thank you very much for the tip with the zipping  (did not think about this in my hurry...).

No need to thank for the web build: I always wanted to try the html export functionality of Godot. But it always requires the files to be on a server (and a local one is to much of a hassle to set up). So the game jam upload to itch.io was a welcome excuse to try it out :-)

Yes, it is my first game on itch.io and the first Godot game I brought to a somewhat playable state.

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Thank you very much for the detailed feedback and the great suggestions. The movement (logic) is definitely on my list of changes when I will revisit the project (after the positive feedback I am actively considering it).

The alternate control scheme (WASD) was added in the beginning, then axed/ignored during development (that is why I did not show it in the tutorial, since it was not feature complete). The "E" key for interacting would make a lot of sense in this control scheme. "P" was chosen because of "pick up objects" long before the other interactions  were thought of. Additionally, on the laptop I developed the game on, the "P" key was in comfortable range of the arrow keys ...

Originally, the level was planned a lot larger  and the secret areas would have been hidden/disguised, probably behind portals/worm holes that the player would have to activate at first to even see the areas.  Due to time limitations, I had to scrap this idea as well as the second vertical level of the map (where even more surprises would have been hidden).

Great to hear that you enjoyed the game nevertheless.