ooh I see, you have to collect the powerup. Every time you kill 5 enemies a powerup spawns that you can collect and the first one is always the jump powerup. We did this to try an keep the gameplay true to the original tempest arcade games which also have the jump as a collectable powerup
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Hey, you may have already found this out by now, but the setting to make things always face the camera in most of the 3D nodes is called 'Billboarding' (it's usually under a 'Flags' dropdown). I found out during our project this jam that you can also do it with GPU 3d particle effects if you attach a Standard or ORM material to them (I suppose if you have a custom shader you might have to do it manually?)
Thank you for your kind words! Yeah if you've played tempest before, especially with the arcade spin controller, you probably have a good intuition for moving the ship. Without that, I can see it taking a bit of getting used to. We tried to add some originality with the bowling level, we actually had a bunch of other wacky ideas we wanted to add but ran out of time unfortunately. Thanks for playing!
The visuals are cool, and I liked the style that you're going for. If this is your first jam then getting a 3D horde shooter up and running is definitely something to be proud of. If I was going to recommend something, it would probably be to work with the audio a bit more to create a sense of space. Since the player is standing in a canyon environment there's probably going to be some reverb and echo from the gun shots (you can mess with the reverb and delay effects in Godot's audio buss effects). Also if you don't want to add music then some ambient background noise I think would go a long way from an emersion standpoint. Just some suggestions though, nice job on your first submission
Hi thanks for playing, glad you liked it! In regards to the jump, we were trying to remain as true as possible to the earlier tempest games which also have the jump as a collectable powerup, but believe it or not it's even worse in those games because the powerups are randomized. I set it up so that you only have to kill 5 enemies for the powerup to spawn and you ALWAYS get the jump first because, as you pointed out, it's a crucial defensive maneuver. So I tried to un-fuck it as much as possible while staying true to the source haha
Also Farfalle XD
Dude that line at the beginning is fantastic, and the music and artwork make for a very authentic ps1/retro experience. I've never worked with Godot's VehicleBody3D system before, but I've definitely struggled with some of its other system's limitations not really working as one might have initially thought, so I can empathize. But yeah, with some driving control teaks, I think this would make a great foundation project for a retro racer or crazy taxi type game in the future
Really cool puzzle game, and I especially like the character stacking combo system. It was very satisfying to figure out how to get all my characters in place and then unleash a combo attack. I did run into a minor bug during the boss fight, if you hit the restart level button the boss disappears, so you have to reload from the main menu instead. A nice proof of concept though, and seems like there could be some interesting ways to expand on it
This game is great time, I loved the tutorial being interwoven into the story/lore that was a nice touch. I think liar's dice in general is one of the more confusing strategy games, so I actually think you did a pretty good job of introducing it. Unfortunately I got stuck on the same bug twice where Lice Oasis kept calling BS when I hit the roll button (even after they were out!) dirty rotten cheaters. But other than that I had fun, nice work
I also enjoyed this game a lot. One thing I haven't seen mentioned yet is the inclusion of the cheat system. It's a great throwback to old games with cheats that effect the graphics and gameplay (like big head mode for example) but also doubles as a nice accessibility feature, so nice work on that too
As others have mentioned you really nailed the theme here, but there's also some great attention to detail like with how the music changes pitch when you change characters and the chasing hammer, it's touches like that I could imagine some of the atari developers coming up with back in the day. Really cool, nice work
Hey thanks for your feedback, yeah unfortunately people don't have the old spin stick controllers readily available anymore, so the controls can take a bit of getting used to. There is a quick toggle control in the settings that will flip the left/right direction rotations that might help a bit in that regard. The best way to counter the enemies at the top is to collect the jump powerup, its always the first one that you can pick up. You can also dodge around them while they're flipping and hit them with a well timed shot, but this is a lot more tricky
Love the boom shooter idea and it performs surprisingly well on the web browser. Learning to balance the katana with the gun to conserve ammo was a neat idea as well. The boss was cool too, though I was getting a bit impatient sometimes waiting for its projectile to shoot so I could parry it and do damage, and given that the ammo pickups are fairly scarce, it was definitely a nail bitter towards the end. But yeah really fun, nice job
A really cool twist on the FNAF concept, having to play the game while still being aware of your surroundings definitely gave me the primal fear of a child disobeying their parents. Also the scare that happens when you ignore your father was hilarious, I actually made that joke in my head while I was playing and then when he said it I was like XD
Very good effort for a solo dev, it feels kind of like if Demon's Souls was made during the ps1 era. I agree with some of the other comments that the combat is just a tad too slow, part of the appeal of games like DS for me is that they may have slower combat but it still feels realistic (to an extent of course). Oh and oddly, I also happened to run into the bug where an enemy landed on my head and stopped me from moving. All-in-all though this definitely ambitious and i'll be interested to see what you cook up in the future
Great character design, the art in general is really well done. I especially thought the amount of character variety was very impressive for such a short jam period. The bumping into customers mechanic is a great idea as well, without it, I feel like the movie organization task would become pretty monotonous, so it was nice that you added something to keep the player on their toes. From a feedback standpoint, I'd say the only thing that was missing were some accessibility options (music and sfx sliders, and maybe some other optional ones like key-rebinds, etc.) but everything else was really well done, I'm saving this one to my jam collection!
Loved the aesthetic and mysterious tone this game sets. The minigames are also fun and engaging. The choice to pick familiar games was a good one as even though you're dropping the player in, it's pretty easy to see what to do from the get go. If you're thinking of doing another risk based game in the future, my one gameplay suggestion would be to add some sort of 'catch up' mechanic to help offset some the randomness. For example, some kind of limited use ability where for one turn you get 1.5x the percentage amount, so you still have to decide when is best to use it. One other minor suggestion, from an emersion standpoint, I think it would have been cool to clamp the mouse to the computer screen and give it a retro design. But like I said these are just suggestions, overall very well done, had a lot fun playing this one!
A nice mix of the retro and horror genres. I liked the 2D and 3D mix, and the 2D part is especially great because it gives the player a rest from the horror atmosphere AND manages to create a lot of anticipation for the next horror mode at the same time. This might just be my personal preference, but I think it would have been cool if you 'marketed' the game as a 2D retro pac-man style game on the cover art and screenshots, so that when the 3D part happens the player is like 'oh wtf?' But that's a pretty minor thing as the atmosphere is still excellent in the horror section regardless. Nice work!
I really enjoyed the writing in this game. In your description you mentioned 3 re-writes and I think the level of effort there really shows. I like how the game starts initially as an unassuming inventory management game, and then takes some unexpected turns along the way. My one point of feedback is that it would have been nice to include some accessibility options to turn off the crt and warp effects as I tend to find them a bit tiring on the eyes. Really great work here though, nice submission!
Really awesome take on the theme, amazing job on the illustrations too, they look great especially with the limited palette. I liked the memorizing the enemy move set mechanic as well, I think it would be a really interesting idea to expand on (with different abilities, attacks etc).
I have two points of feedback:
First I would say, for me, there was a bit too much text in each of the dialog popups. I get that you're going for story and atmosphere, but breaking up the text into smaller chunks and letting the illustrations 'speak' a little bit more I think would help with the mystique that you're trying to invoke.
Second, a hover tooltip system for the combat controls would have been nice. Just to have them show up in the bottom right console window would have helped a lot with the control intuition.
But overall very cool aesthetic and solid entry, good work!
This is a nice little side scrolling space shooter. I thought the enemy / bullet balance was well done, there's just enough to be fair but also engaging to dodge. The inclusion of the boss fight was a nice touch as well. One thing, It seems like the font doesn't work properly on the web build so I couldn't read the text unfortunately it just shows up like this:

but overall solid submission!
Loved this game, really cool concept, the amount of spells and puzzle mechanics is very impressive in such a short time period. The art and music perfectly fit the theme and the spell mechanics are fun and satisfying once you get the hang of them. I do think one extra pin-able spell would have been nice just so I don't have to go into the menu as much, I think there are enough spells that it would still incentivize the player to do a bit of memorizing. Overall very good work!
Thank you for the great feedback, yeah I didn't have time to implement a lot of checks for the mirror placement so I think you can also place them over the stone blocks as well. I can confirm that you aren't actually meant to overlap them, but definitely some creative thinking on your part. Thanks for playing, and glad you enjoyed the challenge!





