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1000Lava

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A member registered Nov 05, 2021 · View creator page →

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Once I read the comments below about the missing bullet sprites, it became much more playable with some simply zig-zagging. I think the sideways leaning may have been a bit too strong, but you had a pretty straightforward core gameplay even with the missing sprite bug being considered. The knockback was also pretty strong, and attack swing/firing was a bit on the slow side. Overall you did a decent job, it just needed a bit more testing before submission to address the missing sprites.

Pressing left to confirm was certainly an unusual choice. Considering the focus was on time, I would think simply pressing the direction once would be the way to go, simply using WASD without a confirmation, but I also get it's more meant to be like a joystick in that you are supposed to hold the direction and try adjusting while pressing to confirm. But considering how tight the corners are, I'm not sure this was the type of level design to go for that style.
It being left arrow can mess with your perception of direction even if you are trying to stay focused on WASD, I think space would have been fitting.
As others mentioned, it's pretty difficult, but I think that is in part because it's not the usual kind of game most are familiar with with these kinds of movements. I think you may have been able to get away with less pressure by having a timed amount of moves instead, making the focus more of a puzzle solver where you have to path correctly in a limited number of movements. Or as others have mentioned, a bit more leniency on the easy mode.
On the topic of art, I certainly enjoyed the art you did for it, though I do wish you had some basic sounds even for the movement, or at the least a simple background loop. Overall I felt the love you put into this, it can shine through even if I suck at the game itself.

The driving handles well, and I certainly like the sliding option, I do enjoy being able to drift in cars. Camera is a bit disorienting, but that's likely something you will need to research, perhaps not having it track with the player, or making it slower to follow are the answers. It reminds me of VR games that have to consider movement types to avoid causing motion sickness that plagues the industry in the earlier years.

But that aside, simple concept, an interesting blend of top down style while using 3d models, and overall simple gameplay creating a core gameplay loop.

Certainly a fun play. Most entries don't consider multiplayer, but this one took the theme and quite literally ran with it. While it's high up in the fun category, I do hope you work on general improvements down the line for future entries. I think one bit of advice I would have is to make the jumps more clear visually, such as a highlight of the player or jumping "sideways" to avoid confusing with the running direction. Keep up the good work.

Oh right, I guess I should say I struggled because of a "missing control" of sorts. You can throw flowers while in the air, but I didn't realize you could only throw them upwards while on the ground, so I struggled a bit trying to jump and throw them upwards during the final level.

I can appreciate an entry that not only gives you a tutorial and display options, but also lets you lose a tutorial level while struggling with your own incompetence. 

Game was fun and to the point. I had a particularly unusual bug with the ants where they would be moving left and right constantly and spamming a collision sound, but this seemed mostly just a me issue. A lot of good effort and polish went into this entry, and you can feel it.

Final level seemed unusually spooky at first, but the ending put the final pieces in place. Overall loved the entry, good work.

I'm sure you already know most of my feedback already, but I'll go ahead and give it anyway. 

The core gameplay loop is there, each level is also fully randomized, and from a couple runs I tested, so are your characters to a degree, or at least one of them is. The game being unfinished makes it difficult to tell who the characters are or what the rules are, but it seems you get a game over if the knight dies. While health remains consistent between levels, I noticed your allies respawn after a level is complete, meaning you seem to be incentivized to keep the knight away and fight using your allies. 

The sound is there, but no music, even a simple loop would have been nice. A lack of displayed information makes it difficult to tell what sort of stats or attacks the units have. Overall you simply needed more time to refine the idea, but I saw your comment below about not having the time. My advice for future attempts where your time is limited is to try focusing on providing information to the player that can help them make choices, and then worry about polish second. Even a label or two in random places can help compared to a lack of information. Best of luck on your future projects.

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Despite my best attempts, I couldn't get the game to work on my machine. I can't say for sure why, it simply refused to accept any input, keeping me stuck on the title. Sorry I can't give a review for it, but I hope others feedback helps!

EDIT: Turns out I got it working after all. It was an issue with my aspect ratio, the button to play was overt to the left while the text remained in the center. It was certainly fun to explore, though I spent way too much time translating that text only to realize it didn't seem to mean anything for an alternate ending or the like. I did get the code and got in though, although there was also a notable bug where if you adjust the 4th letter, even if it cycles back to the proper letter, the code no longer works.

Considering the time it was made in, it was a solid use of resources. It has what it needs aesthetically and practically, an easy enough to understand objective and strategy, and is just a matter of becoming familiar enough with the controls and timing to finish. Best of luck to your future projects!

A simple game. The hacking minigames seem a bit buggy, but that may be due to the browser, especially when it comes to sliders as I found out with my own game after I set it up.

Much like when other game engines host their own game jam, the Redot team is requiring games be made in Redot in order to promote their engine. 
I did the same for the RPG Maker game jam last year, using one of their approved RPG Maker systems.

Commenting on my own game page! I wanted to thank everyone who gave this game a look. As this was my first game I've ever made, I was happy to see what people enjoyed about it, and it's given me a lot of amazing experience to carry forward! 


Thank you to those who played, to those who gave ratings or even just those who commented with their honest feelings. Also, a special thank you to the others who submitted entries, and were friendly in the official discord where I posted updates to my progress and commented on other games I thought looked cool. I hope everyone continues to follow their dreams and make the games they want to make.

I found this pretty late, but submitted my entry in case you are still doing this.