Cool little game. Web version didn't work properly, as others have mentioned, but the download version worked great. I got 4971, which I felt like was much further than anyone was meant to get lol. Objects started clipping into the belt or each other, making grabbing them difficult. But overall, looks and plays great, and the music fit the vibe very well.
Advance2112
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Thanks for the feedback. A pause button would compromise the design of the game as-is, since pausing the timer would give you extra time to think of words (even if you can't see the keyboard). Now, an options menu and the like, I can do, but I'm lowkenuinely undecided on whether I'm going to continue working on this game.
I did consider having you be able to queue up a bunch of words, but I couldn't find a clean way to visualize it. I also feel like if I went down that route, the skill ceiling shoots up really high, because then it's just as much a "come up with a word" game as it is a "how fast can you type" game. I'll have to think about this, thanks for the suggestion.
Thanks! And trust me, you really don't want to see it lol. It's an absolute mess of spaghetti code. That said, there is one system that is reasonably polished, and that's the item system... which I basically copied directly from this video (source in the description of the video).
Glad you liked it! And yeah, that's fair. There was a point very early in development where I just stopped reading the quotes entirely lol... I considered giving the quotes more of a... ceremony to introduce them, with them being read aloud and the letters dropping down, but ran out of time for that.
For a first jam entry this is really good. Balancing was a bit strange, I found. Like the game got way easier after a good round. Would probably be best to put a maximum on the amount of trash per round, maybe double the requirement. One round I was about to pick up over 100 pieces, despite only needing like 10. Putting a cap would force the player to play more rounds to collect everything while still rewarding good play. Idk just spitballing ideas here. Still very good for what it is, loved the upgrade images (Chad is my favorite).
I was surprised to see the Blue Prince-style map building, that was a real treat and was done very well here. Visual style, audio, and gameplay are all up to the usual ace_of_4s standard (meaning really, really good). The only thing I would criticize about this game is the fact that I cannot pull up the map before choosing a direction. Aside from that, it's a damn good jam game!
This game has similar aesthetics to mine, with the black UI, menu-focused gameplay, and a concept surrounding atomic particles decaying. I think yours looks way cooler than mine though! The CRT effect on just the particles gives a really "science-y" effect, like I'm looking at the output of some scientific instrument. I probably wouldn't play it for hours at a time, so I appreciate the option to finish the game early lol. Very unique!
We've been testing in Chrome on Windows, I just tested in DuckDuckGo on Windows and it worked for me. I unfortunately don't have a Mac to test on.
Looking into it a bit, the best guess I have is that this is a result of the shaky compatibility between Godot's web builds and macOS. In particular, there seems to be an ongoing issue with web builds that use multithreading (which our game does), but the best source I could find on this is this note from the docs. In retrospect, we probably don't need multithreading on this game lol, thanks for bringing this to our attention.
Thanks, glad you liked it! As mentioned in the game description, we used this pixel planet generator for the planet visuals. The generator uses shaders, but also allows you to customize a planet then export it as a sprite sheet, which is what we wound up doing. We did somewhat regret going this route though, as our sprite sheets wound up being huge (Saturn's sheet is over 51 MB... after compression).
This is the game us Horace Heads have been waiting for. Some might call it "derivative", "not even really a game", or "a scam", but us TRUE and HONEST fans see the ART in SUPER FIGHTER X. I am currently writing a more detailed review, including a 9-page deep dive on the symbolism and subtle (genius) story telling in SuFiX. But first, I have to get back to drawing trees (very important).
I just released a game where we used this. Thank you!
https://cache31522.itch.io/project-kardashev
I didn't see a license included in the files, nor one mentioned in the description here. I would really appreciate if you could add some kind of license that explicitly allowed for other people to use this, something like the MIT license, or a Creative Commons license.
I just released a game where we made heavy use of this generator as well as your space background generator. Thank you for making this!
https://cache31522.itch.io/project-kardashev
I just couldn't stay away. I used some more of your music for a game.
https://cache31522.itch.io/project-kardashev
Thank you! I went back and finished the game, it's so incredible, thank you for making this.
I think the issue with the second argument is not that it's confusing, more so it's that there are just so many options that made sense to me. I was pretty sure it was the calendar, but I wasn't sure which statement (and I really did think I tried "I never wanted this" + Calendar, but I guess not). But in my desperation I tried like 40 different combinations, trying to link together the words of statements and the objects, like how the aquarium is described as "empty" in the statement but clearly had a fish, or at least an image of one. Anyway, clearly I was just overthinking it.
Originally we planned on doing different types of guns that you could switch between, but unfortunately we didn't have time to implement that. As for why we have the player hold down the mouse button, it's because 1.) not all of the planned weapons would be fully automatic and 2.) there is some subtle knockback to the player when shooting, and we figured players wouldn't want to be constantly being knocked back with no way to stop it.
Thank you for your feedback and ideas!
Very cool, always love reading about people's creative process. "Cookie Flicker" is such a good title, even though this game has little to do with Cookie Clicker (aside from cookies lol).
I was wondering: why the switch to Godot? I made a similar switch from Unity to Godot, though it was before I started doing game jams. For me, I made the switch because of the changes in monetization policy for using Unity. Even though they reverted those changes since, it makes it harder to justify using a piece of software when they've demonstrated they have no issue changing something as major as that at the drop of a hat.
This was so good! Love the art style and music, and the gameplay was a lot of fun. It's a pretty straight clone of Ballionaire, but a good clone with a lot of its own ideas. It's a shame you couldn't get a web version working. The non-.NET version of Godot does support web builds, did you try using that? Obviously if your code is written in C# that won't work, but just a thought.
Glad you had fun with the game! I know it's been a while, but I just posted an update to the game that, among other things, adds an option to show the hardware cursor. Plus, I did what I could to make the sprite cursor a bit more responsive. Thanks for the feedback on this, and if you play the new update, let me know what you think!
I love the look of this game, reminds me a bit of an old Atari game. I did have some issues picking up the bombs. If I had to guess this is because your CRT shader is warping the screen at the edges, causing the actual cursor to be misaligned with the thing you're trying to click on. To fix this, I'd recommend making a cursor that exists under the CRT effect. You can pretty easily have a Sprite2D that follows the mouse position, plus you can hide the user's computer cursor. I used this effect in my game SUFFER.er if you want to see this effect in action.
What a weird game. I love it. We need more weird games like this.
I was going to say the art gave me major Pizza Tower vibes... and then I saw your Pizza Tower fan game and it all made sense lol. Much like Pizza Tower, this game has this weirdly amateurish but also weirdly polished vibe that I think gives the game a lot of charm. Like yeah the art is "bad", but it's intentionally bad, so now it's just the game's style. This very much so felt like a "grind" even to get some of the "cheaper" items. I do wish for some more variety in the fighting, and I think that would make the game feel less grindy. But idk at this point I think that was the intention.
Amazing. No notes. I played it all, 19 stumped me for a bit but I loved every second of the challenge. I need more. This is like picross levels of good. Let me get this game on my Game Boy Color in the year 2000 and we're set for a road trip. Loved the music, loved the art, loved the design, I love this game and I want more of it.
Cool concept, it's very Katamari Damacy/Donut County. The game play is a little slow, at times there isn't much going on, but overall I enjoyed my time with it. And I found out I could swing those red particles around really fast just by moving in a circle, and managed to get some stuck behind some walls, which I don't think was intentional but it was really fun to do lol.









