gpu: gtx1070ti 8gb vram
cpu: i7-7820X
ram: 64GB
i'm too lazy to download the game again and get the exact fps but its something like 10fps, only instance where it works kinda well is when the graphics settings are at low and res at its lowest
Ag101
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soo idk if this is an issue with linux, godot, or the game but the performance is absolutely horrendous tried both linux and windows version through wine.
there's mouse acceleration for some reason, no i dont have mouse acceleration on.
game freezes alot no matter the settings, even at low res everything on low
no it's not a hardware problem, i use a gtx1070ti which has never failed me in running any game before.
i make godot games as a hobby, sometimes even using rust and i haven't experienced this slow performance before, not even in unity which i have had horrible experiences with both the engine and the performance of games made in it.
so yeah not entirely sure why in the world its performing like this.
was really fun, i ended up being squished by the sheer number of enemies. probably because i kept taking sensor upgrades because getting levels was just addictive lol
fps struggled a bit and couldnt get the game to work on brave (web browser)
but then again, i am playing on linux so its expected to have performance issues
Thanks!
i defenitly could've polished it a bit more if i had started the jam earlier,i only had two days and making the game mechanics took a day and a half so i didnt have much time for level design, i also wanted to expand more on the mechanics but it got way too complicated to be able to finish before the deadline. when you combine the game adds up the scale and velocity then normalizes the position of all the pieces to determine where you'll spawn. originally it was going to be that each cube has an area around it and it will only combine with the bits near it but i realized that i didnt build the player code in a way where that would be possible (to handle multiple combinations of bits together into multiple player bodies) and recoding that would've taken too much time. i also didnt have enough time to playtest the game and sent it to some people who then told me about more game breaking bugs i managed to fix before the deadline
i am planning on remaking the player system and physics, adding now levels and introducing more mechanics after the jam ends.
thank you so much for the feedback, its a great help!
yeah i spent alot of time on it, was supposed to be animated and more functional for example rather than combining into one cube only neighboring bits get combined together but the code for that system was already 150 lines long and took up most of the time spent on the game. so i had to get it in a functional state and make the levels before the jam ended, if i had started from the start of the jam i might've been able to finish it but i started halfway through
nice concept, while not the most creative it is definitely the most enjoyment i've had in these gamejam games.
most games try to be really long even if its not very fun or well playtested
this game is nice and sweet not too short nor too long just enough to get you hooked into the game mechanic
i would've definitely preferred if the game had a web version especially that i had to set proton up so i can play on linux though i've never used unity and so i dont know how hard or easy it is to build a web version as in godot its usually just 2 clicks and your done