also tried running it at 8k for the heck of it and the performance hit wasn't too bad and it still ran at 300fps
Ag101
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Guess we were in the same boat haha.
i too didnt have very much time to work on my game (only one day / 12 hours) and that game is also about an ice cube only difference was that i was thinking about more of a speedrunner game, at one point i was even going to make it a shooter defence kinda thing but i didnt have enough time so i threw whatever i had already.
Anyways, nice game, for me its too easy though i finished it in 10 seconds or less. The main issue is that your slippery in decceleration but not on acceleration and not much in air meaning that if you move the opposite direction of where you were going the slipperyness is instantly nullified just adding more slipperyness there would make it a heck of a ton harder.
I really liked the sound effects and particles though, good job!
a nice classic top down shooter.
a couple of issues though:
the bullets shoot vertically too, so shooting the ground infront of you makes the bullet go straight down and hit the ground.
dead enemies can block bullets also, dunno if that's intentional.
i didn't understand what the glowing orbs on the ground were, i'm assuming its money but it wasn't very obvious
other than that its pretty well made, i like the shop mechanics, was it inspired by brotato?
Glad you added a linux build, i'll test it for you when i have the time, maybe tonight or tomorrow.
For some info about my system, the distro is use is nixos, and i use an nvidia gpu, i configured wine which is a windows compatability layer for linux so i can play windows games too (umu launcher + GE proton specifically), so even if the linux build doesnt work most people can still play the windows version on linux as long as the game doesnt try interfacing with the desktop environment too much like kinito pet for example (though even kinito pet i managed to get working on linux with a specific version of wine)
So yeah i'll let you know how the game runs on linux, btw if the game is built on godot it will propably work fine, if its on unity there's a chance for it to not work well especially via the wine compatability layer unity
I had a couple of ideas for the ice block but i scrapped them for lack of time, i concidered the objective being to deliver the ice block to the end of the level while protecting it, or even a defense type of game where you defend a huge ice block against a wave of enemies, if you noticed the ice block even slowly heals you over time when your near it.
but yeah i didnt have enough free time to make the game mechanics go together and make the game more enjoyable, so i just made a small test level and uploaded whatever i had.
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