Thanks for letting me know! If it's ok to ask, what platform were you using (which web browser/Windows/Linux)?
Agecaf
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It's a fun and challenging concept!
In terms of difficulty curve, I managed to learn how to reliably get past the first wave, sometimes at full HP, but couldn't get past the second one. I was thinking that through afterlife upgrades I would eventually have enough fire rate to better deal with the second wave, but over like 10 playthroughs I only managed to get 1 XP? I'm not sure if this is a bug or intended, but perhaps more granular XP (like 1XP per kill) and higher XP costs for the upgrades might help make players feel there's progress regardless of their skill level.
The music and the art are great (especially at setting the setting and mood) and the gun shooting SFX is pretty good. If there was one area of improvement it would be in the enemy death+SFX, they are good enough but I feel they could have a bit more oomph.
The one thing I found confusing was the HP UI being the revolver's barrel; for a long time I though that was your ammo and was confused when it stayed fixed while I shot bullets, and that there was no "bullet reload time" as might be expected of a revolver.
This is overall a pretty great game, there's great teamwork involved in getting everything fitting nicely together!
Heya! Just some feedback since I feel gamejams are best for learning, but it's hard to learn without knowing what can be improved.
It's nice to have SFX for the jetpack (I've made the mistake of having no SFX in the past), but in this case I feel they are too loud, especially compared to the music.
I feel like the camera is against you in this game, too small to really see what's around you before you miss your objectives or slam into the obstacles, this adds to the challenge.
The game itself felt quite challenging, it's easy during development to get very good at your own game and lose sight of the level of challenge, especially for new players. There's nothing wrong with challenge, though, as it can increase replayability, but just as a data point it took me like 5 tries to finally get the three photos, then another couple of tries to get them and not miss the spaceship; a quick reset button might've been nice to quickly retry when one misses the chance to make challenging games more fun.
I noticed this was the first game published on this account, so if this is one of the first games you've worked on (and even if it isn't) I wanted to say that the concept is quite original and different from what others might do in their early games, the creativity is great, and I'm looking forward to what you do in the future!
Thank! As for the assets, I'm quite happy with how they turned out. I'm usually more of a maths guy which is how I got the cheese working (lots of shaders, and a simple noise texture), whereas for the background and the rats, I used Krita. The rat animations were done with Godot's Skeleton2D, it turns out to be simpler that one would expect, at least for this case where there's really just one animation and it's... well, just making sure the feet stay on the floor and the hands are at the right place.
I really liked it! I think a "free drawing" mode would've been pretty nice, even if it were level1 but with all controls unlocked, maybe even unlocked after level 10. The SFX for the marker was on point, and it was always nice to be clapped at the end of a level. It's also fun to consider speed running this game.
The background art was some really nice pixel art! I think the zombie appearance on screen was a bit abrupt, having them move in from the sides, fall from the sky or even fade in might've been interesting to try? What I really liked was the spinning revolver UI, very functional and easy to read, but also very stylish!
Please add any feature requests here!
There's a lot of features I would like to add to this tool. While I will be working on other projects, I will come back to this tool every now and then to add new tools and features; I'd appreciate if you let me know which features you'd be most interested in.
Some of the ideas for tools I have in mind are one for visualizing complex functions, one for visualizing 3D surfaces of the form f(x,y,z) = 0, and one for drawing fractals. Some of the ideas for additional features I have is a way to save gifs.
Did you find any bugs? Please report them in this thread!
Known issues
- Windows: This tool has not yet been tested in Windows, but it runs on wine, so it should work. Let me know if it doesn't, or if you do manage to make it run on Windows!
- Experimental Mac: I am not yet enrolled in Apple's Developer Program, but this might change in the future. This means that Gatekeeper will try to stop you from running this tool, but I understand there's ways to run it anyway. It has been tested successfully on Mac, but let me know if you run into any other issues.
- "Show mouse position" does not work for all functions: Unlike the colors, which are computed in the shader, Show mouse position evaluates the formula in GDScript, which has most of the shader functions implemented but not all of them; it should not crash the application, but it won't show the value at mouse position when your formula involves these functions. Known functions to cause issues: mod(x, 2.0), atan(y, x) (do let me know if you run into more!)
This is pretty cool! I'm impressed with how much there is, and I especially like the animations, just the idle animations alone make this game come alive!
My only concern would be the difficulty of the game, but this can often be mitigated the more you play and learn the best strategies.
The dice upgrades is a really cool concept! The tooltips on enemies is a nice addition, tooltips on dice might've been nice too, though there's only so much we can do with such a short amount of time.
After playing a bit more with it, I think the controls can be worked with and it's fun to drive, however you do need to start decelerating before a turn. That's why some way for the player to know about the upcoming turns would be quite useful, could be a bit of UI or just a more zoomed out camera. The idea of trying to stay close to the yellow car to get the most score is a quite interesting take on the theme, and changes the goal from being the fastest to joining together with another car, I like it!
The controls are easy to understand in theory, but hard to work with in practice. One of the main issues is with letting it stretch beyond the maximum you allow, which means it is unclear what the maximum is, and makes it hard to figure out how much exactly you're pulling. Another of the issues is that parabolic trajectories aren't always super intuitive, which is why many games that use them have (partial) predicted trajectories. A way to quickly restart a level would've been a nice addition, since screwing up one arc means it might be best to restart the level.
That being said, the feeling of the jumps is great and the graphics are nice. There's some nice polish and the levels are interesting, it's really good for something done in 48 hours!
Amazing art, cunning design and flawless execution, but it is held back quite a lot by the lack of audio. A good choice of soundtrack (even from somewhere like opengameart) can make replaying it over and over more fun, and crunchy SFX can make the slaying of foes all the more rewarding. Still, it's really impressive what you managed to do in just 48 hours, it's really polished.
Audio is not all about music, SFX are also quite important and can greatly enhance a game. You can find SFX sound banks with unrestrictive licenses online, or generate them with a tool like sfxr.
As for music, it's fun to learn how to make your own, but if that's not your cup of tea, you can find music for your games in places like opengameart; just be sure to read the licenses and credit the authors appropriately. Choosing a good background music can make the graphics and the audio come together to make a great atmosphere, this game for example could probably use a catchy chiptune soundtrack, with crunchy sfx.
I liked the music! Some SFX would've been a nice addition, to know if your bullets are hitting the enemy while focusing on blocking the enemy's bullets. The gameplay is fun, though a bit hard to control. And you can get the enemy to negative HP? I liked the part near the start where there's some cool terrain, more of that could've been quite fun.
I like the level design and the different wall types, they add a nice variety and the levels they are presented in are good "silent tutorials". Audio would've been nice, but that's just me really liking audio. The areas you can click to link the blob with an anchor where a bit too small for my tastes, there were too many times I just clicked slightly to the side and in a game where timing is so important I think "when" instead of "where" you click should be the more difficult part. A restart button in the keyboard would've been nice, since there's a lot of manual restarting to do. I really liked the levels and the concept, there's a surprisingly broad variety on display.
I'd like to mainly give feedback on the audio. The game's music is great at setting the atmosphere, and really complements the art and light choices to make a cool atmosphere. The shooting SFX is really nice, but possibly a bit too loud. Some more SFX would've been greatly appreciated, especially ones for getting hurt since otherwise it's hard to tell when you've lost a heart. Overall, it's a quite impressive combination of art and programming for 48 hours, great work!
I like the level and the abilities that the ghosts grant you; this is effectively a mini-metroidvania which is hard to pull off in such a short time! I think what I felt was missing most was some SFX for the spikes in particular; it is hard to get the timing right with just visual information─SFX more in general would've been a great addition. I liked the art and the music. It's not easy to work as a team and maintain a cohesive vision, which you've managed to do to great effect, well done!
Ah, this brings back good memories. A fun part of playing with building blocks is seeing what you're about to pick, maybe having previews of the blocks you're picking, or have a bunch of random blocks in a "block box" in the lower part of the screen, could be a nice addition. This is well implemented and the SFX are a nice touch.
This is really good! The main mechanic is well polished, and there's tons of level variety with the three enemy types you introduce. If anything, maybe the enemy's shooting SFX was too quiet? It might've helped dodge those arrows. Some way of climbing when you're "left hanging" could've also been a nice feature, though the game feels complete as it is right now. It's pretty amazing it was all done in 48 hours!
Ohh I love when you mess with space in games (unfortunately this year I stuck to regular euclidean space). Audio would be nice, but that's just because I like audio. I really like the way you combined the theme with the cut and joined space, and the puzzles with changing orientation and size were really cool!





