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A member registered Jul 08, 2015

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Awesome work everyone! It's great to see so many quality Godot jam entries this year :)

For those of you who are also on Twitter, be sure to link your Godot-made entry in and I'll retweet it for the community there.

Edit: I made an itch collection with all entries in the Twitter thread, this itch thread and a few others I found on Discord, Reddit or Twitter:

If you download it through the client, the executable permission is automatically added.

Alternatively, you can add the executable permission with Right click > Properties in any Linux file manager.

Thanks a lot! Great exposure for us just before GDC :)

BTW, will you be at GDC and/or ICGJ?

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Actually I'm considering buying this assets pack because it comes under a free culture license, which means that I could use it to make a fully free and open source game. It is true that the license allows a buyer to share the artwork for free, thus bypassing the commercial entry point here, but that's kind of the point of a free license. The Attribution clause should at least ensure that people who may redistribute it would link to this page, though users who can afford it might consider supporting the original author directly.

The Share Alike clause even means that if people modify these assets, they should share them under a similar license themselves, which most would likely do free of charge. In practice, though, I've rarely seen people bother about it and publish their games using modified CC-BY-SA artwork without putting said artwork easily accessible online -- and most artists seem fine with it. The real "use" of SA would be more to prevent people forking the artwork and selling it as proprietary, which then would be a clear breach of license.

TL;DR: Thanks for giving commercial artwork + free license a chance! That's a great, yet hardly used, combination, and it does include some "risk", but I hope it turns out well for you.

To be specific, the "Share Alike" (SA) clause means that if you make derivative work of the CC-BY-SA artwork, then you should share this derivative work under a similar license. The general understanding is that a game using this artwork is not a derivative work, so in this case you only need to give attribution (BY). If you create new art assets based on this artwork though, then you should share it under a similar license. Your own art assets which are not derived from #NotZelda are not affected by this license, so they can stay proprietary.

Count me in for testing a Linux build.

It should be relatively painless with Godot, the main issue you might face is case sensitivity on Linux and macOS, but Godot warns you when you load resources with the wrong case on Windows, so it shouln't be too hard to prevent.

Ah good to know about the two keyboard control schemes, I started playing with WASD and was longing for a way to control relative to the ship's direction, which feels more natural to me in such a game (and which the Arrow keys allow to do). Eventually I may see myself want to play with WASD doing rotation/thrust and the mouse for fire/tractor beam, so it would indeed make sense if this was configurable.

Also, I'm playing on a French AZERTY keyboard where WASD are located as ZQSD, which is far from convenient, so key remapping would indeed be welcome in a later version. I made a Godot demo about it, it's relatively easy to make a GUI for it (harder to make it look cool though :)).

Now on to trying the intended gameplay with a controller :)

For gradual speed the math is relatively simple :) (factor would need tweaking, a maybe a non linear curve if it's better for balancing).

For the speed difference based on the direction, trigonometry should be your friend :)

Great work on your first Godot project! The atmosphere is great, and the visuals and sound effects are very nice. I really enjoyed the different character animations, it's impressive.

I ran into quite a few bugs/not-yet-implemented features which prevented really enjoying the story or finishing the game, for example:

- When outside, your speed decreases little by little (consistent with the low temperature theme), but it doesn't improve when you reach indoor areas, so you're basically stuck in 2 px/s mode. Worse, if you stay outside long enough, you can get a negative speed :) (you disappear, but when you try moving you are visible again and going in the opposite direction as pressed)

- Many items are highlighted as interactable, but most of them don't produce any effect. I assume it's just due to lack of time and I'm looking forward to an improved/polished post-jam version to fully experience the game :)

- Some texture on the ground would help to at least tell you that you are indeed moving - when you're in a corner of the camera you don't know if you're still advancing or if you reached an invisible wall.

Great work, I really like the theme interpretation and the gameplay!

I agree with others that the jump controls are a bit difficult to use, so I often lost due to a wrong jump instead of temperature. It's also strange that during daytime you can keep cool by staying in the shade, but as soon as night starts, you heat up very fast due to the ambient temperature still being super hot (while actually, everything is in shade by definition and you should therefore have the same effect - or more cold - than when protecting yourself from the sun).

Awesome work on your first Godot project! I really love the visuals and music, and you have a great concept for the temperature theme. It's fun, and the mechanics are well introduced little by little. The last level is evil, I'd need three hands to beat it (or use my foot as suggested below, but I'm not that flexible :P).

Nice idea! The visuals and sound effects are quite good, and congrats on making nice procedurally generated Earths for us to nuke all we want :P

It is pretty tough though, I've played for a bit but never managed to get all factories before the timer ran out. I think at most I got a game with maybe 3 of them left scattered all around the globe. It would be nice to have a score actually telling you how many you nuked and/or how many were left to save Earth. The game is so fast paced that I didn't notice the rising sea levels before reading about them on the itch page :D

Great idea, and nice implementation! The temperature display effect is well done and properly conveys the mechanics, especially heat transfer by forced convection :)

The grabbing mechanism wasn't always easy to manage, especially when having to grab two blocks at once to go over ice, and that in the right order (ice first, or on the side). I ended up blocked in the middle of the water or sometimes in a wall too and has to restart. Yet I did finish the level and enjoyed the design, I wouldn't mind playing an extended version with some more polish on the mechanics and more levels :)

Congrats on publishing your first Godot game, it's very well done! Nice visuals and music, it's quite enjoyable.

The gameplay is simple, but it's a good idea. It lacks some balancing though, as whether you win or not is very random and depends on your luck regarding which planets will spawn where. I often had playthroughs with only planets at negative deltaC so I would run out of energy before reaching any that could recharge me.

I also found it weird that the actual movement speed changes based on thresholds. It would be much better to make it proportional to the speed magnitude displayed in game, to avoid having big slow-downs/speed-ups each time you reach a threshold.

Great work! The visuals, sound effects and UI are all very enjoyable and polished, and the concept and gameplay are pretty cool. I really liked the instructions screen, though I did not understand right away the point of the mass screen (it became clearer when I actually read the itch page explaining what it's meant to be used for in game).

Definitely one of the highlights of this jam for me :)

Nice work! The pixel art is cute and the sound effects fit well :)

Initially I did not understand what I was supposed to do when Grandma asked for wood, since I had just been seeing lots of wood and burning them, and going back to the unburnt ones gave no way to fetch it. It's only after reading comments here that I knew I could go further somehow and tried again.

I agree with others that allowing Enter to dismiss dialogs would be nice, so that we don't need the mouse at all.

Nice work, and congrats on releasing your first Godot game! It runs great on Linux, and the background sounds are pretty cool :) It managed to get 12 points, but man that was tough :P

Nice work! The added instructions screen makes it clearer, it was far from obvious initially what the controls and purpose were :)

The art is very nice, both sprites and particle effects (I played on Linux directly from source code as the HTML5 version was sluggish with particle effects), and the music fits well :)

The controls are good, though the collisions are sometimes unexpected.

Nice work! The art is nice and it's a good concept for the temperature theme :)

It took me a while to understand the gameplay, as I find that the temperature buttons are not very identifiable as buttons, and I did not notice initially that the mix influenced the color in the pipes and that I had to do the right mix to fit the black square. I was mostly focused on the rising heat and cold in the shower animation.

Congrats, for a first Godot project and a first game project it's very impressive! The art is very nice, and you did a great job adding instructions on how to play and the controls in-game - crucial info sadly missing in most jam games due to lack of time/polish.

The gameplay works well. It's relatively simple but it shows that you set your priorities straight: good presentation, working base gameplay and high scores/instructions - it already feels like a real game. Then more features and more level elements can be added incrementally in future builds :)

I'm glad you still submitted it, it's a very cool entry :)

The sad part about losing the code is that we likely won't see an improved post-jam version... The wildest features turning it into a full fledged RPG Shop Simulator 2019 will have to stay in our dreams :D

Congrats on releasing your first Godot project, it's very well done! The concept works great, and the visuals and controls are very good. The level design is good too, though it's true that difficulty increases fast and some levels can become quite frustrating (I did rage quit eventually :P But I'm playing through many jam entries so less patient for hard games than I'm usually ;)).

The two music tracks are fine taken individually, but I feel they don't blend so well and see you switch weather all the time, it's a bit annoying eventually. Having two well synchronised variations on the same motif might be better :)

Impressive work! Everything works great together, visuals, sound effects, the very well written backstory and of course the very nice level design. It was a lot of fun to play!

The tile-by-tile explosions are nice, though after a while they slow down the gameplay quite a bit, especially in levels with more than one flamethrower. Maybe the flamethrowers could all fire at the same time to speed it up (I was once grilled by the first flamethrower but still had to wait for the other 2 before the gameover).

I'll definitely be digging into the source code of this one to see how you implemented all this :)

I love the look 'n feel, all those different art styles thrown together feels like a contemporary art rollercoaster ride :D

I didn't get that it was a 2-player game before reading comments, so I did try my best at the super hard twin-stick-twin-bodies controller :P Maybe the "2 player mayhem" from the itch picture could be stamped on the game main menu too ;)

Kudos on the impressive sound effects too, and for featuring Godette!

Congrats on your first Godot game and first game overall! It's a very good one for a first project, the gameplay works well, the visuals are cool and you even have nice sound effects and music. You can pat yourself on the back and be proud :)

Also kudos for putting playing instructions on the main screen, some more advanced devs around here haven't done it and it makes the gameplay harder to discover. It took me a while to understand how to get fish without getting burned, but the dash became my best friend. I got up to 15 points (max points challenge beaten!) and then accepted my fate as an octopus.

Awesome look 'n feel, the visuals, sound effects, music and UI are all very well designed and polished. The controls are very smooth too, so it all starts very well.

Then the gameplay is a bit tough to understand at first, due in part to it being so fast paced (and IMO quite hard) as soon as you encounter your first enemy, and the difficulty to distinguish between path tiles and walls. Still, I died a lot, cornered by enemies, but kept on trying :)

I had to check the itch page for controls though, I strongly encourage to always document controls in-game if not obvious.

Overall great work!

Great job, the visuals are really slick and the gameplay is quite nice. I agree with others that the body temperature mechanics could be better used, but it works at any rate. Some visual feedback on the pressed state of the buttons would be good, and yeah sound effects and some music would definitely enhance it all. I loved the possibility to customize the character :)

Thanks for providing a Linux binary, but you also need to include the `Train Game.pck` file with it which contains all your game's scenes and assets, otherwise the binary itself is not so useful :)

The game is playable by downloading the Windows zip and putting its .pck file next to the Linux .x86_64 binary.

Nice concept, and well executed! Using those three states allows for some pretty interesting challenges, I'm looking forwards to an extended version with more levels and some twists :)

I expected the steam stage to make you rise automatically, it could add an interesting constraint - though I'd still allow to fight off this pull so that you can still go down (but slowlier) while in steam form.

Awesome entry like always, congrats! The visuals, sound effects and music fit very well together and are all of high quality. Animations, UI, everything is well polished and makes a near perfect jam entry.

The loss of source code is a big minus though :/ I know it was not on purpose as you've gradly shared the source code of your previous jam entries (and I personally learned quite a bit from it :)), but if we want to continue enforcing this rule in the Godot Jam we'll have to disqualify this one. I'm not doing it for now as I still want people to be able to see and play it (it's great and deserves to be played!), but we'll find a way to filter it out from the jam rankings in the end. Someone on Discord is looking into PCK decompilation, so who knows, maybe mangled code can be retrieved and it can be reimplemented in a few hours :P

Nice work, the concept is good and the gameplay is challenging! I like the visuals, and I agree with other commenters that the overall pace and music, though good, are maybe a bit too chill :)

I really enjoyed the atmosphere of this game, and the puzzles with linked 2D and 3D worlds are quite nice. Visuals are very good, though this ice guy is a bit creepy :D Nice music too. I agree with many that the gameplay is a bit slow, but overall it's pretty good :)

Congrats on your first Godot game, and great entry! It's a really clever concept and relatively easy to grasp, though some basic tutorial/instructions would be good (but it's always the same in jams, no time for that :D). The visuals work well and the sfx and music are pretty fitting too :)

Ah, after reading your comment I tried again and finally managed to beat the game. What I was missing is that you can turn the knobs more than by 1/8th of a turn (which is what you get when you drag the "slider" down/up), and can actually do a 1/4th of a turn (sliding twice). It's not obvious as is (at least on PC, might be more intuitive on mobile).

Great work as always on the visuals, sound effects, music and the gameplay! Controls are smooth, animations are great and the various actions available are quite nice.

Some areas are pretty challenging and you need to be a bit strategic to go through, but in some others you can just dash you way through and avoid most enemies. The health indicator was not so reliable in my experience, sometimes I would still be alive with ~5% of the health bar, while at other times I would die with ~10% of the health bar - it might be that you just triggered the death animation without finishing to update the health bar to 0.

Overall it's pretty great for a jam game, and it's fun for 5 to 10 minutes. I agree with some of the other comments that something might be lacking in the gameplay to unleash its full potential, but it's already very good :)

Very accurate simulation, I can fully relate to this experience. It could be made even worse by adding a "single hot water tank" mechanic that makes the water turn cold suddenly as soon as someone pull some water from the kitchen :P Or the hard mode with an old boiler that needs a very strong initial pressure to even get started heating up the water </true story>.

I tried my best but couldn't manage to get showered in time though, balancing heat and cold is doable, but even with good temperature levels I've never seen the "cleanliness" bar advance faster than the "time" one...

It's a simple but good concept, and the art works great with it :)

The music is nice initially but it quickly becomes repetitive, especially since the game does not increase in difficulty so if you're good at it, you can just go on forever (I left myself explode after passing 200 meteorites as it was getting boring :D). It would be nice if the difficulty (speed) increased progressively, and the music too (with more variations on the base motif).

Well, you just need some practice :P

French people with AZERTY keyboards have to juggle with weird WASD defaults all the time, after a while you get good at it (French WASD equivalent would be ZQSD, which is used in this game).

(Of course I agree that it's better to default to WASD for the "normal" QWERTY-like layouts and let the French deal with their poor national layout, but now we know what we have to endure in 99% of games - that's why a UI to change key bindings *really* matters).

Great work and idea! I really liked the various dishes with their specific cooking requirements, it makes things hectic while prevent a simple "mash keys in rhythm" gameplay, as you need to pay attention to the visual feedback and coordinate your four inputs. It works well :)

The music and graphics and pretty good too, very nice work!