Haha thanks. It’s clearly unfinished so I appreciate the kind assessment!
I was pretty proud of the music, but had some issues getting it to play properly.
Thank you for the kind words. The supportiveness from the community has been unexpected, I honestly was nervous about submitting at all, thinking it might be better to just wait for next time. I learned some valuable lessons (including issues during export!) that I’m glad I went through.
I did participate in another jam that overlapped a couple days, but was able to make more progress (though still incomplete) and am proud of that. I’m eager to see what I can come up with after taking some time to recoup before the next Godot Wild jam!
Thank you.
I was surprised at how much work it took to build what otherwise appears very underwhelming. My programming choices likely made things harder on myself than they needed to be but I learned a lot about how to streamline.
I do intend to flesh the concept out a bit more. I saw a great implementation of a similar idea in Blood Dice - another entry for this jam. Inspiring to see what people can put together in the timeframe!
Your game was enjoyable - I generally enjoy the idea of managing cooldowns to try and optimize for a playstyle. The game, while a bit unbalanced, lays the groundwork for some interesting concepts. The dynamic between the ice attacks, melee attack, and shard pickup reminded me of Jacks (https://en.wikipedia.org/wiki/Knucklebones).
Happy to take you up on your offer to learn about the skill design. I’m especially interested in how the code is structured and maybe a pseudocode example.
I’m a novice to Godot and I feel like I might be overcomplicating things. I find myself breaking things up into many scripts in an effort to make things modular but coming to the realization that I might be overdesigning.