I plan to make plenty more! :)
Aniraster
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Interesting idea! As someone who only speaks English, it took me a minute or two to figure out how to change the language from (What I believe was Chinese) to English.
The translated dialogue was a bit hard to follow, but I was able to get the general idea of what was happening. I think it's an interesting idea for a story.
The art is well drawn, and the "black and white" color makes it feel classy.
Well done to everyone on your team! 👍
Very fun! Shifting my attention from one board to the other after every few moves is a great addition to Tetris and kept me on my toes.
There were a few misinputs- like I'd hard drop on right when I meant to hard drop on left, but I eventually found a rhythm.
I got into one of those "Tetris Trances" and before I knew it, I'd been playing for half an hour! 😅 It's addictive!
The presentation is a bit minimal, but the gameplay is solid! Level 3 was especially tricky!
Also, Godot dev to Godot dev, I'd recommend turning off (or setting to 0) "snapping_length" I believe it's named in the characterbody controller- that feature's for making a platformer character, and have them stay on the ground while walking down slopes- but it causes some oddities when in a top-down game.
Good game though!
Awesome seeing the gameplay! I added a bit to the description to make it a bit clearer that you need a running (or rolling) start for a lot of the jumps. I also improved the mouse cursor camera based on your feedback.
I don't plan to do much more work on Meatball Man Mania, but I plan for future games to be in a similar style. Thanks for playing! :)
Hi there! Cool game!
I have some feedback, if you would like it-
I used the joystick, and it worked well, but during the charge, it seems like its either "fully to the left" or "fully to the right". There isn't like "turn slightly to the left" with the joystick. Or it was at least very sensitive.
I also felt like the normal walking animation was a bit weird looking, but the charge and gliding animations were really good.
I really like how fast and smooth the gliding is, and the somersault thing that you can do out of hover adds a lot of fluidity to the movement
Something about the camera felt a little off... maybe it was too zoomed in for me? I tried increasing the FOV, but I would prefer if you could increase the distance.
I had a bunch of fun though, big spyro 1 vibes.
I like it, but there are a few key problems I had:
1. Up/Down Camera- When you're on the big tree or have a lot of stamina, things can get pretty vertical. It would be nice to be able to look down- especially if you miss a jump and need to find a safe spot to land!
2. Camera Collision- You already acknowledged it, but it would be nice to have. :)
3. No Deadzones(?)- I played on controller and noticed that the deadzones were either very low or nonexistent. Sometimes when I stopped moving, my joystick didn't return to exactly the middle, so I would kinda drift a little.
4. This one's both praise and criticism. I really like the way that the bug things emit sound, so you can find unopened ones based on the sound cues- This is genuinely one of the best ways I've seen to remedy the "can't find final collectable" problem.
The problem is that they open when collected, but from a distance they look pretty much the same as a closed one. A more distinct change between open and closed things would be nice, but I was able to find them all with no trouble because of the sound thing.
5. The movement was also a little stiff. It was fine, but I personally didn't like how you stopped moving during the landing animation.
Overall: Really fun! I felt like some of the collectables were a little same-y, and some alternate colors for hair / some shirts would be nice. Nonetheless, great for a jam game. 👍
lol i was using the forward+ renderer, i haven't messed about with mobile or compatibility, though i really should since i do html5 games...
i initially didn't have shadows because i was worried about performance. but after reopening the project and seeing what it would look like with shadows, i'm gonna say i didn't do shadows because they add a lot of visual clutter that makes it harder to see things
the starting rocks were largely to teach about attaching rocks and to allow the player to kinda get a safe place where they can make different shapes- initially the game was almost impossible, so i may have gone overboard in making it easier...
i originally wanted to make an action-y song for it, but ended up deciding i'd rather add things like better menus and controller support.
i actually made the music volume a separate slider from the sound effects volume so that if you wanted, you could mute the music and listen to something else.
i'm glad you liked it though!
who can say what the best way is, game making just be wack like that
if you dont already know about them, the Vector2 (and Vector3) .rotated method may be good to know for future games
before i learned about those, rotating a vector was like 3 (very long) lines of code and a stinkin load of trigonometry, but with them its just "Vector2(10,0).rotated(45)"
super cool game!
i will say that something with the camera (maybe the fov or the bobbing? idk) gave me a bit of a headache... but i think the sticker idea is super cool, so i powered through!
i like how much player freedom the stickers give, idk if i actually cheesed any puzzles, but i feel like i did and it makes me feel smart and creative :)
that was a quite good puzzle game, i liked the puzzles where it was just kinda you showing off your mechanics, like the one where you just press down and the moving plates solve it for you
the puzzles were a good difficulty- challenging and rewarding while not being annoying
i appreciate the sweet sax at the end of each level, and i too cant stand unity
i like it
some of the "jump -> grab -> place beneath you -> land" things were a little too tight for my liking, but i think it only showed up in like 1 level
i really like the different colored hands, i never realized seeing a green hand would make the game feel that much more polished!
also, with the particles thing- i've found that gpu particle nodes don't show up in html5 exports, but cpu particles do show up
tell thorthe i like the art
the games a little hard to control solo, but i feel like thats true for any co-op game. i do like how when you fuse the man controls moving to the left and the woman controls moving to the right.
i like the whole "need to team up and use abilities together" type thing, also some of the puzzles really made me scratch my head and say "hmmm, what could be the solution?" out loud.
that attack was pretty super, magical and bloodthirsty and it was also pretty flying sword, but i didn't see much duper :(
i feel like the sword had too wide of a hitbox when colliding with the mirrors, my brain tells me "it'll be based off of the tip of the sword" but since the hitbox is wider (i assume), diagonal mirrors get hit higher than i intended for them to get hit. Like, the bounce location is based off of the corner of the collision, when my brain thinks it should be bounced from where the sword tip is, if that makes sense.
i think those little fellas deserved it frankly, 👍
also based fellow firefox user
like the squash and stretch and general meatiness of the animations
i feel like the ui and inventory need a good bit of work, though for a jam game its fine enough
i also feel like pressing e on things to grab them is a bit cumbersome when you use a and d to move- clicking on it would feel better imo, but again, inventory systems and clicking & dragging stuff is hard
on another note however, i absolutely love the idea!
i might just be a bit of an alchemy fanboy, but i love the whole "combine things to make potions that do x" thing. theres a lot of potential for puzzles and a lot of room for potential player agency (ie, someone uses a double jump potion here, where someone else uses a dash potion and a create block)
i would've liked to see more combinations and ingredients, but i can see that being a lot of work.
overall really cool game!
thats pretty cool.
are the levels randomly generated, or are they just shuffled? i had one where an enemy spawned right on me and i got hit, i also had one where it was (at a glance) impossible to get through a gate without getting hit (even with the arrow keys thing), but that one could've just been me being not very skilled.
cool game, i agree with goathg- gravity feels a little slow, and it makes dying when you're close to the goal feel pretty punishing because it takes a while to get back to where you were
it does feel pretty cool to try to do levels without touching the floor (or touching floors/walls as little as possible)












