Glad you liked it.
I apologize that the how-to-play is unclear and visual cues are misleading.
The "performance issue" is consistent across all devices, because it is not actually performance issue. Instead, it is a race condition bug when entities spawn, interact and despawn. I will be honest I was not able to fix it due to "Skill Issue".
Shoot sound is bad I know... In fact I was totally lazy in terms of assets for this game. I do intend to develop a indie game that is not for game jams, so by then I will be more serious about finding quality gun sounds among others.
Azq2337
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Thanks. Very detailed inspection from your side.
I agree that rules and interfaces were not so well thought out in retrospect.
400/800 is because of "stable mode"(a mode intended for WASM due to performance, otherwise it should be able to grow to 800 when building from source.
The performance issue is something that had troubled me during the development, but alas my basic skill in Rust is not good enough to resolve it, so instead I reduced the amount of objects in the world - which made the game less stuttering but yeah this is not the right way to do it (optimize).
I am ashamed by heavily using vibe coding, because I saw in Discord many veterans were not happy about this and the jam rule kinda disallow it. Out of respect to others and myself I should definitely hone real Rust and Bevy skill from after this jam.
Thanks for the compliment and feedback.
I now realize that the win condition is confusing for new players. It was a design oversight, somewhat due to me making and testing as sole developer. I will make sure to get more people to test before releasing in the future.
The gameplay is still rough tbh, but I'm moving on from this since jam time is over.
Audio-wise I felt unearned because they are royalty free music I found online. Maybe I should display this information more explicitly.
You are right about Slime Ranger, it definitely plays a subconscious part in the design of this game.
About tutorial, I should have added more text in the start menu. Part of me thought that writing in description is good enough but apparently most players expect everything to be explained in game, which is natural and something I should keep in mind in the future.
Glad you enjoyed it!
Yeah, the physics based game mechanism has this automatic fun factor to it. It kinda just works.
The barrier you mention is a nice advice, but you see - those shapes are out of control man, sometimes they take to the sky 😂
Anyways, this is a very roughly-made game. I made it simple so that I can look back at my Git commits to re-study how they were made. It was vibe-coded, but I don't intend to vibe code too much if I am serious about using Bevy more in the future.
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Just checked out your game and channel, and I'm a instant fan!
OK I replayed my game and think I get what you mean: Single tap input result in too much movement, takes too long to stop, and the reverse movement input doesn't mitigate the inertia but instead push you to the opposite direction.
Sorry my movement implementation is way too primal, like I only used a coefficient of below 1 to reduce the speed down to 0. Math is not my strongpoint, but I will learn to implement better physics in the future.
Thanks for the feedback! I threw the game together right after following GDQuest guide so much is left undone.
Apologies about the music volume but I hadn't got around to make any menu systems as you can see.
The walking on ice feeling is an unfortunate side effect of my custom implementation of the movement system, because the tutorial version of walking is way too stiff. I will learn some more from more experienced developers and maybe refresh my physics knowledge on frictions.
Some notes for myself: (accidentally wrote a dev log)
1. This game is made alongside 1 week Godot learning from GDQuest 3D first-person game tutorial. Originally I was going to use Unreal Engine 5 (which I already learnt for a month) but the minimal export size is 600MB+, which is horrible however you put it.
2. I wasted 2 days figuring out what form the game is going to take, this is in fact the third idea, the first two are even more unachievable: first is to reproduce a working man's PDCA loop narrative-driven, second is to hunt animals by going around 3 islands but each loop the task becomes more insane/inhumane (coining the working man reality). OK enough of self-pity.
3. During making of the game, I specifically didn't intend to finish the game if the controls feel janky, so I spent hours refining the gun feel and movement physics, also added a FPS and TPS switch (which is something I always wanted to do). What I learned are:
(1) Just like any well-packaged game engine, there are rules and limits. For example, the movement in basic terms is just directions plus velocity, but I want it to have decceleration for inertia feel (IMO helps immersion). What I found is that multiply works very well but add/subtract always overshoot and unable to stop, also when the value is very low it automatically set to 0. (Sure I will check if there are solutions available or if I am just doing it wrong)
(2) Camera transitioning is done by simply disable and enable different camera instances, which is far worse than Unity's larp function (Smooth AF). Of course in theory a third camera can be added to do the transition animation, but I haven't found online free offering for such yet.
(3) Godot can be daunting for big dreams, because first it does not have a lot of built-in features (you need to implement a lot by yourself), secondly (and this is not Godot's fault) but the Unity and Unreal assets stores give much more pain-relief to beginners. One may hate the monopoly and commercial captilism surrounding these stores, but at the end of the day the industry machine doesn't favor the weak very often. That's why indies are indies. Creative Commons is already such a huge step for individual creators, and here's to hoping it grows continously! (and not get demolished by AI craps)
This one stirs feelings.
I replayed the game and reworted this comment.
I know nurse-chan is supposed to be the eye-catcher here but her characterization is really well done and moving.
It breaks my heart that the protagonist has to die even when he almost regained memory ablity, though I know this is intentional and realistic in some way.
Really good job! The game style definitely reminds me of Milk inside a bag of milk.

