As long as the game was made during this jam's time frame, you are allowed to submit it here. I can't speak for other jams, but we allow and encourage to participate in multiple jams, so if the jams overlap and the game was made during the jam, then you can submit it here. Does that answer your question?
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Hey! Welcome to the Godot Wild Jam. Yes, the game must be new, but you can re-use assets and code you already have. However, a new game would need to be created from the old assets and code. Hope this helps!
Looks pretty! I finished with 212.3 (seconds I assume) once I set my movement speed to max
I see the maze idea was a common go to for people with this theme! I didn't understand how it related to it, though.
I love the grid lines and the neon stuff, but it's all way way too much. I think the neon would have worked better had it been one line along the edges of the floor or something. It hurt my eyes to play for too long.
Cool music track for the game. I didn't play long enough to see if there was any variation.
I was given no instructions at the beginning of the game, so I wasn't sure what the gameplay was beyond navigating a maze.
Well, this is super duper cryptic. Looks like to Bitcoin Blockchain stuff.
It definitely fits the theme in my mind.
20 numbers max can be entered, but you told me you don't need to use all 20. In the small box below, the numbers of characters goes 6, 7, 7 and then below those it's 6, 7, 7 again. Hmmmm. ctrl+F didn't help me. I can't solve this.
Freaking love whatever this track is. It fits perfectly.
Wish there was more to it, of course, and just the tiniest amount of direction. Clarify the small box underneath the browser game? To me, it's obviously a key, but I have no idea how to decode it!
This is definitely unique and takes hidden within in a different direction, which I appreciate. I may be biased in that I love any game that uses puzzles!
Interesting art style! I'm intrigued.
Other than the player being a hooded figure, I didn't see how the theme tied into the game unless it is at the end where the hooded figure is revealed? I made it to 1 checkpoint and could not beat it either.
The level was pretty balanced. It got progressively harder, and I died a lot. The jump was really good too, because getting a jump right is a pain in the butt. Cute world. I like the death animation, and the transition used for reloading the level. I would maybe leave the word checkpoint on screen longer to let players know. I missed it the first and hopped back to see what it was, but it was gone. I did want a pause menu or a way to quit the game.
I wanted a jump sound soooo badly. The death noise was good, and the track in the background looped well. Also a short, soft whirring noise for all those blades would have added pressure/stress to me as a player. Haha.
I played this game a lot longer than I had planned/wanted to, but I think I am low key addicted to these impossibly difficult games. I got hooked real fast.
Extremely original game.
Hey, that's our logo!! That's so freaking cool!!
I don't see how a space shooter has much to do with Hidden Within. I see how it's trying to with the end goal, but I don't think that's enough.
The tutorials are great although I did run into the wall the first time and totally missed the blurb about using the C key. I was like....wut? The space within to maneuver around is big enough that I feel like it's manageable but small enough that I still feel confined. Good use of space, and I like the menus.
The sound effects are nice, but I didn't notice any actual music or other ambient noises.
Wow, not being able to touch walls plus the combo of those rotation arrows make this balanced and just challenging enough to continue playing. I kept dying and was like, "No, I can do that."
This is a really good take on things like The Impossible Game (so many hours from my phone poured into that) and games of that ilk.
P.S. Kudos for using 3.1!! :D
I am a Candy Knight! My score was 106. x)
I think this is hilarious and really plays up the stereotype of dangerous things being in Halloween candy. Fits the theme and time of year. Well done!
I did find the candies are a little difficult to click on, but that may be part of the point. Haha. The X-Ray portion takes up so much of the screen that you don't get much time to click them, but the little shine that runs over the machine is a nice detail. I do like that you have to remember which ones to click afterwards. It would have been hilarious to give a delayed screen as to why you're scanning the candy. Are you a concerned parent or what?
I think this would be a really fun mobile game and easier to play, since you could just tap rather than mouse click.
Cute music and sound effects. No real complaints audio-wise, but it also wasn't the end all be all.
The gameplay is simple but fun. I thought it was funny that the game kind of insults you once you lose and changes its response the higher your score is. As someone else already pointed out, the candies to begin to overlap once you play again. Some minor bugs, but the core of it's there.
Creative idea that I think was manageable for the time given
P.S. Kudo for using 3.1!! :D
Well, I played this game way longer than I was planning to.
Disclaimer: I played the browser version only.
Love the concept of navigating a maze and trying to find the center. I think it's rock solid theme-wise.
The level was well designed and easy to navigate. I did get lost a handful of times.
I think more ambient noise (footsteps, a soft chunk when running into the wall) and an overall track for the game would have made this soooo immersive. It's still good without those, but a few audio things here would have really topped it off in my opinion.
It was unclear what I was supposed to do once I made it to the center/creature. The first time I died (?), the game reset. The second time, I dodged and picked up the spear. But, when I ran to the creature after it hit a wall, nothing happened. So, I ran away from the creature, and as it followed me, the game paused/crashed. :(
Really good use of the lighting and is it raycasting here? I love that there's no map, and you're stuck wandering. Simple concept but well executed. Good job!
Hey, I worked in LibGDX once upon a time! Welcome to Godot!! So glad you like the game engine. This definitely feels like 'My First Project' in this game engine. Hope you'll stick around and submit a game next jam, if you have time!
The game hardly use the theme as it's only with the Rice Power (how does rice camouflage you? Does it absorb your essence? I need to know.)
The platforms were easy to jump on. I immediately realized that it was a double jump/float in the air kind of deal (perfecting jumps is a true pain). I wish there was a pause menu! Also, it seems extremely unfair to me that the enemies can shoot through the platforms, but I can't. :(
There is no music...? There were sound effects, which I appreciated.
Interesting that a shooter was combined with platforming. I feel and maybe this is just me that platformers are usually mixed with melee type games? Either way, I had fun and played longer than I thought I would tbh.
It's a platformer merged with a 3rd person shooter. It's a good starter project but nothing groundbreaking.
P.S. Kudos for using 3.1!! :D
I saw the screenshots from this and thought, "Oh my god, there is so much on this screen. Hahaha, amazing. What is even happening?"
OK - You really took this theme to heart. From your description, I imagined that the player is supposed to cookie click their way until all the tiles are the same? Or, is it when you collect all the artifacts? Or, is it when you button smash enough to reveal an images?
I like the layout of everything, and I get that things are supposed to be spammed. However, when I would go to click the edge of the screen in my button smashing frenzy, I almost always clicked outside of the game. This meant the game became minimized, and I was jerked out of my immersion. I think you could also stand to make the font something more legible (feels very old school RPG) and also explain what the little heart in the upper right hand corner does. I had been playing for around 7 minutes or so and clicked it, and my game started over!! Last thing that I would do is add a pause menu that freezes your time? Other notes:
- The command prompt will print to screen how much time is added when you hit the space bar. Is this the only skill you get? I'd clarify this and show it to screen.
- How do you know when you've earned a skill to use? That wasn't clear to me.
If you play the game for more than a few mins, that one track gets old fast. Maybe you could switch tracks out after you level up X number of times? Or, depending on how close you are to finishing the game, change tracks? Something like that to signify progress? Not sure! I'm not an audio lady, but there's my two cents.
Straight up feels like a cookie clicker game from all the crazy mashing which is extremely addicting. You want to see that score go up and up and get all these random artifacts (loved the names of some of them btw).
As I've said already, this feels very cookie clicker, but the usage of it is different. You're like an archeologist, excavating some ruins. Fun gameplay with interesting artifacts.
Nice, simple mechanics. I didn't realize I was supposed to move with WASD. I just stood there and watched all the AI players on my team run up for a few moments.
I didn't realize that each gun had random ammo nor did I see the icon in the bottom right until about halfway through my first round. This somewhat fits into the theme of Hidden Within.
I must suck at these shooter games, because I didn't even make it to the left-hand side of the map. The wall placement allows for some cover, but you really have to use diagonals to get any leverage with them in my opinion. I think if there were more broken up walls rather than solid pieces of them, it'd make for a more interesting level. Other interesting notes:
- Clean pause menu. I love it.
- Would have liked to see a controls page or a delayed screen that told you your objective and how to move?
- A countdown timer for starting a round.
- To signify that each gun is a different type, have it change color once you pick it up? I assumed they were all the same until I read your info at the bottom!
I love the sound effects with picking up a gun and shooting. It puts me in the atmosphere of the game. Good job on this.
The gameplay was fun. I played a few rounds and found myself losing nearly every one! This AI is too good, man. I like that once you run out of ammo, you have to run back to pick up another gun. It makes you strategically use the bullets or hover around a gun spawning area. Also good that the guns spawn after X seconds. They aren't always there, and that was a good balance move imo. Love that it's team oriented in that it's not a 1v1 against AI. You have AI on your side! Would be interesting to see this as a multiplayer browser game...?
Shooters are a dime a dozen for me. This game reminds me of something I would have seen on newgrounds and played for hours as a teenager. I think it's a great first project, though, and shows you have a variety of skills in the game dev world.
Hello! I think you should definitely join our Discord server if you haven't already as there are all types of people with varying levels of experience there.
We also have many newbies in said Discord server. In fact, many people tried Godot for the first time in our last game jam, so you're right on target!
What has been useful for me is reading the Godot documentation and being a part of the Godot Discord server. So many helpful people who have worked on the engine are there and love bringing new people on board. It's a great community, honestly.
Glad you're here and look forward to seeing what you make!