I hope you don't use pre-made! I wasn't exaggerating, The player sprite reminds me of some flash games I liked growing up like Nitrome's Skywire! I'd love to see it progress. But I understand the artwork takes up a lot of development time!
Berti
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Really had fun with this one, I was impressed with how fleshed out it is! I would love if this one kept getting worked on, I'm a sucker for a good idle game! I probably spent the most time out of any games on this one!
4000 cultists is a pretty good number considering they're all individually clickable!
I can relate unfortunately! My sister did the drawing and I did the rest, sometimes she would be off taking a break while I'm having a mental breakdown over having to read my own code! But to be fair, it is self inflicted...
I can imagine how writing an AI for this kind of game in two days would take it's toll! But it all turned out great!
Really enjoyed this one! I love the animations of the cat and the grabbing mechanic is actually pretty cool!
Making this in LibGDX is also impressive! I have some experience with using it as a game framework, and while we were able to get some fairly impressive things running, it was not exactly straightforward!
Thank you so much!
I can't believe you made it so far without using the cracks correlated to the time! That's honestly impressive!
I think if I was able to go back and edit anything, I would try to make it clearer that this is your only hint on how long the biscuit will last, and to make the last two levels a little bit easier. But what's the point if you can't cause a little psychological damage to your players?
Ridiculously good! Spent a really long time playing! At first I didn't realize that the stores change depending on the tab, so I made it up to the trillions before even realizing I could update the material rates! Lol. The only issues I ran into were that after buying the first AOE click update, I wouldn't be able to click as fast anymore, the inputs were getting blocked. Also the wheat kept getting placed in the center of the farm!
Keep it up!
It's always on export! We all must have a screw loose to be exporting our games right at the finish line instead of testing!
I'm glad you managed to get the problem figured out, it can feel so crushing when the game just doesn't feel ready right at the finish line.
The sprites in this are S tier for me in this jam so far!
We came up with such similar ideas!
Yes shaders are really difficult to get down, at a certain point they just seem like black magic! Some people make some seriously complicated things but as soon as it gets too mathy I can't keep up at all! It's a completely different kind of programming due to the limitations!
I also have trouble with focusing on one issue and having to rush at the end, but I'm really glad you managed to get through your first jam!
Ah that explains why I haven't hit that issue yet! I avoid using @export for loading levels specifically!
exported custom property that accepts a PackedScene that represents the next scene of your game level
Behind the scenes the @export decorator functions similarly to a preload call. Meaning that when you load a scene that contains an @export anywhere in it, that exported property will be preloaded, aka loaded from disk into memory. If you have a Level1 scene, with an export to Level2 anywhere in it, and then Level2 has an export to Level3... you see where this is going. If you do it this way you load your entire game as soon as Level1 is loaded! This isn't necessarily that bad for a very small game, it even will reduce load times! But generally I prefer to use a system that will "lazy load" my levels only when they're being switched to! This preloading is also what causes the circular dependency!
You saying "Java" made me guesstimate your age
I'm only 25! lol.
I worked with C a lot too for fundamental classes involving low level concepts like OS, Multithreading, etc, but one of my professors who focused more on the development of actual software was a Java guy! So when I would take classes with him he wanted us to work in Java! He usually allowed us, or even asked us to make video games for the class because they're just more fun! I ended up developing custom particle systems, video players for cutscenes, "shaders" (we couldn't access the GPU, so really just forcing the CPU to run processes on pixel arrays and then using the array as an image, which required a lot of optimization!) I could go on and on, but I really enjoyed hacking together a game "framework" from the ground up! I still find graphics programming my favorite!
Anyways, more rambling! Thanks for giving me a chance to reminisce!
Very fun! Spent a lot of time on this one. The art, sounds, and gameplay are great! I ran into a couple issues during the game:
- The music doesn't seem to look so it just stopped playing
- After I lost a round and it restarted, I couldn't interact with the cards and got softlocked
- After picking up a new card I had two cards overlapping permanently so I couldn't see very easily!
Besides those issues I had a great time!
Comments are your friend in that situation, forget all the stuff online about self-describing code and when and how to comment, that's fine and all but that matters is getting the words down! Write comments to yourself in the future! Before you start writing a function or even a line, write above it what you are planning to do! Put them at the top of the file too! Your codebase will always outgrow your memory... This is a major problem for me so I have a lot to say about it!
Aside from that, I think the fact you managed to get all this done, with all that to take care of at the same time is amazing! My first jam was also rough and I didn't really feel like doing another one since it was so stressful, but doing nothing just makes me feel guilty!



