Wooooo I can see them now!
Thank you :DDD
I mean, creative way of contacting me. 10 points for effort
I’ve released a version on github releases, and uploaded to modnexus
github releases: https://github.com/Bigfootmech/Silksong_Skipintro/releases
nexusmods: https://www.nexusmods.com/hollowknightsilksong/mods/82
the zip has a readme if you already have BepInEx installed, you should be fine. If not, readme will help. Or you can look up how to install bepinex
Note: that I don’t like Vampire Survivours (or ‘like’ games).
So for me, it starts off on the wrong foot already.
But you can’t always help personal preference.
I hate that I have no control over the weapon.
It feels like an integral part of a game, but this thing has a mind of its own.
This goes for both timing, and direction.
The hitboxes also feel wonky.
Maybe partly because of the “no control”.
But between:
…is just harrowing.
Finally, the enemies block movement for the character player, which doesn’t feel right.
In horde games, you don’t want the player to be left stranded, or stuck.
In this one, I’ve definitely been not able to move due to enemies hemming me in.
Between the movement block, the hitboxes, and the activation,
I feel like I’m not in control.
But also, I’ve also definitely had enemies get past my scythe, stop my movement, and then I can’t hit them or do anything.
Being bullied by pixels is super un-fun.
At this point, my will to try the game out any further is kinda not there any more.
And I can give a score to all the score-able categories.
So that’s what I do. And then move on to another game.
After I got in to the game:
It’s a really good go for a 3rd game. Tonnes of work and effort seem to have gone in to it.
Here’s some feedback
There is a lot of text. I’m usually not interested in it, and an option to skip would be nice.
Failing that, Holding the tab button might have been nice, as I have RSI.
And the only way to get through the text is spam-hitting a button. Which is painful for me.
You have to go through the whole text every time you respawn. This does several things.
Restart also stopped working properly after like 4 or 5 respawns. Kept spawning me dead/camera up high.
This can be fixed by reloading the scene, rather than trying to put everything ‘back to its place’.
It’s hit me before. And also pdil (Hunger) this jam.
Though it’s also not a huge issue, because you can just reload the page.
The ‘default’ walk is too slow to jump between platforms properly.
Which means realistically, you need to keep shift held down the entire time.
This is not fun (finger strain).
An option to toggle to “always run” and shift to slow down would be better… or just not have walk in the first place.
Feels like a forced “one hand” wild card. Even though you didn’t mention it here. But you can rebind it, so that’s nice.
I’d like ‘mouse click’, but I’ll take ‘J’.
If you bind ‘continue’ to spacebar, it no longer works. Neither does Tab. Meaning you can’t get through the intro text.
And I’ve chewed your ear off enough about it already
The camera control is really nice!
Sorry to hear you couldn’t find a programmer. Usually the discord’s #team-up channel has a tonne floating around looking for artists of various kinds
Would have been nice to see controls somewhere.
Finally: I managed to jump out the start level on the right! Wooooo
It would have been nice to play in web instead of having to download, and this doesn’t look like it would have been performance bottlenecked
The graphics and audio were nice enough.
But the shooting felt bad. I had no idea when the gun had reloaded (visual or audio cues). And I felt like I was trying to tickle the enemies to death.
Ok, I wish the start text was skippable… I don’t actually care about any exposition if I can get it by fiddling/tinkering. And this puts a big barrier between me and any gameplay/fun I might have.
Like a bouncer in front of a club holding a palm up saying “stop”, you can’t go in there.
“Why?”
“You gotta first listen to this 2-hour long lecture/ read this 20,000 page manual on: putting one foot forward in front of the other, and then…”
It just kinda kills the mood/pacing. And builds resentment in me as a player.
Another thing is:
The potions have fun names and certain particle effects. But there doesn’t seem to be any logic to them.
Ok, the
But with 4-ingredient combos, it’s gonna be impossible to guess off just that.
Having a “you have limited tries” combined with what felt like complete randomness was un-fun.
Coupled with the fact that they’re randomized on restart it’s like… why should I bother ‘playing’?
This is literally random guesses, with no actual learning, or progress.
The menu music is bugged somehow. It’s clipping and topping out the volume level? It’s less bad when looking at a different tab. Maybe you’re trying to play too many different sounds??
Clicking ‘Play’ brings me to a screen with a house? and test “It is 2084.”. And just stays there.
From the other comments, it looks like people got in, but it’s 100% bugged for me.
Most weirdly, both my Firefox and Vivaldi (backup browser) behave exactly the same way.
WOW, this feels like a well-put-together game!
I’m not sure what I was expecting. But this blew me away!
It’s difficult to not critique it as a commercial game, because it’s just so solid.
You guys also managed to organize really well. More people on a jam isn’t necessarily better. But this came together just perfect.
First thing is music made me feel like Age of Empires. Setting the tone. And the rest of audio was a nice backup to it.
The graphics are really pleasant, and blend well with the world.
And enemies, coupled with not knowing what was in the fog created tension, and interest.
It also felt like you guys did a bunch of play-testing, and answered a lot of potential things a new players could trip over.
Wishlist/critique:
Overall, it’ll be cool to see where this game goes!
I don’t believe for a second that it’s gonna be left to wallow after the jam.
And I hope to get it on Steam/GOG some time in the near future :)
Pretty cool first go-around then :)
The raindrop-dragging script as well as making it look alive
When the plant is done growing, it would be nice to get a “level won” popup as feedback to the player to move on. And ideally redirect to next level / main menu.
As the other person said when exporting to web, you might encounter resolutions you weren’t expecting.
For the main menu, this means you could look in to scaling UI.
For in-game, it would possibly be repositioning the camera :) (or manually adding one to the scene)
Keep on Jammin’ ;)
Hahaha how was the taste?
Yea. I’m building slowly :). The goal is to learn something new every time.
This time it was mostly to do with importing existing assets:
With some bonus points for Autoload scenes (rather than just scripts), and controller-friendliness.
Plus to address the biggest feedback from last time - which was that people weren’t sure when the game was over.
I feel like it was pretty successful overall :).
Thank you for playing! ^_^
DAMN! this is a good entry!
The audio is amazing. The the visuals are all great.
And both of those tie in SO WELL. Both the guns shooting, and the transformations. Just mwwwa. Chef’s kiss.
The premise is interesting! The enemy design is varied enough.
I’d say this gives Enter the Gungeon a run for its money theme wise.
The only thing I would comment on, gameplay itself feels a little unbalanced.
It’s frustrating to die to not seeing yourself getting drained too much. Maybe a full-screen visual effect/cue would be good if you aren’t looking directly at the bars.
And the way the action ramps - feels slow somehow?
But still, for a solo entry, this is nuts!!
Like what are they feeding you?
This is definitely one of my favourites!
get_tree().paused = true …
make sure your pause menu is either Paused or Always
That’s what I tried. But I must have made a mistake somewhere.
It wasn’t working immediately, so I forced myself to not get hung-up on it, and try work on other parts.
I guess now’s a good time as any to try fiddle/tinker to see what I might have done wrong.
1. Actually that’s a really good point.
I can’t remember if I meant to put it in (maybe I did, but then scrapped due to not having multiple levels?… or time.)
But you’re right.
Especially play-testing some other people’s games, it feels like it’s a must!
3. Yeah, pdil also mentioned Coyote time. I’mma look in to that!
2. So, unlike Grow Motion, we had a different idea.
We wanted the plant to just keep growing without end. Sort of between Katamari Damacy, and eater-of-worlds level.
Sadly, we didn’t really have time to do more than the barebones.
Still, I learned quite a bit during this jam :)
AND I managed to (for the first time) get a game that conveyed it ‘finished’ to the player XD. Small steps.
Thank you for playing, and the valuable feedback :)
Firstly: The dialogue prompting (one space to end line, one to go next) is really well done!
I really enjoyed seeing that.
Second impression: The cards are fairly difficult to see. They’re bunched up. And then when selected, sometimes the pointer gets in the way of text.
It would be nice to have a mouse-over, or Alt+mouseover display/magnification of the card.