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bobby popcorn

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A member registered May 23, 2022 · View creator page →

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yeah, in retrospect it was a mistake to only state the player’s goal in one tutorial screen, I think you’re not the only one who missed it, sorry

I’m super happy to hear that you based your resource management on the time of day! I was kinda hoping someone would do that lol (even though I failed to give the game enough depth to actually require/encourage that)

thank you very much for playing!

pretty fun, the jumping bus is a fun gag,

I’m sorry but I couldn’t play this too long, the obstacles, road and coins all moving at different speeds give me a headache

yeah, understandable, there are many things that could break when implementing procedural generation for a gamejam, so I’d say good call

it was kinda misleading to me that damage made to the membrane is not displayed in the combat summary. the fact that you type out commands instead of choosing them from a list was nice, for me it made it more difficult to make a mistake, since you have to type the action, but I think it could still be improved (imo given the names of the actions it would be nice if incomplete words were recognized as valid commands, e.g. typing “r” = “regen”, “n” = “nav”, “de” = “deploy” etc., or the good ‘ol terminal “tab” key autocompletion could be implemented). it’s a shame you can’t take a look at the map without performing the “nav” action, to have a peek and plan ahead. the threat colors on the circles are very dark which makes the medium and low threat look pretty similar, I had to take a closer look a few times before I got used to that.

with all that out of the way, I just wanted to say I was wondering if I should comment with the team account so our game name appears next to my comment, but I decided to use my own one to make this a little more “personal” I guess (as silly as it sounds).

I spent a long time in this game, much longer than I thought I would after the first 2-5 minutes. after I realised what’s going on in all this, and memorised the commands I started playing this game as naturally as one would use bash terminal for their day-to-day work. The visuals are nice and clear, the choice of colors for texts is very on-point, everything is readable, after you get used to the layouts of particular screens it gets really straightforward to scan them for what you actually want to know and go forward (which is a very good thing). the game loop is pretty addictive, so is the feeling of having the little fella gain levels and actually become stronger. the game has a very nice presentation, and just enough depth to keep the player entertained until the very end. while rating I couldn’t give any points for audio (for obvious reasons), but personally I think for such games having no audio, to leave space for the music of player’s choice to play in the background is actually a good thing. it reminded me of an old text-based star trek game that was for some reason installed on every linux machine I encountered as a kid lol.

what I’m trying to say with all this rambling is that I like this game. I like it very much. thank you. this is great. you have something great on your hands, you know that?

very nice! the movement feels super good, it looks good, and I had fun despite running into traps all the time.

however, I know the game went for the bullet time wildcard, and I’m not sure it really benefits the gameplay here, it’s kinda weird, and I spent some time wondering what causes that (still don’t know)

very charming and also very intense, when I first clicked 2 passengers by accident I thought it was a bug but it wasn’t a bug and it was awesome

love it, looks very cute and the formula kinda reminds me of the “yellow taxi goes vroom” game, which I also love

I got stuck in between a building and a wall once tho, had to reset the game, but I don’t mind playing it a little longer

good work!

nice but a bit rough, apart from filter settings (that’s already been pointed out in the comments), a tip I have is that you can go to

project settings -> general -> display -> window -> stretch

and set mode to viewport, that way when a player scales the window, everything will stretch to take up the same % of screen space. currently the bigger monitor you have, the more you see (and resizing the window breaks the intro sequence).

I died a few times because I kept running into enemies because I forgot I couldn’t run straight up or down :c

still, It’s a nice concept, and it can be enjoyable, congrats on getting a game delivered!

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hey, thanks for playing!

the glitchy shadows are not a Godot problem, but actually a few things on our end,

the day/night cycle setup is a little messed up I think, the sun angles are pretty awkward and lead to objects casting very long shadows for the majority of time. before we had environment art I “solved” this problem by simply disabling shadow casting for the terrain mesh. it stayed disabled for the release build and we never made a second iteration for the sun angles, so all the objects added later that do cast shadows (trees, buildings, etc.) often cast shadows that appear “detached” from the object itself, and pretty far away from it, because the ground they’re on does not cast shadows (that’s why shadows look way worse for the objects on hills).

then there’s also the issue of shadows disappearing/flickering as you move, I’m not entirely sure but I think it is also caused by the shadows being too long, which does not work very well with LOD.

also (there’s gonna be a few “alsos” here lol), we are using a custom potato heightmap terrain system, because at the beginning of the development we only found this plugin ( https://godotengine.org/asset-library/asset/231 ), and we were afraid it wouldn’t work for web build (which is quite important for jams), and more importantly, that we wouldn’t be able to modify the heightmap at runtime. the shader used to render the heightmap is far from perfect and I’m pretty sure it has some issues with calculating normals and due to it being a displacement shader, Godot might have some issues calculating bounding-boxes (I’m not sure how lighting works internally 🙈, but that might be a factor).

a cherry on top is that shadows appear deep fried because the sun is moving constantly, so you’re constantly seeing the edges flicker.

TL;DR - Godot is fine and I appreciate it a lot for the fact that in a setup like this shadows work at all xD

sorry for the chaotic response, but I really wanted someone to ask about the tech behind this game 🙈, so thank you!

thank you again for playing, cheers!

I like the idea of it, and the graphics are lovely, but the jumping navigation seems off with the sharp velocity changes (and it’s a shame since this game requires a little platforming unless I’m sequence breaking lol).

also 👇 Kanosis’ comment is true, the shields don’t disappear, but they get added to the shield count when clicked.

I like the big fella, and I like the puzzles, it’s such a shame audio doesn’t work in the jam build (are you planning on updating the build after the jam? I’d love to hear this game).

unfortunately I fell through the floor on level 2, I thought I was clever and found a secret area :c

hmm, that’s interesting because I don’t remember implementing any idle animation for the camera xD

I do remember experiencing some issues with the mouse-controlled camera drifting if the mouse was held still in other games I made though, so that might be an issue here as well for some browsers/setups (if you were playing the browser version that is), regardless, sorry about that 🙈

thank you very much for playing!

as a Micro Machines fan, I couldn’t get used to the fact that, from the drill’s perspective, the turn controls are inverted. the first time around I died by staying too long in the shop because I couldn’t figure out how to exit it. at first I also didn’t realize I could use the arrow keys to steer, so I tried using the buttons on the panel and failed miserably (I feel like a crosshair would be nice).

So yeah, like the other guy said, the gameplay is rather rough around the edges.

still, I really like the concept of this game, I like what it wants to be, and the atmosphere built by the environment at the beginning (even though it’s really simple) and the claustrophobic interior of the vehicle is very very strong. too bad it does not have the gameplay to support it very well.

I didn’t get to read the logs too much, because I also leveled up the speed a few times and spent majority of my time sliding along the right edge of the screen straight down.

despite everything negative I just wrote - making games is not easy, so congratulations on having delivered as much as you did

even with this information I couldn’t bring myself to leaving a puppy on the street.

yeah, tell me about it, I guess it has to be this way with jams, but the game is very charming nonetheless

very fun, too bad it’s so short, with these mechanics it calls for some kind of endless mode :D

hey, cool game very stylish, but after I took a doggy into my car I ended up in a limbo, doomed to fall for eternity, which would be fine if it were just me and my family, but I would never want a dog to end up in a limbo so I’m sad

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ahh yes, if you want to get good ratings on a gamejam, you need to make your game accessible, that’s why I lose every gamejam I attend xD

I’m not sure what I’m supposed to do, I picked up a letter and delivered it to a ghost I think, but couldn’t pick up anything more :c

it’s obviously unfinished, as you admitted in your own comment below, and that is understandable, especially given that 36/37 hours is a super short time to develop a game

I gotta say, however, the visuals have a color palette that is quite enjoyable to look at, good work on that!

did he make it in time?

small but enjoyable, good job! thankfully the levels aren’t too large because otherwise I would’ve just quit upon seeing the final one lol

cheers 🎉

hey yo, thank you very much for playing and we’re super glad you liked it!

also, thank you very much for your feedback, which is that the game doesn’t communicate it very well that it is in fact beatable 😅

the clock at the top is supposed to display the current hour, and your goal is to survive an entire night, until 6:00AM, but it was only after uploading the build that I realised it does not say “AM”, and the game itself does not tell the player what their goal is…

anyway, thank you again for playing!

holy moly you were right

after playing for some time I think it would be nice if the pieces of the defeated enemies were on a different collision layer, other than that metal man rocks

honestly thank you for making this, im gonna go get a life now

i dont think i can go any faster boss i really tried sorry

i absolutely love this i have a feeling metal man is gonna become the next blasto, truly iconic 5/5

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pretty basic, very nice to control

I think it would be nice if the lava started rising after the player makes their first move, since I needed some time to find the character on the screen when the level started

I also read in the other comment that the score is based on time, I think it would be cool if the game had a leaderboard that would be sorted ascending and just stored the players’ times

those are nitpicks though, this is a very nice game, good job!

nice,

simple, as others stated, pretty similar to doodle jump,

one thing I noticed is that you always jump so high that the platform you jumped from ends up in lava and you can’t land on it anymore, so it does not really make a difference if a platform is breakable or not

it’s a good game, would be nice if it got more difficult over time

good job!

it’s a bit frustrating that you can get hit by a random cannon that just entered screen space out of the blue.

other than that, it is a very nice platformer, albeit a pretty basic one

very nice job still!

i feel like instant game over is a bit of a harsh penalty for getting a jump wrong. other than that the game is simple and I believe it’s everything it ever wanted to be. pretty nice to play for a while, too bad there are no sounds

well done!

very well polished

the art style is super cool - very nice use of colours and very fluid character animation! the platforming is also pretty solid, one of the best games here I’ve played so far!

good job!!

a cool game to chill and kill some time, I’m not sure the theme is particularly strong here tho

cheers!

a shame really that there is no “originality” stat in rating because a top-down platformer would get a 5 from me on that front

simple yet enjoyable, good job!

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nice and simple platformer, very cool!

I like the level transition effect

a nice and simple game, looking very nice

the detection of whether you jumped on top or got hit by an eye is a little funky at times, but when it works it’s pretty enjoyable

I haven’t submitted my highest score because pressing ‘J’ when typing out your name at the end restarts the game :(

glad you enjoyed the game! thank you for the kind words!!

yeah, I think we could make a post-jam update and spend a little more time balancing the game out/adding some more variety to the content. I am a little dissatisfied with how few level segments I managed to get in there, but such is the way of jams xd

Cheers!

I think there is a bug where the controls don’t work after you die once and then restart the game.

I’m not sure I understand the game too well, I was kinda confused when collecting the yellow thing teleported me back to the beginning.

grappling is a cool thing. it feels kinda funky but I had to implement grappling mechanic in my game too (it also didn’t turn out perfect xd) and I know it’s a pretty tricky thing to do.

good job!

hey yo,

interesting, I haven’t seen that glitch happen myself, but given the quality of jam code it’s very much possible

yeah, I’m actually eager to experiment a little bit with mouse aiming once I have some free time on my hands, sounds like it might be a game changer indeed

thank you for playing!!

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pretty cool,

too bad you can just win the game by standing in place and that jumping is just kinda there, without any real purpose,

I read in the other comment that you were celebrating father’s Day with your dad, hope that went nice!!

good job delivering a game!

EDIT: i love the fact that you published the source code

super fun, I like how game has you switching between mouse and keyboard to kinda mechanically show it’s different to be a human and worm lol

cool game, good job!

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very cool, one problem I have is that diagonal movement is not parallel to the walls, which is a bit unsatisfying to me xd

nice game!

oh man, gnomed again

very simple, but the snowball progression feels oddly satisfying in this one!

good work!!

oh shoot, I haven’t even thought about mouse aiming, interesting suggestion, thank you!

and thank you for playing!

this is great!

probably one of the best I’ve played so far, the theme is very well implemented

good job!