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Master Builder

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A member registered Aug 04, 2023 · View creator page →

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I suck at these kinds of games so I couldn't make it past day 4. But the core game loop is really fun, I appreciate the fact that it's difficult and forces you to study the game systems in order to survive.

I was also getting into it when it stopped! Look forward to seeing what becomes of this project. One issue worth bringing up is that it doesn't seem to scale with the window size, it's so tiny at the moment that it's uncomfortable to read the text.

Lovely experience and nice use of the theme. I do wish there were walking animations instead of just gliding, that's the only thing which I find distracting. Otherwise the game looks and sounds really good!

This game is really fun (especially the singing mode)! Also looks really nice and the music is good.

I played it once at the demo and got like 3600ish points and playing it again at home I managed to get 4897 points. This game is so stressful haha. But really nice execution of the idea.

Good stuff, looks really good and the choice of song fits this game really well.

Love the vibe! However, there's something about the hand(s) that rubs me the wrong way. The contrast between them and the rest of the aesthetic is incredibly jarring to me. But I might have been missing something because I couldn't quite make out everything Werner said.

I'm on Linux and couldn't get this running with Wine but I did get to play it at the demo so I'll have to go by memory unfortunately. I like the concept a lot but I think there needed to be some kind of feedback (visual or aural) regarding the rhythm. In fact, it wasn't even clear to me that the player was supposed to be singing a song, I thought you were just supposed to try to match the frequencies. If the goal had been clearer and you knew the rhythm of the melody it would have been more enjoyable trying to figure out the song I think.

Really well done, congratulations. It pretty much feels like a finished game. But I also completely agree with everything Bjartur said and I won't repeat those criticisms here.

Nice game, the last level was a decent challenge! Overall it feels nice to play but I would have liked for there to be more space available to work with, it feels a little cramped at times.

The oscilloscope puzzle is way too strict, even if you know what you're supposed to do it's still difficult to get the exact right frequency and amplitude because the game gives you no feedback. It would have been nice if the game played the correct sound wave and the one on screen simultaneously and/or showed the difference visually so you know how far off you are.

Haha, this game is hilarious, I really enjoyed it even though this is not really my type of game. I could easily play it for hours. However, I discovered that it's possible to upgrade your speed so much that it becomes a serious liability, maybe the max speed needs to be capped. However, I think the biggest issue is the camera system, it's really jerky and honestly makes me feel a little motion sick.

This was nice, thank you.

Lovely atmosphere in this game, I would definitely play it if it were a full-ish length game with polished mechanics!

I like the art, it has a lot of character! The music and sound effects become a bit irritating after a while though. I also think the hit detection is maybe too unforgiving but at the same time the predators don't really pose much of a threat so if the hit detection was tightened the game would just become even easier.

By the way, I also got soft locked at the beach one time.

Aw, sorry to hear that, I struggled with making the levels difficult enough that you can't really get through them by just playing random notes but not so difficult/restrictive that they only allow for one solution or require overly precise timing.

Yes, you have the right idea for level 2, that's one way to beat it and that's the solution I had in mind when designing the level*. Unfortunately the physics engine kind of does what it wants so it's difficult to totally accommodate the player, but it is definitely possible to solve the level this way with the right notes and the right timing. But seeing as nobody got past level 2 in the live demo I think this level was just misdesigned.

There's actually only one other level, I have sketches for a fourth level (I planned to do four originally) but I needed to spend an entire day figuring out how to get the game running on the web with threads and a Rust Godot extension so I didn't have time to implement it. I plan to fine tune the mechanics and add more levels after the jam though. I posted a walkthrough video in the Discord anyway if you want to see the final level.


* Spoiler: You can also beat it by getting the player on the opposite side and playing a note that repels you from both at the same time, that gives you enough of a boost to get to the exit.

I really loved this game, thank you. I think I wasn't exactly the target audience for the doomscrolling levels since the only social media website I use regularly is YouTube (which is plenty bad but at least there's only that), but I used to be heavily addicted to social media so it wasn't hard to put myself in the shoes of somebody riding the algorithm. However, I'm wondering if maybe the gameplay of these levels could be made to more closely reflect the message being conveyed. One thing that springs to mind is making these levels mazes instead of a linear tunnels and making the exit marker indistinguishable from the notifications. That might make them feel more oppressive, but these sections are still effective. I was however much more impressed by the nostalgia levels, those actually evoked a lot of feelings in me and made me sad. The music really fits the atmosphere.

Thanks! To be honest that doesn't really surprise me, I wanted the soundscape to be a little harsh but not to the point that it's actually unpleasant. Could you maybe elaborate on why it drove you insane?

I like the vibe, the art looks really good and is complimented nicely by the audio (though it would have been nice to have more sound effects). However, I think the gameplay leaves a lot to be desired. There seems to be only one correct way to ferry the passenger across and it relies entirely on embarking at the right time (within a rather generous window of time). Since the waves come at regular intervals you can reliably work around them thereby removing all challenge from the game. Maybe it would be better if either there was some way to keep the passenger in the boat after being hit by a wave or needing to pay attention to visual/sound cues to know when it's safe to go across, or something like that.

Ah, I understand now. Knowing that does make the game more manageable but I still can't seem to get very far, I seem to get in a situation where I am surrounded by enemies on one side of the screen with no enemies on the other side so it's basically gg at that point. Probably there's some strategy involved to prevent that from happening but balancing the two sides is very hard and I always seem to get into a bad spot eventually.

I'm actually really impressed that you managed to create such a strong mood with almost no gameplay elements, really minimalistic art and no audio. The plight of the Salami Man kind of got to me. I really felt for him and didn't want to add onto his burden by dropping more salami on his head. This game is more fascinating than it first appears, the more you play it the deeper you get drawn into its bizarre atmosphere.

To be honest I didn't see if you could actually kill him with a thousand cuts (of salami) but he doesn't deserve that anyway.

Thanks a lot for playing and thanks for the feedback! I really appreciate it.

On Windows, the controls were difficult to puzzle out. I had to press R2 to enter instrument mode, then L2 to amplify? in order for any notes to be played. So R2-L2 every time I wanted to play notes, then R2 again to move.

Yeah, I was afraid that the control scheme might be unintuitive. I wasn't able to get anybody else to playtest it before the deadline so that was a bit of a blindspot for me. There definitely needs to be a better tutorial (or y'know, a tutorial) and more feedback as to which mode you are in.

I considered dropping the requirement of using L2 to control the dynamics as that would streamline the controls considerably. However, since playing your instrument makes noise and how loud you are directly influences whether you can be heard by enemies, using less pressure on the button to play softer was intended to be a big part of the experience. Then you get a trade-off between likelihood of being discovered and the amount of light you get (the lights resonate with the notes you play and the softer you play the less light they emanate).

Probably need to rethink the controls a little in any case. :) 

The next time, I was able to puzzle out the final sequence and play out the final door without that final book. I think randomized or longer passcodes would be an easy fix for the rogue save scummer.

Haha yeah, you're right. I was aware that the game can be speedrun in like 10 seconds (challenge accepted?) if you've played it before, so in that sense it is entirely optimized for the first playthrough and really has no replay value at all. It's sort of by design, since I actually put a lot of thought into the game's soundscape and the melodies. It wouldn't have the same effect if it was entirely randomized. For added replay value though I could just make more melodies and door types and make it impossible to cheese the game unless you've already discovered them all. 

spoiler:

The melodies should also probably be longer since there is a one in six chance you guess right by just mashing distinct buttons in a sequence. I didn't want to overwhelm people who don't have any experience with music since the complete melody is already relatively long.

Anyway, all good ideas that I'll have to consider, but that being said I was mainly trying to focus on creating a singular experience.

I experienced this bug as well.

Ah, I see.

Nice work. The level of polish on this is impressive. However, I think maybe there could be a bit more feedback when you cut enemies, more punch to it, you know?

Good job, this game is fun. I think it's definitely way too easy though. I really was not great at this game, it even took me like 5 whole seconds to get into the race because of keyboard issues and I still ended up in 1st place for the last two laps without even trying, the AI is pretty pathetic. :P 

Yeah, seems like it. Nice game by the way, I like how mellow it is but I would say it is way too easy. If you just dump all your money into more knights and don't think about the castle health at all you will eventually be able to finish a level in only a few seconds. Using that strategy there didnt seem like there was any difference between waves, the difficulty went down if anything.

Indeed, it does work in Chrome (but not Firefox). Anyway, cool game! The art and music are really good and the game feel is quite polished. To be honest though I have no idea how it's supposed to be played haha. I just mashed buttons until I died, it didn't seem like there was any way to prevent taking damage? But reaching a high combo speed is very satisfying.

Nice work, engaging game but wow the difficulty is brutal, you need to be perfectly accurate with your cuts, if it's off by even one degree you are done for. Couldn't get past the fish steak. I definitely think the difficulty could be balanced a little better.

It's also possible to get soft locked if you make cuts that produce too tiny pieces which can't be clicked on. I think an option to restart whenever you want would be good, as well better feedback as you're cutting, it's very hard to tell if the pieces you cut are small enough.

By the way, I experienced some visual glitches in the beef cake level. It wasn't game-breaking but definitely a little distracting.

But overall compelling, this is a challenging puzzle game.

I get the error 

Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
when I try to run the game. Do you know what this is?

Hi, I can't play the game, I get the error 

Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
Do you know what the issue is?