Thank you for noticing, I’m looking at the code and I’m seeing that the base cooldown at the beginning of the game is zero, so it may take an input and choose a direction immediately. Also, the cooldown after first click could be a bit bigger.
Ciachociech
Creator of
Recent community posts
I like the idea of theme interpretation for this game. The whole game looks nice, especially the upgrade system is a strong side of this entry. I have no idea is there a possibility to regain a health, it seems also that number or strength of enemies are not increasing. I think that the progress bar of getting new upgrade would be a nice addition too.
However, I enjoyed a lot playing this game and I think it’s a nice base to finish this game.
Good idea of autobattler, it’s good that we can recruit new units and form teams depending of our choice. The good idea is also to upgrade each unit after a battle (even if it was not battling). It looks like a simple game, but I think that it fits perfectly to audio sounds. Maybe this game is a bit too easy (I won at my first try), but it is fine for the gamejam project.
Thanks for suggestion, also after figthing with my antivirus (Avast seems to be not best option too choose after all). I want able to finally test a game. I can appreciate the art style of game. I also like the idea that you didn’t used any “popular” game engine and utilize your own code (together with GLFW and OpenGL I guess). According to game, I like the idea of merging fireflies and the fact their child has their colors and similar patterns.
P.S.: I see that you pass colors from/to shaders as variables 1:1 (each variable for color). You could try using tables to store colors.
I really like the idea of game which can be played on the small window (which can be minimalized). The variety of activities is also an advantage of this game. Maybe a fulfilling a love need was a bit problematic for me, but it is cause by my faulty mouse. Probably, it wasn’t mentioned there is needed to double click on need icon to start a related activity. I think it’s a good background game, but music and sound effect should be more ambient and decay of needs should be less (constantly or by the progress). Anyway, this is still a good entry :D
I must admit this game is very polished, the art style is very consistent and the music with some effects are made almost perfectly (especially for each instrument which starts to play when the jammy is fit well). This game seems to be free from any bugs, but I have two issues which could be considered to be resolved, the break between “stages” is a bit too long or could be skipped by key. The second, the time needed to complete a level could be more balanced: for harder one, switching between jammy (color) variants takes a lot of time and (also) I was unable to finish the last stages due to lack of time.
I have implemented a cooldown for keyboard input for prevent too sensitive movement, but it seems that the period was too high (or may be even longer due to counting frames which was not best decision). Also, I assume you could suggest that menu options/navigation could be done better or be more intuitive.
That’s a shame that problem was too big obstacle to enjoy my game and find something interesting for you
About controls, I know this could be made better, especially with navigation and input cooldown. Maybe I misunderstood your comment, but your suggestion was about showing/hiding menu options by pressing dedicated key, right? Moreover, if you can please describe a bit more briefly what could be also improved?
Anyway, thanks for your opinion, I hope you found something enjoyable for you.
I can say that pictograms are nade very quickly and could be better (or I might replace them with a text description). About the minigame, there are two steps: choosing direction (when the line is spinning around the ball) and then launch power (when line is getting longer or shorter). This could be done a bit better, especially for second part. Returning to the main menu is an intentional decision, I thought playing one (or two in special cases) minigames at row would be enough, this connects with statistics and “ending” which you get (no more spoilers). Moreover, the split between main menu and “actions” menu was done, because I planned to add more minigames and I wanted to order all actions. I hope you found something which was enjoying during playing my game :D
I must admit that audio here is very special (but in positive sense), it’s also nice to have some different mini games according to Monstruo’s level. I think it’s a good game to try.
Maybe some music could be a bit happier, but assume that it’s chosen to show the sadness of main character at the beginning. I haven’t encountered any major bugs, except last game when the counter for recipe steps were showing 3 for further ones.
I’m very impressed that you were able to put a RPG Maker game (I assume it is) as a WebGL app (I had some experience with XP to VXAce versions and I didn’t know there is possible).
Thank you so much for your reply, I hope you enjoyed my game. Of course, I wanted to implement more mini games (the reason why is rather obvious), so there is no balance in activites.
About graphics my skills and experience is quite decent, it was made during last hours of game jam, so it far from being fancy. I can calm you that Stefan is a healthy rabbit (in real life), but maybe I should give a bigger contrast between “grayish white” and “blended brown” patches (you can see on my profile photo how Stefan looks like). It’s a important tip, though.
About snack ball mini game, I should add something like bar, to inform what max strength is.
And… about the game over, sometimes being too much protective is also bad (I don’t want to explain more than the message should xD).
I’m using a PC with Windows 11 and I’m using RTX4070. Once more, I tried to launch this game normally and as a administrator, but the same error occured. Moreover, I tried your three other projects:
- Space Trader re-Factor - not working, the same error
- Space Shooter Demo (Prototype) - as above, but launch after second attempt
- 3D Terrain + more (Code included) - this works perfectly
What I can do additionally is try on different PC device (with Win10 and GTX1050Ti), if something will change, I will give a reply.
EDIT: On my second device, the game is launching but closes after a short period (I only see something which looks like stars on black screen). Logging from console:
ERROR::SHADER_COMPILATION_ERROR of type: FRAGMENT ERROR: 0:1: '' : illegal non-ASCII character (0xef) ERROR: 0:1: '' : illegal non-ASCII character (0xbb) ERROR: 0:1: '' : illegal non-ASCII character (0xbf) -- --------------------------------------------------- -- ERROR::PROGRAM_LINKING_ERROR of type: PROGRAM Attached fragment shader is not compiled. -- --------------------------------------------------- --
About Space Trader re-Factor game there is running, but closes after short period, it looks that graphics is good, except one console line: “Failed to load texture”
I want to add a WebGL version of game, it was present from yesterday to this morning. I thought I will be able to swap previous version with the one with fixed a bug with instant game over. Unfortunately, I deleted the old version, before I noticed that I cannot upload any files (during submission time).
So, the only one available (at this moment) version is downloadable one. Sorry for incovenience!
Thank you too for your comprehensive opinion and for enjoying game :D
About slot machine, your proposal is a very interesting idea, however I was not able to implement it better. What I can to add (according to my previous answers) is that power-ups or its symbols planned to be collected at lanes and be activated. So, current implementation is about 20-25% of the very first idea.
Controls are the next (I think less but still) disadvantage, but I also mentioned earlier about my decision. Changing lanes can be very hard, even impossible when too much red boxes will be spawned (however I implemented a “backdoor” too not generate three impassible boxes in the same wave).