Thanks for playing and completing all the levels!
CodeRaurus
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Nice, simple game. I like the expression the character has while moving, nice detail. I felt little stuck with the second level, the monster being so close at the start and you barely have time to get to the rock. For a second I was going to blame RNG but... is there randomization involved?
Well done regardless!
I like the concept! I got two gates open and after that felt bit lost since it seemed there was only dead-ends left. Visually interesting to see only some parts of the rooms. The movement felt little slow and janky? Perhaps it's just the camera angle and where you presume north is.
I think this could've worked as exploration/puzzle game with only the revealing mechanic.
Well done!
I like the animals and their animations. I think the hunter is a nice but an unnecessary feature, the game has plenty other mechanics and challenges. For the letter challenge I would've restricted the letters nearby each other instead of seemingly randomly. The input also didn't feel to match the bar, resulting an early press as success. I would've loved to see my health and stamina when needed (running). Or was there some audio visual cues I didn't notice?
Good job!
Very cool and polished entry! Love the mood and mechanics, although I felt some inconsistency timing the shots. Especially with the first opponent who made special move and seemingly instant shot after. I guess the game is about learning the timing as well but maybe slightly longer time frames or extra indicators would have helped.
Well done!
Thanks for playing and the feedback! Hmm, I'm convinced your experience is due the level design issues. Because you are not limited to the first throw but the levels don't really lean on that fact, rather reinforce the "one throw - one chance" thinking.
And I don't see many meaningful options to do in-between throws.. Actually, I got an idea to test. Cheers!
I'm not sure how to explain the sound... But it happens when you respawn and goes back to normal after so I think it might be because of the repositioning of player character. Hard to say how the audio is set up in the tutorial as I have not watched it.
Yep, you are spot on about the colliders. Perhaps just changing the spike collision shape would have a noticeable impact.
You say you were not playtesting in Godot 4 but... You did playtest it right?
Almost reached the cookie... The game kept me engaged surprisingly long. I think the music played a big part of that. Level design was nice but the player collider was too big for my taste. There were too many cases where the character visually wouldn't hit the spike but the collider doesn't give any room.
I noticed the music is spatial? I would probably take that out unless it's by choice. One of the irks was when resetting and there is this jarring sound. You can do this by changing the AudioStreamPlayer2D to a regular AudioStreamPlayer.
I think this game reminded me that a lot can be done with fewer assets.
Well done!
I like the music, a good banger. Attacking without getting hit yourself seemed to be very hard, to the point I gave up attempting to kill the boss. I suppose you could kill it with accurate enough positioning and timing. I liked deflecting the blast back.
I think you could have some heals or power ups be dropped by the mob to keep things going bit longer.
Good job.
I liked the relaxed mood while playing and spooning away. I bought an extra bag but never got the new types into my bowl. I think the individual values shown are illegible against the milk. Maybe some simple outline could solve that. I'm unsure if it was intended but I found it weird that you kind of have to aim twice, first to select the location and then the angle. I was totally expecting just the location and the angle provided there.
Good job!
I loved the movement and the overall presentation is great as well. The sleep and next "cookie order" seemed kind of random. Didn't hurt my playthrough that much but what did become an issue was the lack of resources around half way. Perhaps, if the timer gave some leeway depending of the progress, it could've be more in balance.
Great job regardless, very enjoyable!
I'm not sure if I understood the game correctly or what. But it seemed like your statistics don't really affect anything, and at least upgrading your attack speed doesn't seem to register. But it does eat your chips as payment. I also tried buying weapons but the game only took the chip amount set, not the amount of weapons set as I was expecting.
Alas, my experience was just playing tag with the enemies.
I would've also sped up the intro cutscene. When playing and rating jam games you do want to get into the action fairly quick.
Graphically the game looked nice.
Good work.