Puzle + mistery with Iron Nest based controls https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4715481
Croer
Creator of
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Chec this out if you like puzzle and mistery games mixed with an Iron Nest inspired gameplay. And it is 2D + 3D game 😉
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4715481
Do you mean to take a snapshot of the glyphs?
The way I implemented in Godot is a subviewport with its own 3D world, and then I use a script that generate the glyphs in that 3D world based on the radar (2D). Finally I take a screenshot of that viewport in low resolution to emulate and old device and finally put in the monitor of the scanner as a texture.
So, I don't use any raycast, it's just a screenshot of an isolated 3D world. :D
If you mean the interaction with the submarine, I use CollisionObject3D's _input_event method, that internally probably use some raycasting
I was locked in the first try... Rotating the cell that contains the end point, the skeleton cannot move.
The idea is interesting. Good work.
If you fix that the player cannot start a round with the start and end disconnected and make more clear which point is the start and which one is the end point, it will improve a lot the gameplay.
The idea was very cool, but I miss to have more puzzles/situations like the first desk that it blocks the pass. As other people say, the gaurds are very easy to trick them and spamming the space bar, you can reach any button without need to move anything or try to "solve" the situation.
I cannot continue playing because I was locked in a room that is locked and spawn two guards when you press the button. After that I cannot go out of that room anymore...
Fun fact: I spamming the button of the room and rewind the time, and infinite guards were spawning until the game cannot process to many instances :)
There is some weird bug that most of the time the spinning top/tornado move extremly fast and I cannot manage it.
I cannot pass the first step of the tutorial to destroy the box :(
Also, there is another thing that the resolution of the game is fixed, when I set to full screen the viewport is sticky at the top center of the screen
The main mechanic is fantastyc and have a lot of potential if you polish the effect on the torchs in seasons and the layout of the ruins.
As it said in other comments, the guards feel have a random pattern and many times they detect you throught walls.Maybe you could remove completly the guards. If your intention was to do a "main puzzle" game, I think the guards are annoying.
Great work!
Great and polished game.
I like how do you implement the idea of memorize the enemies and the health of them.
I would like to have some upgrade to increase the time of the pings or something that helps to "memorize" the enemies position when there are more. But this is a deatil
(And, of course, the radar is a great idea. Everybody knows it. I don't say this because I also use a radar in my game :P )
Fun game. I like the combat.
Something that I think it will improve the game it is simplify the controls, It's hard to think at the same time the direction of the character, the mouse position to thrust, and the button you want to press to spin the sword. But after some practice, I started to get it :)
I loved the concept and the art is cool. The concept of show physically the time and how it affects to the plants is very nice. I think this game has potentially if you polish the interaction and add some other synergies
For example, I felt a bit frustating when you bought something in the shop and immediatelly the clock drops/plant on site the item or plant. Also, I think if you adjusted the drop areas of the fertilizer it will be more easy to put on the spruces.
But as I said at the beggining, it's a very good game

