Thanks!!
davidgl1987
Creator of
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Hi! Thank you so much for your observations and help.
Following the previous comment, I added text below to the description, including the keys that help switch weapons. However, yes, perhaps I should put it even higher up to make it perfectly clear.
The single-input solution is very good, although initially it was going to be a mobile-only game. But it's still good to include that input method in case other input types are added.
Slowing down time is a good idea, but I'm not sure if it would be too frequent... I do like the pace of the game on mobile, and perhaps slowing it down would be too much... I still need to consider it, and thank you very much for your input.
Mobile controls allow you to initiate the throw from anywhere on the screen, not just the player, so thumb occlusion shouldn't be a problem, but it's a good point.
I'm considering the idea I mentioned to my colleague: being able to use WASD for movement, albeit in a controlled way. Not so fast as to dodge enemies, but enough to reduce the amount of movement required, especially for navigating the environment or collecting coins. However, I'm wondering if I should disable this movement while aiming, so as not to give the desktop version an advantage. I think the risk/reward of shooting is a good thing, especially on mobile... what do you think?
Thanks again for the feedback, I really appreciate it. If you decide to try it, please let me know, as I'd love to hear your impressions.
Cheers!
Hi! Thank you so much for your feedback! I'm really glad to hear you played for a while and liked the sliding mechanic.
It's actually a game designed for mobile, where the gesture is very easy to perform with one hand, while the other selects the type of attack. The risk/reward is that if you launch projectiles, you have to stop.
Seeing as moving around on a computer can be a bit tiring, I'm thinking of adding a small WASD movement to make navigation and collecting coins easier, but without killing any enemies. You'd have to use the mouse gesture to launch Lumora faster, and also, locking the mouse while aiming (like in a shooter) would help avoid having to move the mouse back to the center of the screen.
Good point about the enemies not stopping. Perhaps I should implement a pause when the enemies reach their destination, although I think it's going for the one with the purple eyes, who's very fast, and if you aim at him, he goes even faster... maybe I should do it the other way around, so he chases you and slows down if you aim at him...
Thank you again so much for playing my game. It's the first one I've released publicly, and it really encourages me to continue with the project and not abandon it like many others I've started.
Cheers!
Hi, I just played a few rounds of your game and here's what I thought.
The game is quite addictive. At first, I wasn't really sure what I was supposed to do; perhaps a mini-tutorial would help explain things a bit, at least that the goal is to build a castle.
You could also add icons to the top bar where the values of what you're collecting appear, and even to the small worker selection screens, perhaps with red and green arrows to indicate what you gain and lose.
You could even add toast notifications to alert you when an objective has been completed, for example, the one for getting the boat to go to another area.
Overall, it's really cool. If you add satisfying sounds or if you're willing to include small 2D/3D models of the workers with their animations, it could be a very eye-catching game. Congratulations!

Hi, thank you so much for your comment! It's the first time anyone's played one of my games and even given me suggestions! I couldn't be more grateful.
The thing is, it's a game designed for mobile, and of course, playing it with a keyboard and mouse isn't the same... The idea is that one hand is always making the backward movement and the other is on the buttons to change the attack, considering the risk of standing still to launch attacks. By the way, on the keyboard you can change attacks using the numbers 1-2-3.
Your comment also made me think that I could lock the mouse movement (like in shooters) when you start aiming and unlock it when you release so you don't have to move it so much, but I have to test it.
The idea of slowing down time while aiming is great! I'm saving it!
I also see that having it only in Spanish might be a problem; I'll try to fix that in the next version.
Thanks again, I'll try to find some time to play your game too.
I’ve just published the first alpha of La Última Mecha, a 3D roguelite where you don’t walk: you launch your character and use rebounds to attack enemies.
I’m mainly trying to validate two things: Does the movement feel fun? Does the combat feel satisfying?
Any honest feedback would be really useful, even after only 5 minutes.
Gracias por el consejo, al final lo terminé de aquella manera unos minutos antes, pero al descargarse las librerías de exportación de Godot tardó varios minutos más y nada, me tiré bastante tiempo perfeccionando tonterías... pero de todo se aprende, para la próxima Jam he aprendido la lección XD
Próximamente lo perfeccionaré de verdad y lo subiré.
Muchas gracias, al final lo acabé como pude un par de minutos antes, y cuando me pongo a exportarlo desde Godot, tenía q descargar las librerías de exportación... con lo cual tardó unos minutos más y no me dio tiempo.... me pasa por perfeccionista, la verdad, pero bueno, de todo se aprende! Aun así lo terminaré y perfeccionaré para subirlo.
Mi primera Jam, mi primer juego... pensaba que me daría tiempo a plasmar mi idea, pero no me he puesto con la suficiente antelación...
Aun así espero poder acabarlo pronto y mandárselo a Alva, a ver si por lo menos se puede someter a juicio igualmente!
Tengo que decir, que igualmente la experiencia ha sido muy buena, el aprendizaje, la presión del final, las ideas que iban y venían...
La que al final empecé a desarrollar era sobre un encantador de serpientes que hacía que la serpiente se hiciera más larga con cada fallo, y si se hacía demasiado larga, te soltaba un picotazo y perdías. La forma de tocar la flauta era una melodía de 4 notas que tenías que adivinar, y cada vez que la adivinabas, la secuencia se hacía más larga, haciéndolo más difícil y sumando más puntos por cada nota/secuencia acertada, y quitando puntos con cada error.
Creo que la idea era super buena (tampoco la mejor ni de lejos) y estaba quedando realmente bien, pero me estaban saliendo demasiados errores y no me veo capaz de terminarlo a tiempo.
Muchísima suerte a los demás!
