Had fun playing this. Great job!
DemoGameJams
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this is one of the best games this year. the art, atmosphere, sound... it just all comes together so nicely. blocking off areas that needed to be opened up with items was a really smart design choice and makes the gameplay more tense because you have to backtrack. the bosses were also really well done with their own unique mechanics. amazing work!
Wherever this takes place...it's so dangerous! Why are these kids fighting? Who made the shotgun cane and for what purpose? Did the baker know his baguette would be an instrument of death? I have so many questions after playing this!
For a first project, this is really great. Well done. I think the ninja stars were the easiest weapon to use. Only a true master should use the baguette. The art is good and I felt you really stuck to the theme. I think it would be fine to increase the enemies, maybe reduce their health just a bit and make the weapons attack twice as fast for an absolutely crazy Vampire Survivors like experience! But, I also enjoyed it just the way it is! Great job!
Each dungeon has 30 monsters, I think. After that, a 'King' monster shows up. I was working on a dungeon map where you walk around and enemy encounters would happen randomly, but I ran out of time and trashed it. I just put the whole dungeon in one encounter. It sounds like the rock enemy was a bug of some kind. I definitely will look at it later to try and recreate the problem. Thanks for playing it and giving me feedback!
thank you for the feedback! i sort of locked myself into the skill leveling system early in development. i'm really happy you could figured it out. i was certain people would give up on it fairly quick due to it's confusing nature. i play it with the same build actually. you can finish the dungeons in about 30 seconds that way.
thank you for your feedback! i really appreciate it. I wanted to make the battle system easier to understand, but I was already in too deep and couldn't really change anything. It's a good lesson for me to plan better at the start. the artsy side of game dev is definitely more enjoyable than bug hunting.
thank you for checking it out! i appreciate the feedback. i upgraded the project in the last minutes before the deadline to godot 4.3 so that it would run on the web. i think the changes to tile map layers messed with the collision on the tree. thanks for letting me know. sounds like a cool speed run hack.
i think anyone can make extremely complex ai using unreal 5. blueprint is so easy to understand and it's really only limited by your imagination. here's how i did the blue robot's ai in redbot. i broke down every action into custom functions: chase, move, attack, sleep, hit. when the player gets within a certain range of the enemy, it becomes active and starts picking custom functions to perform. most of the time it will chase you and when it's not chasing you it might sleep, which changes the enemies' face image to a cute little sleepy face. when the enemy gets really close to you, it will roll a random number and if the number is higher than x, it will hit you and cause damage. otherwise, it will wait x seconds and try again if it is in range. same with the turrets, if you are in range, the only custom function they have is called, shoot.
the ending boss is basically a sequence of custom functions. it will shoot at you until you do enough damage, then it will change it's strategy and shoot faster and more accurately than before. the blueprint was controlled by a set of boolean values that would switch from false to true to control the flow of the ai.
i've always wanted to make debrief videos about game jam games that i made, but i didn't think anyone wanted to watch something like that. maybe i will try it out.






