Thanks for trying our game, hope you had fun!!
DevPhoenix
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Congratulations on your first published game! I was able to get a high score of 83. If you want to add more precision to the game, I would consider adding a cooldown timer between shots. That way the player should be more careful with their aim. In the current state of the game, if you point straight down and fire as fast as possible, you can get pretty far.
Once again, you should be proud of your first published game, it is an achievement worth celebrating!
I am so glad you brought up testing in multiple browsers. This is my first attempt at deploying a web build. I will definitely test more browsers in the future! I also agree that we should have taken more time on our settings menu. Would have been nice to have a confirmation pop-up if the player tried to close that dialog with unsaved changes.
Thank you for playing our game, and the awesome feedback!
Thank you, I'm glad you enjoyed the animations! Carton Pong is definitely more difficult than we intended. Difficulty is a through line of our feedback, and something we will take another look at if we decide to continue development! Were you able to make a shot from behind the bar?! There is an achievement for that one!
I definitely support having more puzzle pieces, and larger puzzle 'templates'. Especially if you're able to come up with some that have multiple solutions. Rotating puzzle pieces is not a requirement in my mind. I think the difficulty was in a good spot for the jam. All though an extra few seconds on each puzzle would be nice, and keep the same game feel.
Just like how the game rewarded your final invention based on the number of puzzles you completed successfully, it would be awesome to further combine inventions you made into a "mega invention" that uses all of the completed puzzle pieces. This could be a more difficult puzzle than the ones that came before.
Hope that is helpful! Once again, awesome entry!
I originally played your game on a Firefox browser, but retested your game on Chrome and it ran smoother! So it could be partially caused by a difference in browsers. In either case, I appreciate the in-depth explanation, as it helps me out when I want to implement enemy controllers in future projects!
I disagree with your camera comment. I think it added a lot of spooky-ness to the game. Only being able to see a small sliver of what's in front of you really increased my fear of the unknown! Again, awesome submission!
Thanks for playing, and kudos for getting the behind the bar "Long Shot" achievement! I found that one to be even harder than the TicTacToe one. In hindsight, I wish we had put a bowl of ping pong balls behind the counter to make that achievement less tedious to attempt.
The slightly-off throw trajectory is also on my short list of things to review. We appreciate the kind words and feedback!
Thank you for trying our game, and your feedback! My brother was in charge of the art and level design for our jam. I am pretty sure he got the models (and their animations) from Mixamo. We downscaled their textures from 4k to 512 to improve game performance, and decrease file size.
I agree with your comment on player controlled throw force. It was a part of the original scope, but was cut due to time constraints. I am glad you enjoyed our jam entry!
This game is dripping with atmosphere and great ideas. Reminds me of "Scanner Sombre" with the camera mechanics. I mean that in the most complementary way possible, this is an awesome game and very impressive for your first Godot Wild Jam submission!
The jump scares were very effective! I'm not sure if you're preloading all of the 'enemies' when you enter a scene or if you are spawning them as the player hits specific triggers. But I would recommend preloading them into the scene and then activating them as the user hits those triggers. That way you can minimize performance hick-ups on web and make the jump scares really impactful
I sincerely hope you choose to pursue this project further. I'll be recommending this game to my friends to try out!
WOW! 23 is a crazy good high score, well done! I like your idea about giving the ball less throw power but more bounciness. Part of our original game scope was to have variable throw power, but was cut due to time pressure. We will definitely keep this in mind if we decide to pursue the project further. Thanks for playing!
I agree a lot with what others have said. The cat + laser pointer idea is a perfect fit for physical comedy and fun. Great execution on the idea. Once I figured out how to progress out of the first room, it was smooth sailing. If you choose to iterate on this game more after the jam, I would love to see even more silly cat interactions! Awesome submission
This is a great entry! I am very impressed by the building mechanic you were able to put together for this gam. I am a fan of RTS games, and this is a fun take on the genre as you control a single character that builds towers on an ever growing force of enemies.
The particle effects on the laser impacts are great, and the SFX are a great fit. I ran into a similar problem with the text running off of the screen, but had a fun time playing your game!
I agree that the game is very, very hard. I had the most success when standing against the table + the ping pong ball bowl. I wedge myself into that corner, then look down at ~30-45 degree angle to throw. My high score is 16 points (bouncing off of the table is a x2 multiplier on the ball's score).
Thanks for trying out our submission! This is great feedback.


