Dexter
Creator of
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This is also my first game jam and it was a very fun week for me :) I am learning game for a couple of months only and this is my second game. I made it solo with free assets and I am looking for feedback, thanks!
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4718226
Thank you for the feedback! This is my second game actually (check the other itch demo), but my first game jam :)
My original idea was a lollipop rolling rage game, like Egging On, including breaking the candy on hard hits :D But I couldn't build a meaningful map in a week. I am a developer, so I spent too much time in code during the week, tweaking the physics controls mainly. So the controls feel fine to me (they are not perfect by any mean, just good enough). I will probably make them a bit faster, but the candy will drift much more. Also the turbo boost is fine (I think :)) and the power glide is real fun, but is mostly a gimmick on this incomplete map.
The biggest problem for me is the verticality of the map, I don't want it be just a "go up", but I want some semi-realistic environment. So I did this "time trial track" instead. I made the track in the last day, so there is at least something to do.
I hope to collect some more feedback and update the game during the summer! We will see. Thanks again for the feedback!
The controls are very very hard for me. I have never seen controls like this and I would prefer WASD movement over W/S facing the cursor. And the flail cooldown indicator could be more visible, at first, I thought something was broken with it. Otherwise nice little game and good luck with gamedeving :)
Thanks for the feedback!
I thought about using the stick for more than just imbalanced movement, I had a straight rail in my testing map, but it was impossible to hook to it. I also wanted bridges with obstacles on sides, so I had to change the sides where the stick is pointing to. But just going fast, and hitting an obstacle with the stick, will only slightly affect the rolling direction, you can try this by hitting the table and chair legs.
Right now, there are at least some cereal loops too high, so they can be collected only by pointing the stick up and jumping. I need to brainstorm new and better tracks design, and I hope to make better, funnier and more complete track in the future.
Yes, they must be in view. I had one material off screen and when rotating the camera in it's direction, it lagged the first time. I think that with dynamic lights, there are multiple shaders for the same material. I am not sure about this, because it was couple of months when I first looked at precompiling shaders on Godot.
Thank you for the feedback! I want to develop this game further during the summer. I have tuned the controls a lot and I couldn't find a better trade off between being too slow and drifting too much. I probably got used the current controls during the development, but I will get back to them later. I need to build a proper track first :D
Thank you! There is a time trial which starts by going through the first gate and stops when you pass all the gates and the finish gate is next to the last table, and it must be passed as the last one. That is currently the only goal, to complete the track as fast as possible. The cereal loops are just fuel for the turbo boost. I know this is not much and I want to improve this during the summer.
The swirly effect is just a torus knot :)

