Love the “storytelling”! Also the eggplant :D
DinoCrys
Creator of
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Below is final score, that later got sorted for final placements. Points are calculated by multiplying Resulted score from the submission game page. All modifier are x1 except: Code = x3, Architecture = x3, Bulk Upgrades = x2, Offline Progression = x5. DinoCrys all modifiers are x0, as he knew all the features and theme in advance! :)
| Game | Final Score |
| ---------------------- | ----------- |
| Rat Race | 66.75 |
| UwU Clicker | 64.5 |
| Godeath | 55.25 |
| Brewdle | 52.537 |
| Pork Futures Warehouse | 50.75 |
| Grand Fantasy Idle | 47.048 |
| Fifty Shades Of Prey | 45.04 |
| Cut My Banana | 44.456 |
| In The Void | 0 |
easier with assets. But assets are not rated or required. :D Also depends on the engine and if game is playable in browser and other stuff.
I imagine it as a “puzzle”, where you share your solution and check others solution. And later you can easily reuse it (or others). But if game is not playable in browser or altogether, then people might compile it locally to check and not having any assets may be a problem.
I personally use Kenneys assets. There is extra point for asset consistency. Like if they assets play together well. So photo-realistic high poly model in voxel world won’t get a point. But text-based full ASCII game will.
If you have specific assets that you don’t want to share or they are very big before game build - you can add them to .gitignore file.
Greetings! The jam has started!
GLHF!
Remember to create a git repository! At least locally! If you don’t have git, you can download it here: https://git-scm.com/downloads
After you create you bare project in your game engine of choice you can create a local repository via this commands:
git init
git add .
git commit -m "first commit"
git branch -M main
If you already have a git repo. Here’s how to push it. But this is not necessary at start. You can do it in the very end. Just note that if something happens with your device - you may loose your code. If you pushed to github - it still will be there :)
git remote add origin git@github.com:Dinozor/core-mechanics-jam.git
git push -u origin main
And after that, when you complete another step, you can commit and push again.
git add .
git commit -m "Add new player texture"
git push
Also you can join discord channel: https://discord.gg/F25RK4jG
Please tell me if there is something not working or you need more. I’m still figuring this stuff out!
Thank you for playing! And especially for your feedback!
I see what you are saying about controls. They are kinda what I wanted them to be, but godot physics was a hard obstacle. I’m going to address that, making it custom physics. But I think the biggest problem comes from a storytelling/level design tho. You are met with confusion from the beginning without knowing what to do, and controls just increase that feeling. Good learning for me to plan more time on general storytelling. :D
WOW! That’s a pro time! I myself struggling to get sub 100. It makes me very happy when someone plays my game and especially manages to finish it! Especially that this is my first “proper” game “finished” and published!
I’ve played a lot with Godot physics, but it is very bad for anything more advanced than basic platformer. So I tried to have some restriction and general directions, but it breaks many other things. So I had partially my own physics inside. Also now all limbs are attached to physics body by 2 pin joint and Groove joint. Sooo… technically, you can push yourself if a limb goes to a specific groove joint limit (like armpit) and you could fly :D.
But I’m planning to expand on it. Remove joints and replace with custom physics completely. Have some practice lobby to learn, as not everyone gets the controls. And more level/adventures with physics challenges requiring jumping/swinging, different surfaces etc.




