I wasn't holding down the down arrow, I was holding up right and jump at the same time.
Also it wasn't a bug that made me stop at day 11, had to go to work and it was getting real hard(but not bad, just difficult)
DoomSayerGames
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It worked surprisingly well.
But you should try to tie movement to time to avoid framerate changes affecting the physics.
One way to do this
position.x = position.x + (velocity.x * time_since_last_frame)
position.y = position.y + (velocity.y * time_since_last_frame)
So if you have 30 frames per second, each frame moves you 1/30th as far
at 60 fps each frame moves you 1/60th as far.
this makes velocity.x a value in pixels per second, easy to visualize speeds even before testing them.
godot has a built in delta value, although there will be a way to do this in any system. I once coded an unreleased game project using java and got the time since last frame manually via time stamp and subtracted the previous timestamp to get the frame time.(which might glitch at midnight but hay :P)
Had to stop at day 11, very fun seeing a tidal wave of grandma's cats bearing down on you 🤣
The music really complemented the core idea and helped set the mood (I played it for a little while with my sound off and still enjoyed it without)
The mechanics are simple but fun as you have to try to thread the needle with cats flying everywhere.
One small bug is that the player jump seems to vary in height and the player dash sometimes is week not flinging you as far. Not sure what causes the variation as I was holding down the same buttons and repeating the same jumps. It's not a gamebreaker but added a little frustration as my character would not jump high enough sometimes to make it to a particular block and sometimes would (the first low block on day 11 is what i'm thinking of)
Yeah a week is very short(especially if you have a job). Keep in mind there are some month long game jams or even longer ones. While learning to make games though, sometimes a short jam is nice because you get to learn so much while not investing so much time into a project that you feel has to do well (iteration is part of learning, you should expect your first few games to be flawed)
We got our game in a semi-finished state just prior to the deadline (missing most sound effects and some planned animations)
I really liked the door design, that was very well done.
Most jams allow for premade assets(this page has alot listed https://itch.io/jam/goedware-game-jam-zero-ui/topic/3759023/free-gamedev-resourc...) while this jam stipulated the majority should be made by you. Perhaps not having to spend as much time on assets will free up more time on future jams
Was the music made by you or by someone else. I didn't see a credits attribution.
Also the potion of mediocrity was a nice touch.
Definitely could have used an FOV slider so I can play through the game on "Quake Pro"
Also a bouncyness slider for pure chaos and a character height slider for memes(I don't know maybe it would let you lift boxes with your forehead or something).
A gravity slider(that allows for inverted grafity) and a red/blue 3d option so I can experience the game in 4 dimensions would have been a nice touch.
I'm sure jumping from the cieling and flipping the character were on the to do list.
What if you had the gravity changing ability be a power up item you have to go find at first. Often players appreciate having abilities more when they've experienced some time without the ability.
While this game jam asked us to make the majority of assets ( sound/images), most jams allow for use of free to use premade assets,
this page has lots of links to free tools and assets https://itch.io/jam/goedware-game-jam-zero-ui/topic/3759023/free-gamedev-resourc...
I'm sure jumping from the cieling and flipping the character were on the to do list.
What if you had the gravity changing ability be a power up item you have to go find at first. Often players appreciate having abilities more when they've experienced some time without the ability.
While this game jam asked us to make the majority of assets ( sound/images), most jams allow for use of free to use premade assets, if your not already familiar
this page has lots of links to free tools and assets https://itch.io/jam/goedware-game-jam-zero-ui/topic/3759023/free-gamedev-resourc...
I'd recommend picking more complementary colors for the color palette.
https://lospec.com/palette-list
I've heard there is a way of selecting complementary colors using a color wheel but I'd need to do some research.
Also needs more clippy, one paper clip to rule them all...
I was confused on the camera movement but I can see why you'd want players to discover how it works
This is very creative and also surprisingly fun. The gravity sections were a nice touch that added to the rift/space theme quite nicely. Even though the graphics were simplistic they work and the music complements the vibe.
Some added disparity between the floor and wall texture would be good. Was kinda hard to see when there was an opening into an adjacent room. Being able to break boxes with the pick would also have been a nice feature.
The enemies didn't entirely disapear when they died, probably a known bug. But they also wouldn't die if they were continuing to be hit which was confusing, you had to stop attacking for them to die.
Thanks, since I got used to the jumping distances after working on the project for a while I underestimated the need for better feedback on the jumping and landing. That was one thing on our to-do list that we weren't able to get done by the deadline. I'd been thinking about a jump sound and a landing sound effect. Shadows could be a good additional player feedback mechanism, especially since it could better show where the players feet are for judging how far you can step off the ledges as that was another issue.
I removed https://kenney.nl/assets/generic-items and https://kenney.nl/assets/roguelike-rpg-pack from the credits because we had considered using them but did not actually use any of these sprites in the finished product
The achievements and buyable red shirt were nice touches, really clean UI and the story intro and controls screen were all top notch.
One Glitch is that the score goes up when you move forward, even if you are stuck on a rock or moving up a down repeatedly so you can double your mileage.
Game ended up feeling very easy but maybe that's because I cheesed it
Thanks for the feedback!
I've gotten pretty used to the jumping distances so I didn't think much of the jump animation not really showing you precisely when you land. If we do end up picking the project back up after the jam we might add some more visual/audio feedback for the player, either way it's a good consideration to be aware of for future projects.
Inkscape: a free and open source vector graphics creation tool.
https://inkscape.org/
I'm well, not great at art, inkscape has been fairly easy to pick up and start using and producing polished looking content. I've found it easier to start making vector graphics because of the use of basic shapes without having to worry about scale and level of detail since I can output at any piece of art at any resolution. It's fairly easy to get into but there is also lot's of features and depth so I think it can be used to make professional stuff without being overwhelming like Blender or Photoshop.
Also a bonus of vector graphics is it's super easy to make adjustments since your dealing with objects you can manipulate, not pixels you edit, so you never like ruin your project. Obviously a style choice but for bad artists like me, it's something.
There are some useful tutorials available too. Just look up inkscape tutorial on youtube.
Here is a cool doritos salad man I made. Don't steal him, or if you do he has to say the line "Hay everybody, I'm just tagging in here for a short snack, see ya'll next time!"

There is another way...