Ooof. That last one where there are three in a row that are moving that you can't see is pretty difficult.
But the concept is pretty neat and the sound is incredibly atmospheric!
The first time I played I wasn't sure what "pushed" the sheep. But the second time, I realized the sheep just wanted to stay away from me and was able to get all 16 into the pen. :D
This was fun and I could see this expanding into a bigger game. The only thing I might change is the responsiveness of the sheep so it is more obvious that they want to keep away. But that's a matter of "feel" than anything and entirely subjective.
I really like this game. There are definitely synergies I'd try to go for and get higher and higher scores as I play. The sound was well done and satisfying when you killed a lot of them. The only thing I felt was missing was some sort of health indicator... Maybe? But that may not even be necessary. Hope you expand on this idea!
I also got the "interact" text over the dialog. I think it has to do with waking up with the plant further front of the room. Also when the plant is placed at the back of the room, "talk" goes above the screen.
I really like the style and dialog system and can't wait to see you put it in other games like the ones you show off on Twitter!
Post Mortem
I did a couple more bug fixes after the end of the jam. I learned a ton of things over the GameJam including a few nuances of Godot. Also I'm surprised how well Godot was able to use that many 3D objects at once, especially in the HTML5 export. At least on my machine, it handled it well in both Chrome and Firefox.
One of the major issues I have with the design is that the angle and distance makes it too small to really appreciate the characters. If I close the distance, it makes handling the mobs and navigation more difficult. Perhaps I could do that if I switch out the gameplay for more combat rather than mob handling/maze traversal.
I also may need to switch to a more "chibi" style to get more personality out of the characters.
There are a number of things that I realize I have to learn:
There are a number of technical issues that I need to see if they can be resolved in Godot:
I also learned that with a more compressed 48 hour jam coming up, I'll need to be faster or create even simpler animations or levels or completely switch to 2D. It is difficult to squeeze the right amount of quality with 3D that could come from 2D in such a short period of time.
I certainly hope to do another project with Succubus as a character, but we'll see. There is a lot still to learn and I'm happy (and proud) to have completed this game.