Love these, but it would be nice if the effects had descriptive names. It helps when searching through multiple packs for ice effects, fire, teleport, etc. Sure, I can mix and match, but when you have a lot of files, having an idea of what you think it would be good for is helpful.
Dragonforge Development
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Thanks. :) Yes, This was a problem with me running out of time. I believe I mentioned it in my Devlog. My goal with game jams is always to ship something, even if it's not playable. This was my first time with aimable projectiles (as opposed to target-seeking), and I had first person and third person cameras to deal with. This was the thing I was working on when I ran out of time.
This felt very old school. That was mostly good. The music was great. Very immersive.
Gameplay-wise, I felt like you moved very slowly. Also the aiming was tough. There was no indication of whether I was hitting, and there seemed to be no indication that headshots had any effect. I just knew my sights were on them. Even though I approached slowly and I got ganked.
This was the last game I rated. (I played them all.) Because I couldn't get it to play in the browser. With a game this large it would be nice to have a download option. I did finally get it to work in the browser.
It's a good start, but since I didn't get very far, I didn't see how this is a Metroidvania.
Really ambitious game. Love the story and it was nice to see some cutscenes. The game interface felt more like a professional game than most. I liked that I could minimize the game and move it to another window. I was really impressed that you got the download down to 22mb, and the web version loaded really fast.
I played this game in the first few days of the voting and it frustrated me so much, and there were so many glowing comments, I decided to come back and try it again. It was better the second time. My biggest complaint the first time turned out to be due to level design. I got the sword, ended up outside, ran for a really long time, and then ended up in the cavern where the spider boss was and couldn't figure out what to do next. I felt lost and kinda gave up. I had no idea that there was a double-jump down there I'd missed.
So round two, I found the double-jump first, but then died getting back to the save point. Knowing the sword was to the west, I found it - came back and got the double jump. I then exited the cave and found the boss spider. I could not beat it. I kept trying, then went looking for another powerup because I felt I was missing something. Never found it and went back to fight the spider again. After a dozen tries, I gave up. I felt I was being punished by RNGesus. Even when I had the pattern down, the spider could trap me in a corner and sit on me. Sometimes the little spiders didn't come fast enough. Sometimes they came too fast. Often, I'd kill every one but the one holding the health, and then there'd be an unavoidable last hit right before I was back up to full health. It would have been nice if each one dropped one health square, or more than one dropped two or something. As it was, the boss battle felt like luck - not skill. I finally gave up.
The controller worked well with the buttons, but the left stick on the controller did not work correctly. Most of the time I could not move or jump left. My controller has a bit of drift, and so it's often pulling to the right a bit. My guess is that you had an if/else that moved right if you got a right button, otherwise left if you got a left button. A normalized Vector2 input would have likely solved this problem as me pushing to the left would have overcome the slight drift when adding the right and left inputs. Again, just a guess. Bummer the credits button didn't work, but minor.
The music was kinda underwhelming, but the cave itself with its echo was very atmospheric so well-done there. A couple of times the sword animation got stuck and I couldn't hit anything. It cleared up though.
I tried to google RavDot and was not able to find it. I'm assuming this was your own custom version of Godot 4.5, one of the dev releases? I was interested in learning more.
Overall it did have the structure of a Metroidvania, so well done there.
Loved the music. Very liminal and chill despite the frenetic beat. I liked that I picked up my controller and just played it. Learning about DragonRuby was cool. I love Ruby and it was cool to see a game engine made in it. The color sparks were a neat addition.
There was one loop where I kept getting stuck. I almost gave up but didn't. I kept getting stuck there. I tried the editor and the game hung. Very cool addition but it would have been nice if it worked.
Overall a neat entry.
I like the look. Very old school. Music/Ambient noises were good. Love seeing Godot game.
The controls were way too sensitive. It was also very unclear where to go or what to do. I got one screw and then kept dying. The game tried to access the network, which was not cool because I wasn't expecting it. Apparently you were trying to put multiplayer support in?
Good start!
Great music. The CRT shader was neat. Controls felt good. Love seeing more Godot games.
The map over the whole center of the screen was really distracting. I died pretty early on, and that was enough to make me give up. Also couldn't get the web version to run so had to download it. May have been my intternet connection.
Nice game.
Solid game. I enjoyed the art and sound effects. The music was very atmospheric.
I did not realize there was anywhere to go after the dash, so I guess I missed the boss. I went back, couldn't find anything and quit. The music got old after a while cause it was such a short loop. I also could only jump with the gun jump if I shot first, which felt weird.
Nice entry overall.
I loved the music and art. Really good vibes. Really nice looking. Love that it was a Godot game. I liked the way the menu came up. What were you doing to make it expand and fold like that?
I would have loved this more if it weren't for the unforgiveness of the jumping puzzles. I did read the tip about the downward slash, but I had trouble timing it and then forgot about it when it came to the actual jumping puzzles. I got the fist, but apparently missed the boss and ended up back at the beginning. I assumed there was no ending and quit because of that. I also would have liked the B button on the controller (right facing button) to cancel the Select screen. The teleport looked really cool, but it took a while to target and really just made the jumping puzzles more frustrating.
Overall it was really well polished visually and aurally, but the gameplay just really made me frustrated.
Unfortunately I didn't have much time to fine-tune the boss or test its jumping. I'll see what I can do to fix that in the future. I think the issue may be that he needs to chase the player too if he can't get a clear shot. But he was implemented on the last day. He was horribly lethal at first, so I was focusing on bringing his lethality down. I suspect if you'd jumped right under him where he was stuck, he would've jumped to a new lower position. But he should be fixed so you don't need to do that. The AI looks for a dozen jump points on the map, sees which ones are visible to it, and then jumps towards one at random. He may have just randomly kept selecting the same one - or it may have been the only one he could see and that's something I need to check. Ultimately, I think a more open design with ledges only on the wall might've worked better.
I'm curious how you felt the music didn't fit. That's the first time I've gotten that comment, but I wondered about different music in the mine. I went through three different songs before settling on that one.
The characters are a little on the small side. That's a good point about the attack animations. I'm doing another game jam now with the same characters, and I'm using Godot's 2D skeleton and parts of the characters instead of frames of animation. So it's easier to play with the size of different parts.
Yeah the double jump comes after the boss., and there were shrink slide and colossal kick abilities that didn't get implemented that would've gotten you under ledges, through rock walls, and opened the large and small doors.
Thanks! And thanks for the feedback.
I was very excited to play this seeing all the other comments, and the screenshots look great. Nice sound and graphics. Controls felt good.
I could not get anywhere! The only place I could go was that wind room where you got shot upwards, I tried like 20 times to get through the last one and kept getting blasted into the ceiling and dying. It was impossible for me to get through that area, and the intense heat killed me so I gave up.
Looked cool. Wish I could've gotten farther.
This gave me real old school Nintendo vibes. The music, the graphics, the controls. I actually got frustrated with it the first day of voting, and decided to come back when I had more time and wasn't so frustrated. The second playthrough was better. You had a massive amount of content, and I barely scratched the surface. Pretty amazing in 30 days. Your game page was well-documented and reminded me of the little manuals that used to come with games. That was nostalgic. Also loved the map. It was needed.
I ran into a number of issues, some of which I would probably be less picky about if the game hadn't looked so complete. First, I got soft-locked into a room. While going down a vertical corridor, I went right through a red door without destroying it. On the other side I was stuck in a room and could not destroy the red door from the left side. I had to quit and restart. Not so bad because it was right below a save point.
The collisions for slimes that you had to jump to hit were not clear. The sword would swing, but the slime would not take the hit even though the sword passed through it. You had to be at the same vertical level as the slime at the same point that the sword was at the bottom of its arc for damage to be dealt.
There was a lot of reading necessary outside the game to play the game. I was glad you had the manual, but I had all these buttons on my controller and none of them would shoot a fireball. So I went back to the page and found it was Up + B. Even in Metroid they told you to press Select to switch from your gun to missiles. I would expect a game this polished to tell me how to shoot the fireball in-game when I got it. (Admittedly this isn't something I would expect in a less complete game.)
The level design was pretty good, but it missed some design elements I would expect in a game this polished. It took a long time to get to the fireball, and it was not a clear route. Typically the first upgrade is close by and introduces a mechanic, then lets you play with it. The map expands as you play, and things you passed by become clearer. This felt like being thrown into a dark room and wandering aimlessly for a while. That's what made me frustrated the first time. I didn't even know if I was going the right way. The second time I just kept hitting dead ends and dying on spikes or in blood vats and just kinda stopped playing. If you were going for a hard game, well done. Just wasn't my cuppa.
I also agree with @netpro2k about the map. I wanted it to be on the Select key, which instead just gave me a negative beep sound. Also B didn't exit the menu, which again I expect things like that in a game this polished.
My last comment is that the movement and jumping felt like an old school NES game. That was nostalgic, but not fun. I always found those games to be very finicky about jumping. This one was no different. The movement was slower than I would like, but not unexpected for what the game looked like - which was an old NES game. Jumping was very particular, and I did get the hang of it, but it didn't feel natural. Compared to old NES games, it was very faithful. Compared to modern games, it was less than what I would expect and compounded the frustration of playing the game.
Overall, really good job capturing the aesthetic and making a solid NES game. It looked, felt, and sounded like one.
Obrigado! I'm glad you enjoyed it.
As I mentioned in my devlog, I have my own reservations about AI music. If I were going to publish this game, I'd might use the AI as a way to communicate what I was looking for to someone who actually made the music, but I wouldn't feel right putting it in a game people were paying money for. I'm having a money-based chicken and egg problem though. I can't really afford bespoke sound until I make money at a game, and I can't make money at a game unless the sound is good. All the music in the game that I used outside the theme song and Grunthusk song (and all the sound effects) I paid for from artists because I believe that artists should be able to make a living. I also paid for all the artwork I used in my game as well.
I take no offense if you decide not to listen to it.
You deserve answers, and I wrote pages of backstory so I will answer your questions. Amelia was the blacksmith's daughter, but also the wizard's apprentice. No one went after Amelia initially because there was a cave-in. (I didn't get time to add that to the cinematics.)
So Lucas decides that being a knight isn't enough, and he needs the power to rescue Amelia, and if necessary, get revenge. So he leaves town in anger. His mother, the baker, tries to stop him, because she named him Lucas, "bringer of light" and she fears this path he's on.
Amelia meanwhile actually uses her magical skills to escape and rescue herself. In that moment, she sees why Lucas wanted to become a knight. Once freed, she returns to the town and finds out from Lucas' mother that he is gone. She assures her father she is ok, and journeys in search of Lucas, hoping to find him training for knighthood.
When Amelia finds the knights, Lucas is not there. They convince her to join and train as one of them. As a magic user, she has the potential to become a paladin, but is warned it will be lots of work. She isn't afraid of hard work though, as her name means "work" and "industrious". So Amelia trains to become a paladin, and adopts the name Ser Amal, meaning bringer of hope. She goes around saving others and searching for her one true love, Lucas.
Lucas meanwhile has decided that he needs enough power to defeat the goblins. He gathers power however he can, becoming a powerful wizard, and then a necromancer. wrapped in shadow, he returns to his hometown after nine years to wreak vengeance upon the goblins who destroyed his town and killed his father and (he thinks) lover.
Lucas takes over the mines and finds no trace of Amelia. In a rage, lost to despair, he thinks this means she is dead. And so he enslaves the goblins and starts raising bodies from the dead looking for her. The goblins bein to worship him as a god, and call him Grunthusk - which in goblin is translated as grunt tusk for he is angry and punishing.
So Ser Amal appears in town after hearing rumors of the necromancer who has taken over the mine. Enter the player who knows none of the backstory, and thinks the knight is Lucas. (In fact, I spent a lot of time masking the fact that I used female efforts and then masked them with sound effects to sound ambiguously deep and echo-y inside her helmet.)
(None of this made it into the cutscene I was planning due to time.) The people know who she is. The baker is angry with her for she hasn't seen her son in ten years, but she has only a few ambiguous vitriolic words for the knight which are unclear. The wizard welcomes the knight back as Ser Amal and gives the gift of a potion sack and healing potions. The blacksmith offers a set of magic throwing daggers, and urges the knight to be safe.
In the first boss room (again ran out of time for a cutscene) the necromancer Grunthusk, appears, swathed in shadow and raises his father's corpse in front of Ser Amal. He is furious that a knight would show now, when none were there to help when the goblins attacked 10 years ago. She calls the zombie "Papa Baker", and curses the shadowy necromancer. Neither knows it's the other.
At the end of the game there was to be a big reveal, where Amelia, like Samus Aran, takes off her helmet. Meanwhile all the powers she gains to defeat Lucas/Grunthusk are dark powers and thus she's able to in the end see the journey he went down to get where he is, because she has also now gone down it. And so in the end, they are able to reconcile.
While I can't fix the game for you yet, I am interested in trying later and seeing if I can get something smaller and more performative. In the mean time, I hope you will take a listen to the playlist of the songs I made for the game. https://suno.com/playlist/8987fde4-eb48-4c6c-9a70-44af335e2243 It contains four versions of Eternal Echoes: Opening, End Credits (my favorite), the Ballad and Pop Remixes. It also contains two versions of Ode to Grunthusk, one of which plays when you discover the jump boots, and was intended to have a background of worshipping goblins to really sell it (but again, time).
It isn't a full playlist for the game, but I'm working on a better music player and a way to just export that as a separate "game/app" on its own for future games. (Because while I don't have rights to resell/give away most of the music, I do have the rights to put it in another app.)
Oh that's a real bummer! I was interested to see what you thought since you have thoughtful comments on everyone else's games.
The newest release of Godot 4.5.beta1 is supposed to make web games run faster, but it wasn't out when I uploaded this. I'm also working on reducing the size of my games using these characters by animating individual textures pieces instead of lots of textures per character.
I appreciate the feedback and the screenshots. I will keep it in mind going forward. My guess is the problem is the number of textures I'm making your GPU load. It's really heavy in that first town scene. If I'd had more time, it would make sense to take those houses into Krita or Gimp and flatten them into single images.
Though as I'm writing this, I'm realizing one of the first things I made in Godot was a paint program. I could probably create scene that would save all the textures in it to a single file for me, which would probably save a lot of memory. I'm working on another game jam this week, so I may try to do that.
I really appreciate you taking the time to report this! You gave me a lot of really helpful information.
Cute! Love seeing Godot games! Controls were good and the leg thing was a really cool idea.
Found a game-breaking bug, I was exploring looking for all the numbers and in the room after where I got the legs, I went back into that room and my character disappeared and I couldn't move.
Very solid for 2 days.
Love seeing games made in Godot! Really nice aesthetics. Enjoyed the story and sound design. The graphics really helped with the feel of the game. The normal jump control felt good. I liked that the character moved quickly. The powerup cutscenes were a nice touch. I really enjoyed the stealth game feel.
I found the wall jump REALLY hard to use. So much so that I just gave up playing. It stopped being fun. I also expect that in a Godot game there is gamepad support. It takes less than 5 minutes to add it. (Keyboard controls hurt my wrist.)
All-in-all really good start and it has a lot of potential to be a solid indie game.
Really liked the concept and the sound design. Enjoyed the "plop" when I landed. The music also reminded me of like an action sequence in an 80s movie. It was neat there were so many powers.
Unfortunately, I got stuck after getting the ground slam. I couldn't get the treasure chest above me or go back to the area that looked ripe for a ground slam.
Nice start. Definitely has potential as it had a good feel.
I liked the background graphics and the music. The beginning was cool. I really felt the anger.
It was weird attacking with the mouse button, and I had no luck with the boss. It felt like I had to take damage to get close enough to deal damage and it had way more hp. So I just kept dying. Would have been nice to have an attack button on the gamepad, as I could move with it.
Really liked the vibe you were going for. The game has a lot of potential!
Had an 80s arcade cabinet game kinda feel. The controls felt good. I felt like I had control of my character.
There was no sound, which was a bummer. There was also no indicators for health or ammo, so it was a surprise when I died and I wasn't sure why I was collecting arrows. Wish I'd been given a choice between sword or bow, or been allowed to use both. Someone said they could roll. That wasn't an option for me - at least on the controller.
You had something playable, so it's a good start. Keep it up!
Nice entry. You had a number of upgrades, and an ending. The robot was cute. I enjoyed it enough to finish it. Your music choices were fantastic! I really felt like I was in like an 80s Gundam-style game.
The enemies were a tad boring. Especially the green robot. And I spent a lot of time waiting for the purple ones to float to the top of ledges so I could shoot them. All my dying came from falling into spikes I couldn't see beforehand. Also, the gun was almost completely pointless. The sword was so much more powerful.
I found the wall kick especially frustrating when I got it. It took a lot of tries to get over that first ledge, and that was the hardest jump in the game. I also didn't see the point of the energy. It was really annoying to wait for it to recharge.
As others mentioned, the sound design could have used some work. The shooting snipe-only baddies were SO annoying because you could hear them all over the map and they were incessant, grating, and loud. The hover sound also seemed like it didn't have a beginning, loop and end so you could cut it off when the player cut it off.
You also had no deadzone for the controller. My character kept wanting to face left because of some drift in my controller. A deadzone would have solved that.
Despite the issues I had, I still had fun! Nice game!
Nice entry. You had a number of upgrades, and an ending. The robot was cute. I enjoyed it enough to finish it. Your music choices were fantastic! I really felt like I was in like an 80s Gundam-style game.
The enemies were a tad boring. Especially the green robot. And I spent a lot of time waiting for the purple ones to float to the top of ledges so I could shoot them. All my dying came from falling into spikes I couldn't see beforehand.
I found the wall kick especially frustrating when I got it. It took a lot of tries to get over that first ledge, and that was the hardest jump in the game. I also didn't see the point of the energy. It was really annoying to wait for it to recharge.
As others mentioned, the sound design could have used some work. The shooting snipe-only baddies were SO annoying because you could hear them all over the map and they were incessant, grating, and loud. The hover sound also seemed like it didn't have a beginning, loop and end so you could cut it off when the player cut it off.
You also had no deadzone for the controller. My character kept wanting to face left because of some drift in my controller. A deadzone would have solved that.
Despite the issues I had, I still had fun! Nice game!