This was fun and funny good job! I like the concept and the visuals and audio.
dudethatsmygame
Creator of
Recent community posts
This was fun. I liked the music and simple visuals. I like the concept and game play of digging then hucking rocks. Def stone age vibe with that.
I got frustrated when dinos spawned randomly on screen instead of more to the outskirts. But overall really enjoyed what you did here. Great job it was fun.
Love the simple design and art and animations big props for getting it done. And all very on theme.
Also good to see another fire themed stone age entry.
(I feel you on going over time I did the same for this idea but for different reasons...).
And, Congrats on your first game jam game! Solid first entry!
Very Impressive. You got a lot done in a short time and made a good fire survival game.
The audio and visuals worked well for a jam entry; felt fun and appropriate.
Solid game play and execution of the idea.
Congrats. I liked it. Very strong entry...
( Your gameplay is definitely better than my version I did similar idea but I went for more of a moody audio forward experience. And you did it way faster than me! )
I think the core idea is solid and is moving in the right direction.
Congrats on getting done as much as you did in 3 hours ( i didnt have anything playable in 3 hours just some audio and visuals.)
Anyway good idea (I had the same idea brilliant minds think alike right? I went more for a simple audio feedback game and simple mechanics bc this fire survival idea is surprisingly tricky right? )
Also loved the lil godot enemies I use the icon.svg too for prototyping. Keep up the good work!
I liked the concept , got me thinking of geological time and rocks which was fun. Gameplay was simple yet chill. I liked it overall.
I especially liked the UI and sound effects - it was really clear and intuitive. Good job.
Also, the meta comment of submitting this to the never ending game jam etc is genius. Fits the theme and the rock will endure.
I was confused at first. I guess i did not see the rock at first and just the stone. I did not understand the controls and the actions.
Anyway, Once I got it and that you can click for actions it went smoothly. I liked the end part It did capture the vibe of primitive painting. Nice work.
I am seeing a theme thru your submissions of experimental art/tech games. I like it. Keep up the good work!
Hey thanks for playing and seeing the concept. Totally agree execution is really flawed.
Its a bit of a bummer the core action is clunky, lacks feedback and thus is not satisfying. I think if it was a tazer gun it could be much more fun. Imagine the lil peeps falling over electrified! lol. Anyway thanks for playing and giving feedback.
I liked the audio. It did make it feel epic which fit with your description of the end times but he is still deleviring the news. I kept running into stuff and breaking my combo. Anyway nice job on a enjoyable and fully playable game in such short time! respect. and always like to see a fellow godot user!
Nice. I was thinking about the but why of people clicking buttons and skinner boxes and how people do not in fact ask but why enough. Interesting vibe. Thought provoking even if you meant it just as a gag or to be pointless.
And Nice 2 hour game!! I would have loved some ambient music in there to set a vibe. But yeah Much more polished than my 2 hour ish game. Congrats on getting it in under the wire.
Very strong game I guess it also says something for teamwork.
Good visuals and sound. and was on theme.
As far as gameplay It was tough for me to get chefs kisses i got some then forgot. lol still tired.
There were a lot of combos to try and my memory sucks right now. So for me maybe a another bit of feedback if person at least for one ingredient the person liked right would have helped clarify. IE like a middle level in between chefs kiss and just normal would have helped as a hint towards the correct ingredients.
Solid entry. Congrats.
(Also it was chill and thus would have also worked for no stress just vibes from last week)
So love the art style and the music. They vibe well together.
This was really ambitious for a jam entry and you pulled it off pretty well. There are some janky things others have mentioned like stuck in loops ( which you can break out of if you move fast.)
And it wasnt always clear to me if gambling was working correctly. I felt like it would boot me out mid session or sometimes not register the changes. ( yes i know the early part was just tutorial).
Anyway congrats on an impressive and beautiful entry.
I can tell you are not a beginner.
Fair, thanks for the feedback it could have used better UI/UX and onboarding for sure. Ran outta time and certain things didnt work.
edit- to help with the confusion:
The tickling mechanic clicking on people only works when the tazer/feather- the black square is on the people (ran outta time to make the tazer/feather asset).
Its a weird mechanic stack (left and right movement, move feather, then click on people) and probably confusing as heck. My bad! But its what I had to pivot to given time constraints...
Gameplay was generally fun. Weapons were fun. Concept was interesting. Reminds me of Anime characters that take on a progressively more 'final' forms as they are on the ropes injured. So yeah good idea. Sorry you didnt have time to make it custom like you wanted.
Anyway, for me my issue was that in waves 3 and four when many enemies there was much lag that it would lag and not play sounds and video...
Very cool very chill and on theme.
I got stuck on the turning the basket (didnt catch the space bar use) then read instructions then it was smooth and chill after that.
I liked the art. The music was fine it fit the atmosphere. I liked the idea of your sound fx (the pings and clanks in background) but they seemed too loud to me compared to the bg music.
overall it was chill and fun and on theme for me.
So I liked the art actually it was simple but worked.
Gameplay was simple but effective as I loved the feel of the crane. It just felt good to move. Would have loved a bit more challenge with selcting diff boxes.
Music was fitting (having worked in factories before...) but it stopped without looping
I would say it fit the theme as well
Yo congrats this was my first published project in godot as well ( or any game engine )
Anyway congrats on the publish and in under 3 hours - it has charm I liked it. Good job!
Excellent feedback thankyou. This confirms what I will work on next: a better audio manager for the game. That was my personal biggest annoyance that and the confusing UI/UX (maybe more mario maker type style UI/UX and drag and drop).
Glad you liked it. I am biased towards mine vs the other as well but I greatly respect what they did. I thought that other musical toy entry was great because it had clear simple UI/UX and a cohesive look and feel and player experience. I could totally understand others liking it more. Plus they did it a third the time! respect. That being said I am stoked you like mine more and got what it was about - creative control and expression but in a different way ( with ball physics)
Thanks again for the constructive criticism.
Okay, so I got into a vibey lil flow state playing this the second time(next day). Felt good was fun.
The main constructive criticism is the contrast on the player. I feel like the player should be clearly visible as others have said. The color indicators help to centralize the location but I still want to see the player more clearly.
One other thing was the game can be cheated by just spamming all the controls. Maybe a debounce on them would prevent such cheating? Anyway good vibes def fit the theme. The dancing bgs felt fun; I was worried they would distract but it was chill. So yeah your experience design hit the mark for me. Love the soundtrack too - very fitting!
Okay, so I got into a vibey lil flow state playing this the second time(next day). Felt good was fun.
The main constructive criticism is the contrast on the player. I feel like the player should be clearly visible as others have said. The color indicators help to centralize the location but I still want to see the player more clearly.
One other thing was the game can be cheated by just spamming all the controls. Maybe a debounce on them would prevent such cheating? Anyway good vibes def fit the theme. The dancing bgs felt fun; I was worried they would distract but it was chill. So yeah your experience design hit the mark for me.


