it's a cool start but the pacing and HP was wayyy too high. It took forever to get my units close enough to attack, and then the giant enemy crabs had 99999999 hp so i gave up.
cool start to the engine tho just speed up + reduce hp by 500%!
Wowwww it's always so cool seeing full 3D games for short jams like this. Awesome work all around, i had a pretty good time with the game all the way through! I hope more people will take the time to download and try it out.
One technical note: small loading hiccup (Caused Windows popup "this program is unresponsive" when launching (long empty gray screen... i suspect particles/shader cacheing cus that's Godot's achiles heel...). My PC is decent so the long freeze was unexpected. But I knew to wait cus Godot ALWAYS loads, though it took maybe 60+seconds...it loaded up!
I really appreciate the work on audio and voice work to make the game feel more alive. The animations were also really good and I liked the shopkeeper dude. My favorite detail was the zombie animation stuck in the traps, and their death sound fx lol. I think the gun sway animation could be toned down just a tiny bit though it felt a little wibbly-wobbly when i was moving around while holding it
There were some little issues like not *exactly* knowing where to go next and kinda just wandering around till i found the button (which wasnt a huge deal because your levels were designed nicely so it was easy to wander and not get lost!) I also kinda got confused during the boss fight and assumed I needed to kill him. (I didn't read the game description fully)
Oh and my last favorite thing... the save game music! I had a blast playing, Excellent work!!
yea definitley some web export problems!
1st time (didnt record) i got frozen when i clicked Play. Refreshed, launched again and i could get to the first level! But still kept freezing.
luckily the .exe works perfectly!
i love how alive and animated everything feels. the music and gameplay was really energetic and fun even though it was pretty simple and straightforward. The minigames were cool!! Boss fights were either a little cheesy or straight up impossible to win? I Couldn't figure out the bear fight so it's a good thing I found that last! :D
The main hopper trap game was definitely the most polished... the parallax effect made it really immersive!!
Overall it looks really promising and the overworld for game selection was nice!
OUuuch my poor little robot got BEAT UP in lvl 1-1 haha
The little backtrack after the checkpoint...brutal lol. I got pwned by the big drop so many times in a row thinking there was some hidden secret or thinking the enemies were some hand-hold thing i could reach... until i FINALLY realized there was a hidden backtrack switch...
One gameplay suggestion is allowing you to HOLD jump to bypass rails. There were a number of times that I needed to jump-dodge full height from a threat or enemy, but was forced to grab a rail. If you only allow grabbing when you aren't holding jump, youd have a few tech options for those tight situations
But as always the visual polish and cohesive vibe is incredible! My favorite part was the rumbling earthquake debris that falls. Really nice detail that makes the game feel alive. And the music is top notch as always too. Overall Great work!
kinda quirky when i figured out how to play, it felt like i was playing the game incorrectly...but it ended up being really fun!!! the first few rounds i tried to play what felt natural... but i would always take damage too quickly. I guess what felt weird was the method I found seemed to bypass damage 75% of the time so I wasn't really understanding the rules of when enemies attack me vs. when i can damage them. But regardless of that, the gameplay was fun!
The music was especially great and i started jamming to it... made it feel almost like a rhythm game maybe you could lean into that even more!
Great game!
Challenging and fun game and the random curses really made it a memorable experience
the parry curse was the hardest one to deal with i think! NoWalking messed me up too at first til I realized I was allowed to dash. And the Wall Bounce curse was a really interesting twist that made me play differently to exploit it :D
Also, I had to wait in the main menu for a minute... because the music was so good!!
it's cool imagining what old classic NES games could have been if they had modern genre spins like crafting/collecting in a NES zelda... this is definitely nailing that concept and aesthetic!
Balance/progression creates a bit of a grindy problem as you mentioned i saw in a comment -- and it's brought more to the attention from the lack of music/sound. After i realized i wasn't gonna grind up all the resources (esp if i lose everything when i die right now), i decided to explore for 5 minutes. A lot of cool stuff in this game!! I got to fight the slime boss and I'm glad i got to find the dungeon and check that out too
amazing game! especially for your first game here
it had a reallly good authentic NES feel and the umbrella weapon was cool!
it was funny doing the walk of shame when i died because the rooms were empty lol. I think you could just let them restart the room if they die, since i just have to walk back no problem
i really liked the progression up to the final boss room! I also liked the cutscenes you had at the beginning/ending, and seeing all the monsters at the end thanking me for playing was kinda wholesome
my feedback is about the dialogue cus i got kinda stuck in a dialogue loop trying to start the adventure!
i tried both options but i got stuck back in the tutorial -- the intro cutscene text was also kinda slow cus you couldn't press Z to skip. And lastly it wasn't a big deal at first, but once the game started, the small dialogue windows had animated text reveal jumping lines constantly while it was being revealed which was distracting.
If you're using RichTextLabel this fixes it:
text.visible_characters_behavior = TextServer.VC_CHARS_AFTER_SHAPING
From what i saw, it has a very interesting combat system and the art was great! I also loved the theme song that played throughout
TAKE TWO! Thank you for mentioning i could use LMB for attack! that clicked a lot better and now i actually realize my ragequit earlier was just frustration for killing my wife accidentally while i was learning which button did what, so i think you could make it so she cant get insta-killed accidentally if i pressed attack instead of spacebar by accident to become murder wolf ᕕ(╯°□°)ᕗ
i did a lot better in these attempts! and it was really fun! absolute carnage, great attack animations and sound design!
lol i'm sorryヽ(゜~゜o)ノ
i know i'm probably just weird for having this control preference/blindspot in my dexterity coordination... but i really cannot use WASD + Jump on my left hand if i'm using my right hand for another action (the J key for attack). I can't use my right hand to Spacebar + J either xD
So basically what i might have been able to handle is J/K + WASD/Arrows, or Z/X and Arrows i've seen in a lot of games.
has some serious potential with the unique movement system!!! it needs soem tuning though cus i could really not get the rhythm from how fast everything was. it needs a lot more telegraphing i think to know which way i should dodge/parry and i died so fast!!
i'm certainly hooked by the concept, though! and i really liked the art direction!
incredible soundtrack, artwork, and the best CRT filter i've ever seen!
really nice game and roguelike concept, but a rather anti-climactic abrupt ending haha. I did not expect to get a game over when i ran out of dice! How do you get more? I could easily see that being the actual roguelite loop point where you just have to start over with a new run, new random equips, and slightly MORE dice so your next run is a bit longer?
It was really fun!
this game has so much speedrun potential!!!
I really had a great time and was gratifying to stick around to keep replaying "world" 1 until I beat it. The switch to world 2 was super cool, and I am definitely interested what else there is in the game if i can ever beat it! "World" 2 has a lot of potential, but i suffered from platform readability a little bit. The timing and usage of the new item was instantly interesting , really really fun to use it, but guessing "is this gonna be a platform or not?" was more frustrating than challenging. It wasn't all of the platforms, some of the colors were very clear and indicated what i needed to know, but there were a few confusing colors and platform types i got tricked by several times. Not sure if the trickery was intended since it doesn't really have any kaizo feel to it other than the first falling platform surprising me!
the NES feel with difficulty, precision inputs, music, sprites, and color were all PERFECT. because the NES aesthetic was so perfect, the black rectangle scale tween during screen transitions bothered me a little bit more than it should. (To critique the game's art, i have to resort to critiquing the screen transitions... xD)
I think my favorite part of the game was learning the timing of the gold enemies. The enemy designs were really well balanced and challenging overall. Definitely reminded me of MANY old NES platformers my cousin and I would replay over and over, but only ever beat 1-2 levels whenever we played it haha
And last but not least... thesoundtrack... Old Mines was such a banger!!!!!!! GG WP!
the battles were really fun! I liked the battle music! I enjoyed the levelup process unlocking more abilities. BOLSTER OP!! I really like the 1-shot combo with Bolster -> attack.
The world felt a bit sprawling and battles began to feel a little bit repetetive, so I called it a solid run after a small visual glitch with the town menu at 6:30
Overall was really fun and was high in the NES-feel!
THAT WAS SOOO GOOD but i am soooo bad at the superjump combo :)
i spent the whole time playing just trying to get the knack of it consistently, and didn't do so great haha. SUPER satisfying when you can speedrun, and really funny when i accidentally slingshot straight off to my death :P I never quite got the timing down perfectly.
but The movement mechanic overall was super buttery smooth and fun!! And a lovely kirby inspired atmosphere you really nailed it both aesthetically and NES-styled.
DEFINITELY had the NES feel for sure. I really liked the sprites in the battle sequences! The sound design and music was very NES retro and i liked how N E S W had different music (from what i discovered so far)
I had a hard time in battle though, getting pwned by some lvl 3 monsters haha whoops i guess i needed some more levels before i ventured out
nice fun RPG! i was starting to get into it and the levelup systems and unique class for each character is really cool
starting to grind up some XP and feeling the power! But then i got a gray screen of death :( and i couldn't reload the page either RIP. But it's okay i had a great time anyways! I'll check out your full playthrough to see the rest of the story.
Great atmosphere and creepy, semi-weird (in an Earthbound kinda way) environment! I liked all the character designs both enemies and allies.
i also got a bit overwhelmed by the number of resources, until i settled in to realize "oh it's just a color progression and fabric/ore are the same systems... they all just level up like copper -> silver -> gold -> platinum in WoW"
but indeed seeing them all at once from the very start feels like it's gonna be a LOT of resources to learn (expecting them all to be unique)
maybe if the upper tier resources were locked at first, player would only see 2-3 resources and not feel so much overwhelm at the beginning