I'd guess as long as the source is available, that's all that matters. To be extra safe, you could always use another branch until voting ends. If for some reason they needed to verify, the last commit you made before submitting has a hash with date/time etc. so that could be matched to your itch version.
elocnat
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Appreciate the in depth response, love real feedback. You're right basically - tl;dr is I used AI to 'vibe code' (sorry) my way through this. I didn't have much time to focus on the project and wanted to try that. The game idea came from this video. Unfortunately editor version is better but didn't get a chance to test on itch/fix bugs or really play test/tweak the design much. Plan to 'polish' it a bit after voting though!
LOVE this! Glad somebody else created a unicycle game (and a much better one at that). Love the premise here about hyping crowd up with stunts. Unicycle balance was very challenging and really felt great. Jumping was hard to master but ended up doing at least one flip. Was hoping to get extra hype for that!
Favorite entry so far!
Great vibes. The main menu music instantly drew me in, but then you cut it off! I wanted it to keep going. I like the in game music too, but would've been nice to hear more of the menu theme. The fail music doesn't fit with the rest, so music should be paused or I'd rather have it match.
Gameplay was fun, only small issue was I leaned forward and could've saved it but it failed me before I could. Some nice cloudy day or starry night backgrounds would've been great (something other than solid black). A & D worked for accel, but no sound when using those keys.
Nice work!
Surprised at how much I liked this, well done! I'd totally play this on my phone if it had a bit more polish/content.
Love the balancing paddle, it feels physics based like you're drifting with it sort of. The aesthetics are great, some interesting screensavers/desktops etc. on the monitor would add a lot. Also more feedback for events, I didn't really realize when I lost a life for example and there was no visual feedback picking up coins except slight top bar movement. Music was enjoyable.
I made it all the way to endless mode. It's perfect gameplay wise for this jam, but long term I'd really like more randomness in the play (introduce special blocks for instance) or for it to get faster as the game goes on (could have chill mode and crazy mode even). I mostly chose second ball upgrade, and every time it spawned from top left which was a bit annoying depending on where I was - randomness there would be great too.
Overall, great work! If you do keep developing this and publish an Android version I'll play it for sure.
Appreciate your interest! Replied to you on Steam but basically development is going okay, just slow. Planning to start marketing better later this year & release sometime next year if all goes to plan. Stay tuned!
Sorry to hear that! Are you using DS4Windows? Both my PS4 & PS5 controllers work with that, but I have not tested the game without DS4Windows yet, so I'll have to do some testing to see if I can replicate the issue. Appreciate you letting me know & thanks for giving it a go!
Finally got a chance to play it this morning. As I mentioned I already watched the postmortem but I was more listening instead of watching the gameplay. Gotta say it's pretty fun!
I like the assets you chose, specifically the music; I enjoyed it and it didn't get old during gameplay. I also really like the general idea of solving puzzles with your followers and love how you fit that into the theme about escaping as free monsters.
The gameplay was solid for the most part - the only small frustrations were when my followers kept bumping into me/blocking me and when they would sort of go backwards if I lost any of them. Otherwise they were good at combat (not overpowered) but dumb and it kind of strikes a nice balance lol. The spikes seemed fine for me.
Great submission!
Side note: the web version doesn't work with a gamepad (DS4 using DS4Windows in Firefox) FYI, but downloaded version does.
Thanks so much for taking the time to play and give me feedback! Means a lot to me to get actual feedback during a game jam that somebody played my game and not just a rating (especially knowing it's VR and has a limited audience).
Great feedback on the controls, I'll add a task to ensure those are standardized across controller configurations. I think I can test this using SteamVR's button remapping tool? Either way I'll figure it out and make sure the teleportation works. It's funny you mention the motion sickness, I experienced what I think was that for the first time testing this game (probably should've taken that as a hint) and I think it's due to the smooth teleportation! The vignette (per the docs) was supposed to help that feeling but I don't think it eliminates it. I think I'll remove that option/have it a toggle in settings.
Appreciate the kind comments!
Devlog update here: https://elocnat.itch.io/pigpoppa/devlog/157555/godot-wild-jam-postmortem-pig-pop...
I can definitely try and cut a Quest/Android build to see if it works. I'm not sure how good performance will be (using GLES3 and the spray paint code is terribly optimized right now). Give me a few minutes and I can get that done.
EDIT: Just looked at all the documentation and it's a whole different plugin with stuff to setup. I want to try and get it running but won't be today or before the end of the jam probably. Sorry! Hope you get a chance to check it out anyways.
I really want to try this but honestly the first level is stupidly difficult for me. I can get jump over the second set of spikes about 1/10 tries, and when I finally get over them and get to the box, I end up dropping it and dying immediately because I jump after it and there are spikes on the edge. The one time I got it down and jumped down it landed on the spikes, so I tried to jump on top of it to grab it and then died when it moved to my side.
I'd really like to go further than that level given the mysterious game art and audio but it's too difficult for me to get past the first part and I quit out of frustration.
Favorite of the jam so far, really enjoyed this! The mechanics are simple and interesting, I like the art style, and the atmosphere setup with the lights and sounds was really well done. Given more time would've loved to see more mechanics/levels.
Only complaint is the character moves a little bit too fast for me.
Tried this on my HTC Vive with SteamVR.
Really loved the environment and different floors. I wasn't sure exactly what I was supposed to do. Some of the audio recordings in the beginning started playing over each other after I navigated around so I just explored the environment and listened to the devlogs.
I enjoyed the atmosphere and story the recordings were weaving together. The different floors with different machines and stations were really cool and scaled well.It would be really nice if the elevator buttons had up/down arrows on them!
Had a few issues:
- Audio fades in/out during teleport
- Teleporting using left trigger is a bit annoying since the right controls placement
- Additionally it would be nice to have the left pad be used for camera locomotion so I don't have to physically turn around so much.
- Couldn't seem to pick up anything with my Vive controllers (buttons worked)
- AFAIK the only buttons working were the telport buttons.
- In addition to the voices playing over each other the volume was pretty low on some of the recordings, specifically the female voice in the cafeteria level
Overall nice work, if you get Vive support working I'll check it out again!










