Now this, this is fine art.
Ambience is excellent. It does convey this sort of uncanny vibe that the gameplay handles. Decremental as a concept is absurdly original, and I love this execution. My poor mouse and spacebar gave their best performance.
This game is on point, although my issue is that since the timer randomly assigns time and doesn't inform me, I am left to "guess" when the timer runs out. It's like trying to solve an equation with two unknown values! I do like that the ticks are coherent (I payed attention) so that is nailed down, soundwork is great. Add a song that allows for even easier pattern recognition and you start to get progression!
Egg, so 5/5.
Learn to Fly is an amazing game, and having the vibes come back to me playing this is incredible! I enjoy builders a lot, and albeit it's a bit tough to manage the rocking of the ship at the start, it has a great way of properly nudging you to making more stable designs.
Loved the SFX and the phat beats <3!!
I love this comment because it touches on my noted observations post-jam, more specifically on applying the main mechanic. It is evident that just throwing is not enough to efficiently keep the player's influence on enemy patterns. The "aggresive" enemies are also tough to manage because they move strictly different than the taunters at the start, which also makes balance that much trickier.
I am glad this comment exists and you took the time to write it up, as well as giving the game that deep look! Thank you so much for the support
Hey! Thanks for playing and for the feedback, and yes! It is true that tutorialization and onboarding are a bit left to die due to jam constraints, hope they weren't too distracting.
I left tension a bit loose to cut some slack since the jam version was quite more difficult. Perhaps more threats within the dungeon could improve that feeling.
This is an amazing project for just one week of development! Polish, sound, narrative, all axes that are usually not done due to time constraints, but here are present at all times!
I am so bad at videogames that I had a full on journalist moment with some mechanics but I see the insane potential of the system itself. Great job!
I'm glad you liked it :). As I focused more on developing my skills with godot, I am closing this project after I upload it with some polishing I did on the balance and on some visual aspects of it. One day I might return, but for now I'll be working on another project that has been in the oven for a while.
Thanks! I wanted this jam to be focused on learning Godot's diverse toolsets (gridmaps, control nodes, meshes and such) so I really had to find assets that fit the job! I had a lot of help from my buddies at Messy Bytes with which we've made many games together already so I never felt alone in the process, thankfully!
Spoopy! That was great, better than I would have thought! I like the dynamic of having multiple tools and the collecting aspect. I did feel like I was chased by something, even if nothing was ever there. Great game! I would love to see it more developed, with even more tools that relate to artifact excavations!
Thanks! I agree that the sound experience was left as a last priority, since we were more focused on having a working gameplay loop and relatively proper visuals! As the first experiences for some in the world of game design in our team we had to expedite many choices, so it's super cool to see that the biggest issues are the things we mostly had to leave on low priority (except for the UX problems :p)