Thanks!
ethyl
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Thank you! Perhaps the tutorial paper needs some tuning, thanks for the feedback! I appreciate the comment of progressive difficulty, it was a big goal of mine to both ease in mechanics without overwhelming the player too much while maintaining stress and tension as the player got better at the game.
Great work and implementation! Coming in with some CAD background, the camera movement was fortunately intuitive, and i appreciated the lil' doodles across the blocks
If you ever expand upon this you could consider for the camera allowing to toggle on what CAD programs call "constrained orbiting" (i know it as "rotation about scene floor"), Onshape has a good article on it if you're unfamiliar with the term
damn this was way more fun than i thought it would be, took a second to grasp the mechanics but lovely work and art you got here! and o7 to 1186435 3/4 hp ecm blower motor
if i had to suggest one thing, i think a visual of the available area you can spin (other than the coloring, which does help) would be helpful
Thank you, and thank you for spending the time on such detailed feedback!! I'm glad you were still able to enjoy it with all its FNAF dna, I tried to aim close but not too close with unique ideas and mechanics. Apologies on the sonar sound, I'll def come back to tune it later! There was also meant to be reverb to muffle the game sounds but unfortunately technical issues with Godot came up at the last second. I appreciate the comment on visuals too, I initially wanted a style as seen in the location scenes but realized I was one person, so knowing its still achieved its goal is great news. Thank you!
That is EXACTLY what I hoped players would feel, thank you so much!!
There is a fifth final voyage (a reference to a certain Freddy's five nights) with increased difficulty, and commentary at the end about the sacrifices of the merchant marine, but I may have gotten too used to the difficulty, thats mb! I added a tips section to the description in your honor. Thank you again!
this is crazy work for a game jam goddamn, got to the end but I do wish there was more use of the thread mechanic (at least from what I saw); felt like playing the intro to what could be polished into a much larger AAA game
the lighting is still a little funky but good enough to see, but i assume thats just a web issue given the good looking screenshots so no harm no foul :)
Enjoyed the puzzles, if not a little slow-paced and easy; strong concept and great execution which reminds me of a rhythmic chess game
a few things I would've liked to have would be a way to speed the game up (moving across the map when you've beaten all the enemies on one side is mildly boring), more enemy variants (maybe a smarter enemy which chased u around like the ghosts in pacman, then would know when to leave when u are powered up, thus needing to use your positioning to trap them, or just steal chess pieces, idk), explanations on current enemies (it took a second to figure out how the red triangle w/ spikes moved), and more lore
I think i'm repeating what others have said, but I think if there was a dynamic camera system in play it would ease off a little of the frustration (+ having a background w/ layers would make visuals even better) as well as the character design could definitely be given a few more minutes of work, but overall i think this game has a strong concept and is pretty well executed
While i did have the same bug where deaths/changing levels required expanding the screen again and again and took a sec to get used to the controls, the level design was engaging (lvl 7 was funny) and concept is solid
one thing i would've liked to have is a mode where you can practice moving around each level's map (no time limit but w/ time displayed) especially if maps get bigger, so you can practice the parts of a map you are having difficulty w/
Although there were minor issues with screen formatting, i thought this a pretty unique and interesting concept with intriguing puzzle design
a few things i wished the game had are: when dying, placements aren't undone (so if you are only a little off from finishing a level, like rotating a blower slightly left, then u don't have to set it all up again and again), clearer explanation of what terrains do what and what items do what (i wasn't sure what the torch did until way later on in the game), visual explanation connecting the target button thing to unlocking the door
Pretty interesting concept albeit on the simpler side
One idea to create more variety in the gameplay would be to add more elements (the french version of rock paper scissors has an additional element called well), or a shift in icons to represent other cultures (ex. Malaysia's wan-tu-som), and maybe just make the game more ridiculous as it progresses (adding on to the whole rock paper scissors spock lizard thing)
while there were a few bugs (artillery w/o visible health bars, the bottom row of the grid sending units all the way up (which might push the sprite of enemy units, making them untouchable), being able to create omega units (units stacked on each other all on 1 tile) by abusing the grid movement system, being able to move diagonally (very finicky tho), I generally enjoyed the game
if u do work on this more, i hope u lean more into the countryball side of things (like having the units be countryballs (whether they wear helmets to indicate infantry, sit in a tank, etc.)) and some more polish on the art (e.g. have the stripes of the US curve around the ball to give it a more 3d look; I'm sure u can find the full speel on r/polandball or something, but i do understand that the art was probably rushed for time's sake); clearer indicator of what keys do what (+ having pause button show pause and play and making the dialogue arrow clickable), arrows pointing to where units will move, being able to cancel unit movement, and one thing that would be nice to have is the ability to take 2 low-health units and consolidate them into 1 better-health unit
also also a visual indicator of where artillery can hit (+ in the 3rd battle, the top left US truck is in the artillery hit zone, so it drains as soon as time starts)
also enjoyed the map indicator of location (reminds me of the Oregon Trail)
also also a tip as someone who made a game w/ balls just one jam before this, i would recommend adding tags like "countryball" and "polandball" to make it easier for people interested in that kind of thing to find it
I found the difficulty to be easy-medium (~1 of the levels didn't need a triple jump to finish), but the concept and execution are pretty good
One thing I would've liked to have is some visual indication when I'm on 3, 2, and 1 jumps (like the sprite of the character changes (like in Celeste) or maybe the background color shifts, idk)




