Can't believe I killed the bee population for $100... guess that makes me the bad guy. I wish there was something I could do with the money though. Maybe allow the player to buy seeds or a queen bee to make up for their mistakes?
EZGenius
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WOW, this was great! For how little time you had, I think this is amazing! No bugs, and fairly well balanced (though I didn't know how to dodge the 5 beams + dash attack). I managed to get through it on my 4th or 5th attempt in 1min 28sec, but I have no idea whether that's a good time or not, lol. The combat was very satisfying and the mix of 2D and 3D was really cool. Great work!
So cool to have managed an RTS in such a short time! The animations were clean and I didn't encounter any bugs. The Kobolds didn't seem like much of a threat and mostly kept to themselves, so I never really needed to get any upgrades or additional units to win, and they did have a habit of leaving their resources behind, which meant I could gather resources without expending the time needed to harvest them myself. Could be loads of fun with some balance and AI adjustments. Great work!
So cool to have managed an RTS in such a short time! The animations were clean and I didn't encounter any bugs. The Kobolds didn't seem like much of a threat and mostly kept to themselves, so I never really needed to get any upgrades or additional units to win, and they did have a habit of leaving their resources behind, which meant I could gather resources without expending the time needed to harvest them myself. Could be loads of fun with some balance and AI adjustments. Great work!
I love that you made a game with meta-progression, but it feels like the time it takes to earn enough currency to upgrade is a bit long. I also think that the game should pause while inside the crafting menu so you have time to read the upgrades. Lastly, the ledge-grab feels a little inconsistent and I found myself mashing W and Spacebar at a ledge and still falling to my death.
All that being said, I still did 20 runs in a row trying to get further, so you definitely have the core of a good gameplay loop!
Thanks for the feedback! Yeah, the game is a little too intense. I didn't have enough time to balance the game or finish the FX because when I was planning my time, I though the deadline was at midnight, not noon. It was actually way harder right before i submitted it, so I adjusted all the spawn rates down and decreased the upgrade time for everything across the board right before exporting the game. I wanted to add a green blood splatter when you shoot the beetles, and I wanted the exploder to leave soot or maybe a large red splat when he blows up. I also wanted to have a more dark souls style "game over transition" where the player screams and you hear chomping crunching sounds as the beetles reach you, then the screen fades to black and displays "game over". There was supposed to be a leaderboard that shows scores and times on the game over screen, but I did not have any time (nor did I know how) to implement it. Instead, I just made the game over screen slightly transparent so you could see your score behind the screen. And I think an upgrade tree or different starting turrets and levels could add to the replayability. These are all things I plan to fix after the Jam, and I intend to continue building upon the experience until it matches (or at least gets close) to my vision for the game.
Thanks again for playing my game! It really means a lot to me!!
I got through the game and I gotta say the story was touching, and very sad. I really wanted Maro to make it out. I've listed some of my critiques below:
What I liked:
- I really like the font animation, and the red font for Papa was very fitting
- The story kept me intrigued the whole time, and I was really rooting for Maro.
- The interactable objects that add background to the story are a great touch
- I loved the little popups where you get to make choices for Maro, like leaving or staying or trying again
What Needs Improvement:
- In the bedroom, the distance between the guiding grey pixels is too large, and it isn't always clear to the player which direction they need to go in to find the next area of interest. If you didn't tell me in your game description that the grey pixels were clues, I might have gotten lost instantly. Instead of starting the player on a set of them, you should have a sprinkling of those pixels at the edge of the players visible light radius, then gradually increase the amount of pixels as they walk in that direction. As they get closer, put an interactable object or the first area of interest there, right at the beginning of the level to teach the player that following them leads the way. Then, from there, you can leave trails wherever you want and the player knows to look for them. You could even make the pixels glow or shimmer, following the "let there be light" theme (see attached image). Then, the next time they see those pixels, they will be encouraged to walk towards them.

- There were no walls or floor textures in the bedroom level, so I often found myself wondering in the dark unsure of where I was going. If there were no grey pixels to follow, I would just pick a direction and start walking. I couldn't tell if I was still moving or up against the wall or walking somewhere I had already been. Adding a floor texture and wall boundaries would help restrict the play area and tell me when I've got the wrong way. Once you get out of the room in to the hallway, the floors and walls are a HUGE help.
- When I found the bottle of "Papa's favorite drink", it was at the end of a hallway that was in an optional direction. Later, when I was trying to encourage Maro, I stepped on a bottle and lost. I'm not 100% sure if it was due to the bottle, or if it was something else, but I had no way to know since there were no audio or visual cues when I did step on a bottle. I think it would be a huge help if you added a sound cue to the bottle that made a noise and had Maro react with fear to teach the player that the bottles are to be avoided. Also, make sure that the first bottle that does this is on the main path and is unavoidable. That way, a player must interact with it, trigger the audio cue, then learn that bottles should be avoided. If you leave them at the end of that uppermost hall, there is a chance a player will miss it and will not understand that they are a hazard.
- During the segment where I had to encourage Maro by pressing enter, I lost because I only pressed enter once. I did not know I had to press it repeatedly. Once I figured out I had to repeatedly press enter, I found out that you have to press it insanely fast. Probably too fast. It was hard to continue mashing enter when I wasn't sure where I needed to go, so I had to explore a bit while still mashing the button as fast as I could.
- This may just be an issue that I ran into on my personal PC, but when I get to the 'encourage Maro' part, the performance drops and the game doesn't run smooth anymore. It is still playable, but I'm not sure what is causing the performance drop considering the game is pretty simplistic and my PC is no slouch.
Overall, I thought the story was great (although sad) and I think you have the foundation of a good game. You just need to polish it some and teach the player how to play through more visual/audio cues.
Having fun is the best part! I had a blast making my game and learned a whole bunch at the same time. I think your game is definitely a functional prototype and could be expanded upon for sure if you wanted to continue with the concept. Maybe make the scavenging more of a skill based minigame instead of a take it/leave it or fight/run choice? I dunno. I still had fun playing yours though. Something about watching the tiles rise and fall as you glide your mouse across them is so satisfying!
Thank you, thank you! You'd probably smack me in the back of the head if you knew how much time I wasted learning how to do 2D lighting and parallax for the menu instead of balancing the game, lol. It was my first time messing with them though, and learning is part of the fun, so I'm glad it turned out alright!
I got the good ending, clicker ending, virus ending, and no money ending. I LOVE the style of this game, and had a good laugh looking at my dog! My entry was also made in Godot 4.4 and it was my first game. I've made 2 prototypes in the past, but nothing crazy. You could definitely turn this into a goofy office simulator game!
I was able to play the game. It hangs for a bit at the start but if you give it a few minutes, it loads up. I can't say I'm too sure what the goal is, but the map looks good and has a satisfying animation when you hover over the tiles. Reminds me of the level select screen in Dungeon Keeper II, if anyone knows that game, lol. I did notice that the framerate drops as you explore, so I don't think any of the tiles are culled as they go off screen.
