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fenix

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A member registered Mar 06, 2019 · View creator page →

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Sorry, what do you mean by that?
It's an integreted text editor for Godot Engine, I don't know what you are talking about. 

aesthetic

Una semplicità (ma cura) e freschezza grafica e acustica che accompagna un gameplay per niente rilassante per chi, come me, non è sempre tranquillo con i trial & error.

Un gioco davvero molto curato nel complesso, che mostra molta dedidizione ma anche molto talento.

L'unico piccolo difetto, come notato sotto, è il sistema di gravità e forze.

Spesso il controllo del palloncino è reso difficile poichè non è molto intuitiva l'interazione tra la ventola e il palloncino, dato che le distanze e le posizioni non sembrano rispecchiare sempre l'intensità e la spinta che 'intuitivamente' si vorrebbe dare al palloncino con l'aria.

Ci sarebbe da mettere un disclaimer "Non giocare se hai un mouse touch screen della Trust!"

Scherzi a parte, anche io ho dovuto chiudere il gioco dopo qualche minuto di test per capire i movimenti, ma il mio era un limite hardware, non avendo un mouse con dei tasti nè rotelline.

Cambiato il mouse ho cominciato a giocarci e a divertirmi davvero tanto.

Nulla da aggiungere oltre ai commenti degli utenti sotto il mio, unica pecca che ho trovato è stata la possibilità di arrivare al traguardo saltando gran parte del percorso usando il bordo di una curva come rampa. In ogni caso, in difetto davvero piccolo e dettato semplicemente dal tempo: creare una mappa assolutamente perfetta richiede molto e non era questo l'obiettivo della jam.

Ci possiamo aspettare altri livelli? :)

Dare una 'storia' che concretizza delle meccaniche di gioco, in questo caso imposte dalla jam, è una delle cose che personalmente apprezzo di più. Ti fa subito entrare nel vivo del gioco in una maniera tanto semplice (del puro testo) quanto logica.

Nella sua semplicità apparente si basa su un concept che può trovare molti sviluppi oltre la jam, e che non andrebbe affatto abbandonato qui. Può trasformarsi in un ottimo gioco cooperativo per dispositivi mobili, come un tipico gioco a livelli dove cooperazione o no ogni livello diventa sempre più complesso, aggiungendo bottoni, leve, ostacoli...

Gioco molto poetico, si vede che dietro c'è stato un team che ha cercato di dedicare il massimo del tempo disponibile e molto affiatato.

Breve avventura grafica di cui sarebbe bello avere un seguito (o un prequel perchè no!), ma sicuramente da approfondire oltre la jam. 

Gli unici difetti che ho trovato sono stati già elencati da AndrewPixel e sono solo a livello di gameplay, che però possono rendere, ad occhi meno attenti, il tutto un po' macchinoso rovinando la poesia del momento.

Per quanto con il tasto giusto è possibile trovare "il percorso adatto", spesso questi percorsi sembrano l'insieme di correnti di vento posti con casualità, nè mettendo in difficoltà il giocatore nè aiutandolo. Dunque ci si potrebbe trovare a vagare e premere i tasti di movimento in continuazione fino a raggiungere la meta senza nessuna sfida o percorso da seguire.

Grafica minimale, ma con una ottima palette di colori, pienamente in sintonia sia con il tema della jam che con l'ambiente di gioco (marino).
Buon feeling, i comandi sono abbastanza intuibili con il minimo "smanettamento" del mouse, e la loro semplicità ti fa sentire subito padrone della barchetta.
Ce lo vedo molto bene come gioco a livelli, o con sezioni procedurali, soprattutto avendo una fine! (E ci speravo dopo tutti i tentativi che ho fatto!)

Unico difetto, non pesantissimo ma che mi ha fatto dannare un po', è l'assenza di ombre alla base degli ostacoli.
Soprattutto in mappe con il mare, è importante disegnare l'ombra degli oggetti sotto ogni sprite, per far capire bene quale parte dello sprite è pura altezza senza collisione, e quale parte dello sprite causa la collissione.
Le rocce che si frantumano, avendo la stesso colore della punta delle rocce non frantumante, confondono e fanno pesare di poterle superare passandoci dietro. Invece il collision box delle rocce frantumante è molto più grande.
Se da un lato potrebbe essere intuibile dal fatto che si frantumano, dall'altro avendo gli stessi identici colori di tutte le altre rocce fa pensare che le dimensioni siano le stesse.

Thank you :)
Godot actually has a plain text editor, even though is not that accessible or useful, since it is just the Script editor but without the GDScript highliting.
A dedicated editor like mine (or even better than mine) could be very useful for multiple purposes files.

Hi,

Sorry to answer you after all these months, but itch.io is not my main platform and in terms of notifications is pretty bad.
I'm interested in you proposal, if you want we can talk about it in Discord, you canf find the link on Github :)

Yeah for sure, you can now find the source in the description. I just forgot to add that :)

Thank you very much! Too bad I'm really busy this period, but more features are coming soon!

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Thank you very much for the paths to reproduce these bugs, I'll work on them.
Really can't tell if it is an export template problem. I did wrote the game in 3.2beta1 version and used the template I got downloading within the Editor. Maybe these are just common bugs that I didn't notice, and with a further test I'll come across running the game in the Editor :)

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Thank you very much for your feedback! So sorry you came into all these bugs :( 
- about the villagers not listening mine resources, it is really strange. Never had this problem, or at least for the runs I tried on Windows and Browser. It shouldn'd even be supposed to happen since if a villager can reach a resource it just goes.

- yeah, the selecting/deselecting units can be very stressful sometimes. I must change and improve it

- didn't know ghost buildings wouldn't even appear! Never had this bug too, but meaybe there's a way to reproduce it if you can possibly tell me how it happened. Maybe it is something linked to some GUI inputs that are not working as expected and not linked to the game itself (the buttons to build always check and change a true/false variable, so anyway if a ghost building is not appearing clicking on another building button should fix the thing)

-  I can see it is somehow linked to the villagers not gathering resources as you said, but cannot really understand how. Really strange bug, plus you are the first one out of some friends that had this problem. Maybe something is not working fine with my game on your platforms.

Could you please tell me more about the platform you are using? I'd really like to investigate more. Windows users who I asked are using Windows 10 to test the game and avarage PC characteristics.

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The "trial and error" was the thing I did actually, and I like this mechanic, but it is a mechanic that should be implemented in one of the first levels with a flat difficulty curve. If people is supposed to explore and understand how a game works, it becomes stressful and unwanted if the game itself changes its difficulty or mechanics while people is trying to learn the game via trial and error. It is not about something being "obvious" since I hardly believe people would have fun with an obvious game, and I personally found your game really fun. I had a couple runs... it's just about creating a ground on which people is free to learn the mechanics while understanding what actually is going on.
I'd make some features (like commands or point of view) more intuitive more than obvious  :)

Ooh thank you! Very helpful advices.
I'll do more web building tests in the future, as you said.
Also (going a little off topic), I can see you are a Linux user or at least have a lot of Linux / Unix world knowledge.
I only have a basic theorical University-knowledge about Linux world, so I've never really used a Unix OS for coding/gaming development purposes.
I recently used Zorin to recover a very old Laptop and I really liked it, and tried Ubuntu on a VM, but exactly as you said it was not a good experience. If I had to create a new partition on my Windows pc, maybe only for coding and game development and no more, what would you suggest out of the OS you presented me?

Hi and thank you for your feedback.
- for the first bug it is intendend-ish, even though I just forgot about a better implementation and so it is just confusing, as you found out and I can totally understand. 
Here's a better explenation: only simple villagers are supposed to build stuff and gather resources, and soldiers are supposed to fight only. In this way you should balance as you prefer the number of soldiers and workers you decide to spawn.
If you lose all of your workers it is an indirect 'game over', as I intended... but I didn't implement it right, and maybe I forgot to actually make a game over screen if this condition happens, or at least explain this in the "tutorial" section. So thank you very much for pointing this out.

- the healing part was very rushed and didn't even notice this bug. Thank you for letting me notice it, just have to add a little 'if condition' and everything will work fine... I'll for sure do it as a first fix after the jam :P

The units managing part was very hard for me to develop and I'm totally aware that it can be quite tricky and stressful to select some units. It is hard to manage an Isometric perspective in a 2D world  with several areas, collisions and navigations path.
Actually the "right click on enemy" feature is not something that I implemented, even though it is a basic part, due to several facts. You can just move units towards the eniemies clicking on the closer spot to them and they will start fighting. I will of course add this little simple feature.

Anyway thank you very much, I'm going to add these bugs to the page too! :)

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About the Fog of War: you are totally right.
At first I intended it to completely cover the map (as fow MUST do), but I thought it could  confuse people on where to go.
Don't get me wrong: it is the purpose of fow, to explore the unknow and at the same time go cautiously... but since Island are floating, there is no connecting ground at the beginning, and you only see the sky, I wanted to give a little help.
Again, maybe I was just wrong making it easier and more casual... but it is still a Jam! :)

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Thank you very much for your feedback!
I know perfectly well that the game is not balanced, I would say that it is even too easy!
Shortly before publishing it for the jam I voluntarily lowered the difficulty of the game, more than anything else because I still wanted to provide a game that could be tried and played in a short time, and that could give the opportunity to do more matches to try the random generation . My intent was not to build too complex mechanics like a real RTS, also because physically it was impossible, having worked alone on the graphics, music and logic in about 5 days, all by myself without reusing existing personal projects/musics.

I think that what really could make the difference was having the opportunity and the time to make people try the game before releasing it to balance the difficulty. But since I didn't have time I just rushed decreasing the overall difficulty.
Many mechanics of using resources and artificial intelligence you suggested me are absolutely the same ones that I thought for this jam, unfortunately I simply didn't have the time to implement them!
I also intended to vary the type of unit and adjust each price of each structure and unit as well, but it will be for the after-jam.

Lastly, you are totally right about enemies' AI, they are really static and indipendent. 
One of the ideas I wanted to develop was a real threat both by enemies and limited resources, but it was a little too much for the time I had :)

Ps. Thank you very much for pointing these bugs, I'm going to add them to the game page.
For Linux, I don't have a Linux platform to test games currently, and really didn't had the time to use a VM or a partition... it is something that I'll do in the future for sure (I'm using Windows)
For web, it wuold be more useful if you can tell me the Web platform you used: I tried the game with Opera and Firefox and didn't notice any bug, maybe some audio bugs but they are frequent in webs. 

Thank you very much!

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Really great story, and the way it is linked to the gameplay itself is really cool.
The curses/blessings mechanic is the perfect mechanic to make this kind of gameplay very interesting and.
Hard to master but easy to have fun with, good job!
Edit: as other said, left and right is a bit tricky at first, since I initially thought that "left" and "right" meant "go left" and "go right" and not "turn left" and "turn right". Also, left and right perspective is not immediate from a left-to-right oriented game, it should be more like "up" and "down". I think that this is a little feature that could let people give up before engjoying the gameplay.

Too bad you had only two days to spend on this one!
The idea has solid bases and it doesn't lack of originaly, very uniqe.
Anyway I couldn't have more than 3 or 4 attempts, since the graphics is too static and miminal for me, and in the end it was a little bit stressful finding one of the right numbers.
Maybe the rng is a little too much, sometimes I had a streak of "14" for like 6-7 times in a row, and sometimes I could find just one of the three numbers on an island that was appearing when it was too late (had to stop on the "game over" screen and confirm that there weren't other numbers I didn't catch while playing). Maybe just my bad luck :P

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Very nice little platform game, even though I think the development was into the story and animations more than the actual gameplay itself.
Controls are not that bad, and with a soothing atmosphere it is very relaxing looking for resources randomly displaced.
Anyway, I didn't quite understand the life mechanic, since you can even buy a floppy for an additional life bar, but actual dying on traps or falling of an island doesn't make you lose resources, just forces you to restart from the hub (and you can spam this to make gold with the box on the left since it respawns).
I read on your page that you are planning to add enemies, maybe in the future you can revisit this feature.
The bakudas' asset pack you used really matches the idea of floating island, and the little floating effect you guys gave made them even more realistic.
Good use of the three wild cards!

Thank you very much for you feedback!
I'm planning to update this little game after the jam with more units, structures and some AI, even though I'd like to keep it open source so people can eventually use it as a base and don't push it too much as a personal game.
Yeah I know that controlling more units is a little bit tricky since you can just select and deselect them, but can't use their skills. I could just add some little buttons under each unit in the "multiple selection tab", but maybe the current UI isn't just the best.
I was not sure about the last bug, since I encountered only one time when I tested the game, but you gave me the confirmation of this, thanks.
I'm going to add these issues in the game page.

I think that nowadays finding people on the internet is the easiet thing on the planet. What's truly hard is finding the right people you can really trust and have fun together.
Sometimes  a message on Reddit, on a Forum or simply on Discord could attract the right people, and this is something I personally experienced since I'm one of the Godot Engine Italy Community's  curator, and a couple of nice teams came up together for jams and projects.
But it depends a lot on your character, attitude in teamwork and what you are looking for.
If you didn't find the idea of a team project yet, you simply don't need it!

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I think that the main problem is that you've got tons and tons of original ideas and a lot of creativity, but sometimes we gotta accept that if we are not in a team and have a little time we can't realize everything that is in our mind, and maybe the coolest things we fulfill in won't be appreciated or understood like simple features that just work for a jam.
Anyway, I really like your work and this game expresses your own personal style, which is not so common in jams. I think that this is what really touched me the most

Yeah I asked to be sure, I got that it was a feature (and also read the description) but sometimes the platform just start floating so far from the bird that it is impossible to reach them.
It is not a big issue, I mean, I can just reload the game and everything works fine. I think it is just a little physics bug I've found (also, the console prints an error with some move_and_collide functions, could be linked to the bug)?

Anyway, I'll wait for the final version! :D

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Hi! Thank you very much for your feedback!
As soon as I can, and at the end of the jam ,I'll clean the source code since it is REALLY messy... but you can find it in my github page.
Since I didn't find lots of tutorials out there about the things you asked me, I'm really glad you posted your questions.
The fading effect of texts, buttons and images in the titlescreen is created via the AnimationPlayer node.
Actually to fade things you could simply use a tween and change the modulate property of node, but since I also wanted to displace things and add more background effects I decided to change properties like position, modulation and sizes via AnimationPlayer.

The changing scene effect with the circle changing size is a little bit tricky:
I think that the youtuber GDquest did something similar, but I had to use another solution because I needed to load and even edit different things at the same time.
The black circle is just a ColorRect with a random color and a shader with a mask applied. With some parameters of the shader I change the size of the circle, and to change these parameters I use an animation player.
The circles are actually two: one is used just to open the view in the title screen, the other circle is an indipendent Scene which I use as a singleton and animate separately. In this scene I use an AnimationPlayer too, because I call some functions from the animation player itself to load the level which is procedurally generated every time.

I know that a practical example of these things could be useful, but it is really hard to explain some mechanics in a simple comment and I'm not good at tutorials. Take my answare as technical , there is a lot of stuff on internet that could help you do the same things, and if you want check out my source code (I just don't recommend it since it is hard to understand something that is not written by us or commented to explain things).

Tested on browser

I'm not a big fan of story-driven philosophical puzzle games like Thomas was alone (that somehow this game reminded me of), but I must say that the general mood, stylistic and musical decisions are on the top, and I'll be as objective as possible.
Sound effects are great, which is not so obvious since sometimes the "sound" part of a game jam is the most avoided by developers, and if a developer is not familiar with music and sound manipulator tools things are necessarily going to be messed up.
Also visual effects are really cool, which I think is what makes the general minimalist graphics stand out, and I appreciate the notes and opinions you left in your game page.. it is something that developers should do during jams (I should too!).
Dialogues seemed really intriguing and , even though the dialogue system itself is a little bit off  and tricky: I accidentally skipped some parts of text since the Enter button is both used to progress the text and skip the dialogue, but the dialogue is skipped before it is completely shown, so it is a little bit frustrating. ( i had to restart the game a couple times and skip all the levels to read the dialogues)
Maybe using just two cases (if the text is progressing and hit Enter the whole text is displayed with a little arrow on the bottom, the next Enter will change dialogue) or making the text progression faster would make dialogues more appreciable.

Now, I sincerely admit I'm not one of the smartest guy around here, but I feel I've got to point two things since I really enojoyed your game and ideas:
1. The second level was a little bit hard to solve, and had to skip it. I think that the level design was not the best, since the gap between the first level and the second level is tricky. Too much actions differences and mechanics progression between the levels, maybe 1-2 more levels between them could smooth the level design. But again, maybe it is just me.
2. Playing it outside the jam I probably wouldn't understand that the main theme is "floating island". Only thanks to the last dialogues  and reading the controls I figured out it was an island of "junk", but at first glance it is not immediate the visual representation of the floating island, mostily if you have to phisically destroy it or remove parts of it as a mechanic of the game iteslf.

Anyway, I really like your style and also  tried  some of your other games!

Would not be surprised to see this title on Steam or an app Store in the future.
Working as a team is not so simple, especially if you are working for a jam and with people with different experiences. But you have managed to develop a really great game!
As other users said, maybe a little in-game tutorial more than title screen tips would be better, but I truly know that an hand-holding tutorial would cost a lot of time and resources, if you want to make it good and bugless.
Graphics are really cool, and I love the combination between pixel art and digital drawings.

I came up with really similar ideas for this jam, from some graphic decisions to mechanics, so I don't really bother about the tiny little bugs in this game since I've encountered tons of them too developing my entrie. 
Your game is a nice procedural generated floating experience, and as a real engineer I think it is a plus for me :P 

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Tested on Windows
Graphics and effects are really cool, but there are a few bugs.
The minor bug is with the audio, since it seems to be panned to the left ear playing with headphones. At first I thought it was something with my headphones but didn't have any problem with youtube and other entries. Also, volumes are a little bit messy but no problems with that, just changed my pc volume and everything worked fine.
The second bug is with some platforms: sometimes if you touch them they start to move in all directions all around the screen, and sometimes they bring with them other platforms, so it is impossible to reach them. I don't know if it is a bug or a feature that is messing something up with the windows version, but I hope you will have the opportunity to fix these things since I really enjoyed your game!

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With a little more balance between stamina and momentum it would be a very cool platform/arcade smartphone game.
Drawings are very original, don't know if they are fully digital or not but it gives the feeling of a hand-drawn game and it is really nice.
Music is on point for this king of game, a pleasant and energetic loop.

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This game contains a lot of nice ideas, and the sincerity with which you explained the development of your game mechanics was very nice.
The adaptive music is really cool, even though I had to spend a few minutes to understend how to trigger it. Sometimes tracks are a little bit messy if they overlap, but I understand it was not a simple task to reach.
Particles effect are really cool, and both in HTML5 and Windows version didn't have any particular problem.
PS. I feel sorry for the background , but it is cool anyway! Must appreciate the attempt.


Thank you very much!

A simple paltform-puzzle game but with a very original mechanic. Would love to play more levels!
The soundtrack is pleasing, in some spots some tracks overlap, but it creates a charming and relaxing mood together with graphics, cold colors but very suggestive. I really like your color palette!
Good job, really nice team!

Hi Joshua! And thank you very, very much for testing my game on your stream.
I've got just a little thing to point you out... If you felt a little bit confused during the session, it is because you skipped the guide.
Maybe there was " a lot of text " as you said in your stream before skipping... but that was the only text you needed to read in order to understand the game mechanics (a little bit hard to get on with, I know).
I'm aware that not everybody likes reading in games, and also I'm totally aware that there are lots of errors (since english is not my mother tounge!), but the game was made in just 3-4 days and since doing an in-game tutorial was too much for me, I was forced to put some explaining text (as you also saw in the main page).
Anyway, I appriciated your game approach and all the doubts you expressed. This was really a useful feedback. The next thing I'm gonna do will totally be an "how to play" in-game tutorial, even though I'm more into souls-like gameplay style (you gotta LEARN how to play)... I know that it is a little pretentious.

Thank you very much, nice stream!

I wrote a temporary bug fix on my page so you will still be able to save your progress.
As so as you notice this bug, ALT-f4 or Force close the game. The game will reload the progress you made just before the last fight.

After some little tests I maneged to understand the bug.
Basically there is a counter which sometimes is not updating and restarting from 0. I really didn't know why since it is in the code from my submission and it should work just fine (no reason to not working).
I tried to delete and rewrite the code just as it was before and now everything is fine. I'll write this in the main page.

Hi Mike! 

Thank you very much for the feedback. I don't really want to update the game during the jam to keep the fair-play. Anyway I'm gonna do some tests and report this bug in my page. 

If I found out it is a serious bug and happens several times, I'm gonna take some measures.

Sorry for the bug!

I'm totally waiting for the post-jam version, this is a really great puzzle game!
I love the simplicity of your pixel art, and the mood created my that little touch of color with a gray/light-blue shade.
The story behind this game seems solid, and even without too much complex twists or big storylines it would still be an interesting journey.
Even though gameplay and controls are too simplistic for a PC/Mac version, with some soothing ambient sounds effects and more levels I think this could be a great puzzle game for iOs/android devices. I'd definitely install this on my tablet.
What could bring this to the next level and make it attractive for PC/Mac players too is, in my opinion, a level-editor component or a speed-run singleplayer/multiplayer mechanic aside from the main story.

Don't worry buddy, the jam was the opportunity to squeeze your brain and develop the base of a good game!

The idea behind this project is cool, and I really like the hand drawn animated sprites. They are simple but clean.
I personally don't know lots of platform games in which you can control obstacles, just a few, but it is anyway an original interpretation in a theme with a platform genre.
However, I think that something is missing, or maybe is unintentional since you ran out of time?
On the top of the first level there is an area which is accessible shooting to the brain with K+J, but once I switched position with the brain, I couldn't get out of the area.
Anyway, I hope I'll see more levels!

plexsoup already pointed out the main knots of this game.
Anyway, it has some solid mechanics to become a great tower defense game.
What I really like about this projects is the graphic component: hand-drawn games are something I really appreciate, and even though nowadays everything is digital, I think that drawing on paper with pencils what you have in mind and animating it in a videogame is -first of all, not a simple work- a unique and original idea to gain the interest of the player.