This update acts as a band-aid after a jam version release. The map is temporary for now, so don't get too attached to it 😅
We started to plan out content for the whole game and when we figure it out, I'll make a new post about it.
First of all congrats for finalizing a game in a week! It's quite a challenge for anyone, from novices to experts, so be proud that you actually finished a game!
The game loop is there and it's actually solid. The thing that makes people frustrated (me included) while playing your game is the UI and lack of clear readability of it.
And I don't blame you! If you are mainly a programmer, there's a big chance you had little care for the UI in your projects. I was there too, belive me.
The best UI is the one the user is not aware of.
In case of your game's HUD - it's cluttered.
Are the texts need to be this big? Try to make them smaller, compare them to texts in the games you play. After you make them smaller, the HUD would not feel so crowded anymore.
There are also some elements that are not really needed. Like the whole reload ui with a big "reload" button and the bar - you could've just reload the slingshot automatically and then the button and the bar would disappear from the screen.
I would also remove the camera changing buttons, why not make the camera change to TPP of a hamster while it is flying?
And just like that - you can remove 2 UI elements, freeing the space on screen.
There are probably more solutions like this for your project, but I'll leave you to figure them out :)
Oh and also, the main tip I would give any gamedev is: write a Game Design Document for every game you make - it's a game (pun intended) changer.
Lastly, I'll leave you some sources to learn from. Relax, they are youtube vids so you don't have to read whole books and whatnot.
Making GDD:
Game UI database, for research: https://www.gameuidatabase.com
Fundamentals of UI design for games:
More on power of UI in games:
Do not lose hope dude!!! Cytując wielkiego Polaka, POLSKA GÓRĄ 🇵🇱🇵🇱🇵🇱🇵🇱🇵🇱🇵🇱🇵🇱
Fun concept!
I think you should speed up the jump charge meter, to make the gameplay faster. There's also a small thing with the stairs... I feel like it would be more enjoyable to run on them instead of jumping. Running on stairs would make the player feel more agile like a cat, rather than some little goblin.
Also it's a bit hard to aim at objects, so some trajectory line for support would be a great.
Ew, that was disgusting! I LOVE IT!
I don't know how you did it, but you made eating bugs sound delicious in your game.
The gameloop is solid and the implementation of scoreboard is a fantastic feature for a game like this!
I love the hidden tutorial in the intro, very clever!
I think it's one of the best games created for the jam. Flawless.
i hate flies so much!!!!!!!!!!!!!!!!!!!!!!!!!!!!
this was my nirvana for a minute... murdering flies... yeah, that felt good.
I think I caused the game to crash by swatting the teapot, it just froze.
Such a simple game loop and yet such enjoyable experience. My hatred toward flies may elevated my experience.
Oh man, and here i thought my aim was pretty good, this game proved me wrong!
I love games like this, where the concept is so simple, but it's not the first thing that comes to your mind when thinking about "simple games". Anyone can pick your game up and play, which is genious!
Very original idea, and solid execution!
Beautiful level design, and a strong "A Short Hike" vibes.
There's an issue with a pixelization shader which samples the whole gameplay screen with ui, this causes the qte key icons to become hard to read at further distances (i guess the qte prompts are placed as a 3D sprites).
I also think that the Frogie dialogue should also be a bubble, like other characters, it would look much better in my opinion.
I wish there was a sprint button... it's painfully slow. You can add a sprint button or just make the levels smaller to make it less frustrating.
i love games like this my [LIZARD] brain just eats this stuff up!
The horses are such a random addition that as i saw them i fall in love in this game even more!
press space to [LIZARD] cracked me up
LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD LIZARD
Hah it seems like we had a similar idea with bug fights!
I'm wondering if you used any ai plugins to handle which actions the enemy is choosing or did you write it yourself?
If you are interested in writing a system like that yourself you can look up "utility system" which is an ai system which is wonderful to use in turn-based fights!
The first thing that got me interested was a main menu, which is very well made. It is so satisfying to see the buttons animate as you hover over them and also the dot transition is a great touch. Keybinding option is also a well thought addition, not many devs thought about it (including me 😅).
The core gameplay seems solid, it's a platformer with obstacles, but it's hard to differentiate between power-ups and enemies. And the power-ups acted more like a obstacles to me, since after you do QTEs there's a little control over your character and the "flying" power-up can end in the worst time causing you to fall into the pit.
You did a very good job on platforming gameplay, it feels responsive and enjoyable, overall it was a fun experience!
I really like the concept, which made me have a new dream of becoming a moth and crashing into everything as I search for the light I yearn to obtain...
Yeah... a man can only dream...
Ok, seriously tho. Fun game, but a little slow in my opinion - it would benefit GREATLY if you could dash into stuff with much more force to knock the objects faster and with bigger impact.
Oh! And the keybinding options are a nice thought!
Cool concept and it's very impressive that you made all of the models yourself!
At first I was switching the camera feeds to see if any of the objects moved or disappeared from the scene, I think I expected an idea similar to fnaf, which would be much more interesting and engaging.
It would be a funny idea to make the critter feel more alive, for example to place a cake in the kitchen, and as the time comes by the cake would be eaten by the critter. Then the player would probably assume that the cake was the critter! I think there's a lot of potential in this investigation format.
And I loved the phone calling mechanic!
Oh and I had one technical problem: I'm playing on a ultrawide monitor and the controls were unreadable, since they moved onto the white door... This looks like ui anchoring issue, which you can easily fix by looking up "ui anchors in godot 4".
Ok it worked now! Thanks for the reply!
I think the best element of the game are the vfx - they are top notch. The models are also very good, despite my initial shock by seeing a mantis with boobs xD
The controls are very responsive and the character actions are too, but they do not differ much from one another...
I suggest changing the formula to 1v1. It seems like the ai was dumbed down to prevent enemies from trashing the player - in effect, the game is pretty easy after the first playthrough and it still stands even when the player is outnumbered.
I would show the player the enemy type before the battle, to make the strengths and weaknesses make much more sense, since the player would make a conscious decision while selecting the character.
the playable larva character is a joke we made as i implemented the little guy, unfortunately you can't beat the game with it, since it can't jump
it seems like you got stuck in like 80% of a map, and you didn't miss much, theres one arena up ahead and a short platforming section
we'll fix z-fighting in the next update, it's more of a mesh placement issue...
thank you for your comment!!!
hah yeah i figured i'd make flies as annoying as they are in life :P
you are 100% right with arenas, they lack clarity on how many enemies are left to defeat
regarding stutters: sadly it's a godot glsl thing, where the shaders are compiled on a runtime, the simplest fix would be spawning the objects that are causing the stuttering at the beggining of a game to let the materials compile.
I just run out of time to do so 👉👈
thank you for your comment!
Very pleasant game to play, I really liked the sound design and enemy behaviour.
The narrator started to irritate me after a while.
It seems you ran out of time to prepare sprites for the enemies (or is it stylisation?), but the sound effects alone can give you an idea of what a particular enemy would look like.
There's no clear player guidence. I figured the basic controls, but found out about inventory and picking up rings by mashing random keys.
And still, I don't know what gameplay loop is. I got into the portal, walked around the map, spammed 'E' on any jewelery I could find (it turnes out most of it is not pickable, and the pickable rings are not even highligted when pointing at them) and filled up all 4 slots in the inventory.
What to do next? I can't go back to the starting level through the portal.