And this is how I find out I left the "silly deer" mode on by default in v1.1.0. The bad ones were supposed to be making some creepy faces at you, oops! Sorry about that, thanks for playing :)
fragskye
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I really wanted to like this one, but it's just a little too buggy for me to give it a proper shot, even on 2.0. I was having pretty much nonstop issues getting keys to register, game softlocking on lockpicks, and graves spawning outside the map. Would love to play a more polished build, I adore the aesthetic, and big props for going with a custom engine :)
Thank you so much for sharing your playthrough! Sorry about how long it took to notice the pills, I wrote the original itch description while my brain was pretty fried from all the jamming and forgot to mention it (in my defense, 3 other people signed off on it) but it's updated for future players. Definitely shuffling some things around to make it more obvious and adding some more nudges about it in the UI for a post-jam version. Glad you had fun regardless :)
Forgot to respond to this, sorry! The swaying is definitely the heaviest part, it's doing 3 vertices * 4 3D noise samples (base + detail, X and Z displacement) for every blade. I've used Godot's built-in noise textures in the past but they always had a considerable increase in load time so I was trying out the noise implementation here. It ran very poorly on my dad's Mac too, but his is absolutely ancient, so I was hoping it would be better on anything Apple silicon and later. Will definitely try and include quality settings in the future (and post-jam patch), and/or maybe just eat the file size cost of a baked texture.
Incredible presentation, beautiful art, music, and cutscenes! Localization in a jam game??? Great work there. I kept getting stuck on walls though, which combined with the floaty movement made going back and forth through the house a bit difficult. Unstuck button appreciated :) cozy vibes nonetheless!
Cute little survivors-like with merge mechanics! I appreciate the care that was put into the animations, with the weapons, bouncy character shadows, damage numbers, etc. The weapons did all feel a little similar to me though, no enemies took more than one hit to kill (besides blocking) so I didn't pay much attention to stats.
Curious about the performance - did you have hardware acceleration turned on in your browser, and do you have a dedicated graphics card? I dev on a mid-range gaming PC and had my eye on the visual profiler while I was working on the game's effects, but what you're describing is way worse than I'd expect (I get ~6.5ms @ 1440p on an RTX 3070). Any hints on what's going on would be extremely helpful. Thanks for playing regardless :)
The intended first building was the pizzeria, I'm sorry to say I think you missed it and went straight for the second building! It might have been good to lock each one until you've bought the previous but we ran out of time for that sort of communication sadly. Just ran the numbers and I hope the ~15 minutes wasn't too brutal!
Yeah, it shouldn't let you make any infinite loops, and I'm not sure what I'd expect the results to be if you could. Best you can pull off is switching back and forth between two accumulators manually while one of them is disconnected. Out of curiosity, what loop were you trying to make and what did you want it to do?
I absolutely love the design of this world! Super moody scrapbook-esque aesthetic. Seconding the difficulty comments though, it's just a lot to handle while I'm trying to take in the environment. Checkpoints and dramatically increased lighting would make it easier to appreciate what you built. I also couldn't make out most of what was being said in the audio logs. Edit: I see now that they were intentionally unclear, it just felt like I was scammed out of my reward for finding the secret. If it really needs to be difficult for your artistic vision, I'd love some way to brute-force piece it together through subtitles if I watched long enough. Scribbled out words that un-scribble for a brief moment one at a time?
Great first game! The puzzles were a lot trickier than I was expecting but it was satisfying to figure out what they were trying to teach me. Contrary to the others, I didn't really mind the C key, it meant I could have one finger raised slightly higher than the other and press my entire hand down in order to use a potion before jumping, for instance. If there was a slight buffer where both effects were active, or an accessibility option to slow down time, it'd probably feel smoother and in that case I'd be okay with a further away consume button.
Thanks for playing! I originally wrote the description & controls while I was pretty tired from pulling an all-nighter, sorry for making it so confusing! Way too much specificity on things that weren't important. It should be updated with a much more concise version now.
I'd definitely add a controls tutorial and proper tooltips in a full version. The description is a little bit of a band-aid, I just always run out of time for onboarding besides trying to lead the player in the right direction best I can without text instructions. Part of that wordless onboarding is the purchase options - they are gated based on which currencies you have unlocked, but there's no special case for the add node since an alternative start is 2 harvesters -> add -> circle converter.
Completely forgot about clicking outside of the shop, zoom buttons, and shift for speed! They were on my list, just slipped my mind. Oops.
Scroll wheel zoom speed is kinda strange, in order to support "smooth scrolling" it uses a multiplier supplied by the OS, but evidently that gives a weird experience on some mice. I'll keep an extra "zoom speed multiplier" option in mind for the future.
I wasn't incredibly happy with the UI for purchases in the shop, it was suggested during playtesting to rework things so you could click on an item to purchase it and the cost would just be text below, but it was a little late to spend so much time redoing it.
I've never played starcraft before, but that's definitely interesting if the game continues to lean into moving a group of nodes around the map. The other possible direction was leaning more into "subgraphs", a feature of other node-base programs that let you pack multiple nodes into a single powerful block. Much to consider!
It took a little bit to master the mechanics after reading the details in the description, but I'm proud to say I beat the game in hard mode! Frantic fun game. I thought the number in the top left was something important since it changed as I started more fires, but it turned out it was just my framerate dropping LOL
Shockingly, it's not that bad, the spaghetti is mostly contained in the node & connection UI code. That's the main reason I was even able to do saves at all, it had a solid foundation to build on. If I were to expand on this, I'd definitely add more shapes and give their harvesting more of a utility. Thanks for playing!







