I will! For the first few tries I did think it was a matter of moving them at the same time, but later realized it had to do with keeping to the path. Maybe I'll go for a few tries after work, see if I get good ;)
GameDev_byHobby
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I will give you a perfect rating for this one! I wasn't sure at the beginning but it completely blew my mind when I got it. It may not be a revolutionary concept, but it's very well executed! Very cool! It's kinda like that old game where you have to build safe paths for the little guys. A bit old for my time, but I heard of it through talks. And here it was boiled down to two pixel blobs! Well done!
Yeah, I could defeat the first Dark Souls Boss after trying countless times, but I never quite finished the whole game, yet... And you found a way to build a more difficult game lmao. Jokes aside, great concept, but I'm not dextreous enough for it. But I know for sure there are some people out there that would love the challenge! Don't be discouraged, you just found a niche inside a niche inside a niche hehe
Yep! A very stressful but enjoyable two weeks! Also, take into account I was on holiday for the second week and I poured hours of development into the game, almost every day. I usually only do jam work on weekends and weekdays are an hour or less at a time. That's why I had the courage this time around hehe
Thank you, thank you! If you like to know a bit more about the process I wrote a devlog attached to the game's page detailing the systems I developed with some videos to show how the game used to look in different points of development. This type of game is one of many that could be developed using these systems. For example, I could make it more RPG like if I made it more open and added quests. I'll definitely use these systems on other projects!
Basically the title! I'll list the bugs and fixes I intend to do:
- Replace the card art with a legal pixel count
- Allow the player to advance to the whole list of levels, it gets stuck around level 2
- Sometimes the player doesn't move upon changing level
- The object placement preview goes over some UI elements and looks odd
If not everything here, numbers 2 and 3 are really serius bugs. Also, if it's a problem I can provide the original version as an executable and update the web build to fix these problems. Or viceversa, whatever is allowed!
Hey thanks for playing! I think I encountered several bugs that break the game a little, but what you're experiencing is that the player has a goal of picking up items. It has an inventory where it stores them. Once it's hungry, it'll use an item from the inventory. If the inventory is empty it'll look for food before trying to use the item. It ended up like this so that the player wouldn't have to stand around and wait for the character to feel hungry.
I will ask if I can update the game to fix the gamebreaking bugs though, I'll update you on that. And maybe if I can't update the web build directly I could offer an executable with the fixes maybe
I have to say, onve I got the floor movement it changed the game completely! At first I was like "cool game", but then it sucked me into exploring every map tile. Very cool concept and execution. It's a shame that the game ends right at completing all the minotaur statues. I would've like to completely eradicate the adventurers hahahah. Not every jam game compels me to finish it, so that's why I think you made a really good job! Congrats
This map is huge! Great job on the game! If I had to point out things to improve, it would be the jittery camera movement when moving diagonally (which you could accomplish with some smoothing velocity) and adjust the collisions a bit (I got stuck to obstacles in narrow passages). Overall great game with lots of content!
I like the game aesthetics and mechanics, although you could be a bit more forgiving with damage and timings. Or even if you aren't, consider adding more "juice" or indicators to show the player hit the parry window or not. Other than that I love the concept and art! Plus 1 for a fellow Godot user ;)
Este tiene que ser mi favorito! Las transiciones, el arte, la historia, las mecánicas, todo está pulido y no hay nada fuera de lugar. Si tuviera que recomendar algo, sería alguna indicación de que falló la investigación al final, o al menos que el jugador pueda intentar resolver y tenga indicación de que no fue correcto. Definitivamente no me esperaba el final jaja, pero pude utilizar todas las pistas para ubicar a todos en su lugar sin problemas. Buen trabajo!
El diseño de menús ya me gusta mucho y el resto del juego sigue al mismo nivel! Muy bien logrado! Un uso muy creativo de los modelos, el mundo me gustó bastante. Aprecio la capacidad de no perder automáticamente al caer, sino también añadir secciones para volver a intentarlo, como la escalera del principio. En general una entrada más que sólida
Muy buena entrada a la Jam! Como han dicho otras personas, alguna forma de adelantar la intro, sería genial. También parece que se puede interactuar con los objetos mientras avanza el dialogo, así que recomendaría pausar el resto del juego mientras haces el dialogo, o deshabilitarlo de alguna manera. Las mecánicas muy bien pensadas!
Muchas gracias por probar nuestro juego! Es verdad que no he implementado un límite para los movimientos, más que necesitas estar en el suelo para saltar y tienes que esperar 1 segundo para volver a rodar (dash). Es algo que me gustaría refinar teniendo más tiempo, en conjunto con la gravedad. Aplico una gravedad horizontal, para simular que el jugador siempre vuelve a una posición 'cero' al correr.
Mi compañera va a estar muy a gusto con todos los cumplidos a su arte, y muchas gracias por el comentario del paralaje! Me he cuestionado si realmente era necesario, pero hace un mundo de diferencia en presentación y percepción al jugar.
Saludos!
Thank you for playing! Didn't know about that bug. Initially I'm checking to be on the ground to be able to jump. Maybe something about the combo breaks that. Although, the borders that keep you from falling are infinite, so you should be able to come back to the right position after some time, if you don't die first. I should address that
Muchas gracias! Está basado en los juegos de esquivar obstáculos cuando te quedas sin internet. Al final el personaje ha salido más grande en diseño que como lo había planteado en el prototipo, así que tienes que imaginar un circulo a sus pies, y tratar de que no solape con los obstáculos. Al usar los movimientos de rodado, también ganas unos segundos de invencibilidad, y los obstáculos que toques quedarán destruidos. Notarás que la barra en la parte superior también se llena, en esos casos. Cuantos más obstáculos destruyas, más difícil se hará el juego. Al final no he podido terminar de pulir estos detalles, pero agradezco que le hayas dado una oportunidad!
Hey, thanks for playing! I haven't come across the platforms not moving bug. It's important to note that you control when the lava starts moving to a certain degree. For most levels, you need to react fast and catch the platform because I find that the first cycle is the best to complete the level. As time goes on, platforms may desync and cause problems. I will agree with you on some bugs like disappearing doors, because you lose for something you can't control. I didn't intend for it to become a rage platformer, but it does work like one I guess. But this can also be mitigated with the purchase of items at the game over screen. I think it's something easily overlooked, but it does give you a level of damage control. You can retry the level, choose to start from another level you already played and also slow down the speed of the level. It's definitely a proof of concept / prototype at best, and while it would have been easier to make it smaller, the ideas I had for the themes kind of forced me into this scope. I will go back to it in the future and fix as many of these issues as possible. Thank you for your feedback!