In that case I was right :)
GarbageBunny69
Creator of
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Platformer is always a good starting point. You can learn a lot. This prototype can be made in like a day if you are really bad. I'd expect more features even from your first project. Definitely try to do more. Finish the video/course/series you were watching and add more stuff. Godot is a very simple game engine and for sure you'll learn fast. Good luck
Hi! Thanks for trying this fabulous mess :D
It's a very rough prototype. I had just 8h (before the end of JAM) to work on it, so, well, it looks and works as expected.
You understood the game pretty well. You even got the same ideas as I had ...
Making the humans slower is a simple NPC speed variable change. The point of collecting the potions was indeed to use the blood as your stamina/health. By collecting you should regain your health. You should also have the ability to sacrifice some of your health to dash forward which should be rewarding if you managed to dash on an NPC. Sadly this was out of my time.
On the game page you can see a list of planned features. I will definitely finish it after the game JAM so it is a simple infinite catching/dashing mini game.
Thanks for playing. <3
I have a new design in progress, full keyboard controls, pause menu, moving camera with the cube, bridges and falling platforms ... new levels are also coming. You can check it out on the 3 Gnomes Discord.
I have more plans with it. It's very simple game and it looks like people like it so I decided to work on it more :D
This could be useful for you :)
Skill & Action Bar - RPG System Design - Godot 4
https://www.youtube.com/watch?v=XzqcWKQ_mz0
The jump works only when you charge, that makes this game very hard. It is not so skill based. You have to keep spamming the spacebar/charge all the time. It feels more like a random luck to press the spacebar and the arrows in the right moment to get into some place close to where you wanted to get. With better control over your actions this would be a cool platformer.
You saved a lot of time by not having to model, texture and animate yet the game feels very unfinished. By saving so much time I'd expect to see a lot more. Better interactions, AI that does not just stop attacking and leave me after few seconds, keys somehow visible, not losing the sword when it's not drawn ... why do I even have to draw the sword and shield when after drawing them I just keep them out and spam the attack? The idea of the game is not bad but this is a very rough concept.
:D yeah, that escape was something I noticed after the upload. I kinda forgot that you can't just "quit" the browser :D
Thank you very much for your feedback! I don't like the idea about mirroring cubes but the activations and traps are kinda in my plan already. I wrote few of the future features on the game page. Check it out and play again after the voting is over as I plan to implement them soon.
I totally agree with you. It's about the final score so the time counts but is not as important. I was working on the game and my 3y old son was trying it so he needed more time. I left it there like that. I'll definitely change the times for each level. Thanks for you comment and I'm glad you liked it.