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A member registered Sep 30, 2017 · View creator page →

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Reminds me of the old minecraft prison servers!

Getting the gravity script working is insane... Did that for one of my projects and it took days to get right.... nice work!

One idea for the objects that weren't facing the correct direction:

You can create a script that can attach to any of the components that spawn on the service. In the Start() function you can then calculate the direction between this object and the planet's center, so transform.position - planet.transform.position (could be the other way around) and then set this direction as the up vector of the object. That way your object will always point up :)

Absolutely love it! The art is beautiful, sounds fit it really well, and the entire game is just really well polished... Only thing I could think of to recommend is maybe include a pause menu and a volume slider, the music was a bit loud for me!

I managed to win but very barely, I'm assuming the AI was using the same strat as me: Just throw the big animals forward and hope for the best, which totally makes sense XD ... Would love to see a real life Top Trumps branded version of this!

Awesome to see a whole cutscene! Was not expecting a boss fight game with this theme, so absolutely awesome!

Two things I'd maybe think about if you continue this game, or for a future jam:

  1. Would be nice to have a volume slider, and for it to save your values in the pause menu when the scene reloads (In Godot you can probably do this using autoloaded scenes, aka Singletons: Singletons (Autoload) — Godot Engine (stable) documentation in English)
  2. Having some variation in the Player's ability would be awesome! I'll admit I didn't get passed 60% so it could be there, but maybe like powerups you can pick up that give you a short burst of rapid fire bullets would be cool, especially if you have to take a risk to get the powerup

Cheers mate!

We weren't actually expecting anyone to play so that's why the timer was so long so that you had a high chance to catch someone XD. Glad to hear you liked it though!

Ah I completely forgot! Weird that you ran into it, hadn't heard anyone else with thay issue, but godot did that to me one time and I forgot to turn it off! 


Sorry you didn't get to play more, glad you liked the look though! :) 

Thanks for the in depth feedback, glad you enjoyed it! 

And of course thanks for the hosting the jam mate! 💯

Thanks for checking it out! :)

Thanks a lot!

Definitely agree with the controls and audio, I can barely get the controls to work myself XD

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The GoedWare one! Linked on the jam page someone I'm sure :) 

No worries! If you need any help with anything Unity related I've been using the engine for like 8 years (too long 😂) so feel free to hit us up on the discord server! 

> "It was intentional slow in the beginning and after you complete some mission you will go faster and also rotate faster"

Ah I thought that was the case! Noticed it the one time I managed to drop someone off haha, definitely a good idea!

Will definitely be joining for the next ones! I took part in the 3rd jam but hadn't had the time again until now, free for the foreseeable future this year though so will definitely be taking part in any more you do! (Need to make up for the entry for the 3rd jam XD)

I have to admit, currently playing on a trackpad so I wasn't very good! But overall the game definitely seems very good. The pixel art is really nice, like that 1-bit style and the sprites were really well made.

Some general feedback I found while playing:

  • A start menu would go along way, throwing you straight in gets the player killed unfortunately
  • Maybe a count down before starting would help too!
  • The jump was a bit slow and a bit small honestly, being able to jump over the players would have been great
  • If you fell off the edge of the map it wouldn't end the game unfortunately.
  • In the same vein as a main menu, a pause menu would be nice
  • Music and sounds are part of the gaming experience too, they can be easy to overlook but even some copyright free sounds from the interwebs can go a long way!

Overall it was a very nice little game, beautiful pixel art especially!

I've got a quick video of me playing it here, incase it would be helpful for you to watch how others play (although of course, I am on track pad XD)

Really impressive first game! Really liked the controls and level in general and the game was relatively well polished overall. Having a pause menu is great too, love to see it!

Just some general feedback:

  • Remember the player doesn't know the level like you do, so with the invisible platforms that have differing sizes, it might have been cool to highlight them somehow once you'd landed on them... Falling off just because  you don't know the size of the platforms can kind of be disheartening
  • Take a look at Unity's post processing stack. Once it's setup it's an easy way to take the visuals of your game just that tiny bit better!
  • In most cases, try to be consistent with the size of your pixels in the game, use the "pixels per unit" property in the Unity texture field to help with this. That consitency often helps just bring the visuals a bit more together
  • Music, even some NCS bits you found online can be very nice, even just in the menu
  • Unity also has a platform component that allows you to jump up through the bottom of a platform but stand on the top, could make for some fun gameplay?

Overall really nice little game, quite enjoyed it and the fact it's your first game makes it all the more impressive, fantastic work mate!

I often find it useful to watch how players interact with my games I play, so I recorded the gameplay in a quick video if you'd like to check it out :)

Cheers, glad to hear you enjoyed it!

Defintily really confusing, even I don't understand the controls half the time 😂!

Very well polished game! Loved the graphics and the gameplay was absolutely awesome, definitely going to read the devlog, I have no clue how you managed those ball mechanics!

I struggled to find any feedback in all honesty, it's really well polished, but here's what I've got:

  • A pause menu / mode would be quite helpful since the rounds are relatively long
  • When you return to the menu you don't really need to see the "PONG" drop in again, and although you can skip it, it's a tad annoying... Although that's more personal opinion
  • Maybe changing colour palette every round would be cool?

But yes, this game is very well polished for a game jam entry (making it really hard to find feedback!!), fantastic job!

I recorded a quick video, in case you want to see how bad I am at tennis XD

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Awesome little idea! I could see this becoming an awesome mobile game with a bit of polish and maybe procedural levels? I unfortunately got stuck on the same bit in both the overworld and hell, but the overall take on the theme was definitely awesome!

Here's some quick feedback I got while playing the game:

  • The high jump was cool and an awesome concept, but it was a little on the quick side.
  • I rarely used the shooting because everything was so quick, so maybe some balancing there?
  • A pause menu goes a long way for UX, so if you get time in your next jam, that might be awesome to add!
  • Audio would also be cool, some 8-bit sound effects like those generated by BFXR, could be awesome... And some background music too to match!
  • The tutorial text at the beginning was also a little hard to read, maybe adding borders to it or a shadow would help in the future?
  • Also a full screen / window scaling, but judging by the way you didn't use a "main 3" engine that may have been a little harder to support, totally be there!

Overall though, awesome little game with a lot of potential! I'm extremely interested though, what engine / language did you use? I've never seen a jam game with all the assets bundled into the exe before!

I've recorded a quick video of the gameplay while I played your game, hopefully you might find it helpful to watch how someone else interacts with your game!

Awesome game, although a little tricky! Graphics were absolutely beautiful, especially the VFX and the music I could jam to all day! As hard as the enemies were to kill, they did look awesome as well, especially in the "red" area


Here's some quick feedback I have for the game:

  • I was originally a little confused by the goal, maybe only show the arrow you need to head to at the start?
  • As cool as it was to fit the theme, I found the dimentional shift mechanic a tad confusing. It seemed to just send me to a harder dimension everytime? And then I did do dying  XD
  • The movement was also a little slow, especially the turning. It was nice for drifting long distance, but when I tried to turn to fight enemies / dodge bullets it just wasn't possible unfortunately. I had to pick them off at a distance the few times I managed to kill them, but as soon as I was fighting one damaged or a group of 2 or more, it was over.
  • The game weirdly stole my mouse at the end! So I was unable to use the menus... Dont' know if that's a unity glitch though of course.


Overall this is an awesome concept and with a few tweeks I think it could be really fun! Thanks for hosting the jam, GoedWare jams are probably my favourite jams on this site, glad to take part in another one! :)

I've recorded a quick video of the gameplay while I was playing, I find it helpful to watch how others interact with my game, so hopefully you can find some use for it too!

Thanks a lot, glad you enjoyed it! 

Polished is never the description I thought I'd hear of this thing, but I'm glad you think so none the less 😂

For a third project this is insanely impressive, nicely done!

The game was definitely really fun, and if I wasn't busy testing everyone else's games, I'd be pretty tempted to try and beat my highscore of 3 XD

Really awesome take on the them! I am a sucker for a good flying simulator :) Stunning graphics and really nice menus too boot, not to mention the audio was fantastic! The idea of a flying simulator this theme is absolutely genius too, would never have thought of that!

Some quick feedback I found while playing:

  • Firstly the game seemed to only want to launch on my 3rd monitor, could be why some people were having problems running it? That and a .zip is probably more suitable for sharing a game than a .rar just as quite a few people probably don't know how to uncompress .rars
  • The controls felt a bit quick to me on the faster planes, often making me lose control
  • I'm not personally a fan of controlling a plane with both the mouse and WSAD together, I normally like 1 or the other, so a setting for that would be awesome!
  • A settings menu just to do volume and bits can go along way as well!
  • I think the pink square that kept appearing was a wall? That could maybe have been more obvious but I'm not sure how!

Apart from that, amazing game! As of writing this I'm you're only rating so hopefully you'll get a few more coming in with time, the game definitely deserves it and I think it's only really let down by possibly that 3rd monitor issue unfortunately (if that is the reason it's not running for some that is)!

I've recorded the game play in a quick video in case you want to check it out, I know I often find it helpful to watch other people play my games after release!

Cheers mate! Yeah the game is a confusing mess of mechanics and you basically have to read the How To Play on the itch page to understand it unfortunately 😅

Very nice little arcade racer for sure! The controls were quite nice, although a bit drifty (But I think that was on purpose!) and including a tutorial level is a really nice touch.

A couple bits of feedback to throw your way:

  • In the 2nd level if you fall off at the start it doesn't reset you and  you have to float back
  • [S] is kind of a hard button to use to drift, since your finger is also on W... Maybe [Space] would work better/
  • Good lighting and post processing can go a long way to improving the graphics a bit, even if you're models aren't the best! (My normal go to to cover up bad art in a game jam XD)
  • Having a pause menu goes a long way for UX
  • If I'm not mistaken the exit from the "Black bit" of level 2 isn't obvious, you kind of have to go back on yourself and jump off a pray... It's not particuarly rewarding dying multiple times to find the way out!

Apart from that this is a great entry, following your progress in discord looks like you put a great amount of effort in for the time you had!

I've taken a quick video while I was playing, hopefully you can find it helpful to watch someone else play your game :)

This is pretty awesome! Loved the changing dimensions where the art gradually got better, that's an insane amount done for just over a week of game jamming! Music was solid too and the game play was good, although a bit fast paced sometimes - although that did match the music of course!

I like to give some general feedback for each game I play, so here goes:

  • Pause menu... Escape would preferrably just put up a little pause menu instead of quitting the game, as I unfortunately fell for.
  • Lock the mouse to the window, I believe Unity has an inbuilt feature for this? I managed to click off my screen a couple times which was a bit ofa pain...
  • Some kind of health indication, half the time I wasn't sure how much health I had, which caused me to die a couple times. Same thing for the boss at the end!
  • Unfortunately I wasn't able to kill the last enemies (before the boss) the majority of the time as the wand got stuck outside of them... Maybe it could be pushed back towards the player when the enemy gets close?

Anyway, awesome game, that's an insane amount of work for the week!

I've taken a quick video while playing the game, hopefully you can find use for it :)

Quite a nice little game! Definitely very relaxing, and I used to be a big fan of games like diep.io so this was a cool throw back. Music and graphics were lovely, and I love to see great use of Unity's post processing stack!

Just some quick feedback of things I noticed while playing:

  • The ui could have been turned to grey while regenerating and then turned back to white when it was full - In a fast paced game where you're focussed on the player like this, little UX things like that can go a long way so you can see the UI change in the corner of your eye!
  • A menu / pause menu - Just a very quick one goes a long way in a game jam, getting thrown straight in on launch can sometimes be a bit jaring :)
  • A slither.io style mini map would have been cool, to just see where you were any where you'd been
  • Upgrades and stuff for adittional gameplay
  • Health bar underneath the player? Again so you don't have to look to the corners for the UI

Overall a great little jam entry though, very well balanced and the player was just the perfect size I noticed!

I've recorded a quick video of the gameplay while I was playing, so if you want to take a look at how someone plays your game, feel free to take a look! :)

I finished writing at about 3am so not sure how info packed it is towards then end, but cheers! :D

Haha that's what we like to hear!

Thanks for playing

For sure, use it how you like, it's just gameplay so no problem at all! :)

Haha no worries! 

Sounds like half of it was just me being bad at games, which isn't uncommon :) 

Love to here it, thanks!

I had actually planned on being able to control the cursor by clicking instead to solve that problem, but unfortunately isometric tiles were having none of it haha! If I get round to make a better version of it, might definitely take a look!

No worries! Can't believe I missed the easter egg, will definitely have to go back and check again! 😂

I thought that was part of the gameplay! haha, was careful to dodge all the walls for the rest of the game XD

Either way, would certainly make for a cool game mode where the walls do damage

Definitely like the concept! With a bit more polish I'd definitely be thinking this was a triple A title from at least the mid 2010s... The menu was also awesome, and good story that fits the theme. (Love to see a pause menu too!)

Here's some feedback I found while playing:

  • Inverted X rotation (as most have said)... Since you a have a menu / pause menu it would be really nice to just have a setting where you could toggle this... Just save the toggle in a PlayerPref and set the rotation sense to negative if it's on and you'd be good to. Adding a sesitivity slider too would also go a long way!
  • The game, with the music and theme, felt an auful lot like Wolfenstien / Doom to me... I was expecting much faster paced movement (Although that could also be the COD player in me). I think increasing the speed, adding maybe jumping? And even crouching / sliding would be awesome. If you like the walk speed, running would be great!
  • Don't let me walk the wrong way at the start! Start me facing the right way and near the Nazis to being with, I accidently wandered to the edge of the map looking for the enemy not realising which way to go haha!
  • A gun needs reloading noise would be awesome too? Try to shoot it would sond like it's stuck kind of thing...
  • Finally I'm not sure why the player character jumped into the air when he got hit? May some kind of knock back, but I'd recommend changing up the vectors to be pushing away from the direction of the bullet hit, I think that might be a tad more realistic and easier to handle!

The game definitely has potential, and those few minor changes would be absolutely great! Could definitely see this being a great game to just go shoot some NPCs in!

I've recorded quick videos for all the games I've been playing, I often find it helpful to look back and see how others played, hopefully you can too :)

Absolutely love it! Although, part of me thinks it was targetted purely at me for using my keyboard too fast XD... Definitely messes with your brain, but the concept of "not"s to make it more fun is certainly genius, and the messed up English definitely makes it a lot more fun!

Of course, not to ? du dev, but I do have some feedback as I like to give everyone, although for a small game like this it is very hard to come up with some XD

  • Skipping the text so you don't have to wait for it to fully write in each time would be cool.
  • Sound effect on getting a wrong answer would be cool
  • A "power" (time) counter while playing would be a nicety, although may not fit your theme (?)
  • And finally a restart button after every level, just so you can go back and try it again!

Awesome little infuriating game though, especially for the small amount of time you had!

I've put recorded quick videos of each game I've played since I often find it useful to see how players tried my game... If you wanna take a look at yours, feel free, hope it can be of some help!

Wish you the best of luck with your other projects, can't wait to compete with you again in the next jam!

Ah no worries! The upgrading / fighting was definitely a bit complicated, the controlls needed a huge overhaul if I'd had got the chance to for sure!

Really cool concept! Loved the art and the use of "however what actually happened" when you die to fit the theme was genius... Unfortunately I wasn't particuarly good at the gameplay, but the fact you had whole cutscenes and an awesome story was great already!

I like to give some general feedback in each comment, so here we go:

  • The keys didn't always activate for me, I had to spam "Z" quite often to get the text to move on even after the arrow had appear for dialogue, and "C" didn't always attack which could be a little inconvenient... I'm not too familiar with Godot yet (and I think you're using that from your file structure), but from my Unity knowledge I'd guess you're checking button pressed in _physics_process instead of _process? That can cause some issues from my experience in other engines, apart from that, no idea!
  • I thought the energy bar was actually a health bar for the other player, I've only realised that just now. It's common for fighting games to have their health bars displayed like that, so just a little UX thing.
  • A pause menu / proper main menu can go a long way for a jam game just to improve overall user experience, just something to keep in mind :)
  • And I wasn't too sure on the gameplay unfortunately, the main thing for me was the massive player... Big players make for great cutscenes but often more "sluggish" gameplay, so it may be worth in the future working with smaller player models...
  • As for the controls, I've never been a big fan of the Z / X / C / V + Arrows style of gameplay. I can see why you chose it but personally I'm a W / S / A / D kinda guy with using the buttons around it. Supporting multiple control schemes (especially in an engine like Godot where it's relatively simple) can go a long way to making the player understand your game better!

Really great job though. The way you used the theme was genius and the game itself was stunning.

I've recorded a quick video while playing, I find it helpful to see how others play my games so have been recording myself too. Hope you can find some use for it :)

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Haha thanks a lot, glad you enjoyed playing it!

I can't believe you managed to do all of that without upgrading anything though, that must have taken ages! Definitely a huge learning curve, having to read the entire How To Play on itch just to get a sense of what's going on is not a great example, but thanks for the kind feedback!

Will definitely think about working on it again in the future for sure, I think it would be more suited for a survival or so genre now instead of the "RTS"? like it has at the moment with the orcs and stuff to fight... But I could definitely see!

Really awesome little game there! I started out all relaxed and then it suddenly got ridiculously hectic, music seemed to be taunting me as it got harder haha!

I like to try and give some quick feedback, so here's what I've got:

  • Initial highlighting of where you character is could be brighter? For the first few rounds I quite often got a bit confused who I was playing until I understood the game better!
  • Leave a different way to the way you came in occassionally, and higher / lower timings depending on the food you need to grab? Just some ideas for extra content
  • Pause menu / Settings menu can go a long way for UX for a game jam game :

Anyway, definitelly really enjoyed it. A nice take on the rewind theme too, would never have thought to have rewind be your previous play throughs!

I've recorded a quick video while I was playing it, just in case you want to take a look to see how players play your game, I know that often helps me a lot! :)

Really awesome little game there! I started out all relaxed and then it suddenly got ridiculously hectic, music seemed to be taunting me as it got harder haha!

I like to try and give some quick feedback, so here's what I've got:

  • Initial highlighting of where you character is could be brighter? For the first few rounds I quite often got a bit confused who I was playing until I understood the game better!
  • Leave a different way to the way you came in occassionally, and higher / lower timings depending on the food you need to grab? Just some ideas for extra content
  • Pause menu / Settings menu can go a long way for UX for a game jam game :

Anyway, definitelly really enjoyed it. A nice take on the rewind theme too, would never have thought to have rewind be your previous play throughs!

I've recorded a quick video while I was playing it, just in case you want to take a look to see how players play your game, I know that often helps me a lot! :)