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GordyGirardi

13
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A member registered Apr 30, 2023 · View creator page →

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Entertainment: 🍞🍞🍞🍞🍞's out of 5

The game was fun, I would have loved some audio here to add to the experience. Some background music, a player damage noise, and a player shooting sound for example.

It would be good if, upon player death, our score was displayed. At the moment the game force quits upon player death and I was not able to see what my high score was in time.

Difficulty spike was large, and was way too hard for me with the second wave of attacks. 

I liked the art style, did you create the sprites yourself?
Unfortunately the game was close to unplayable when I downloaded it - I saw in another comment that you're considering updating it after the jam :)
I was able to download the game, launch it, and press start. I was able to move around the level and slowly deplete the health of the initial two enemies.

I have some comments of things to add to the list if you want to keep working on this game :)

  • The game could benefit from adding player damage, because in the version I played there was no consequence for the enemies attacking me. 
  • It would be good to add 'player-out-of-bounds' to the level so that I can't just run off in one direction forever.
  • Personally, I think it takes too many hits to eliminate an enemy.
  • It wasn't clear that I could destroy the statues(?). Perhaps a quick tutorial splash screen between the start menu and the game launching could explain this is possible.
  • Any story, however brief, will massively improve entertainment. Who is Peepeth? Why are the Bloodlloons after him?! Even if it is a text splash after the start menu, example: "You should never have come here Peepeth, and now you will never leave...". Great, now I know my goal is to escape the dungeon(?) Food for thought. 

I am of course entirely sympathetic to the struggle of a 48hr Jam. There were dozens of things I would love to have added to my game but ran out of time haha - Menu/Story/Instructions/Audio etc . So good work on submitting what you had :)

Good work on getting a game submitted in the 48 (+8) hours. The environment/level design was probably the best part of this game. I've left some constructive comments on the voting areas below:

Theme: You get points for the theme, very funny to have a rubber duck as a weapon. I would have LOVED the ability to throw the rubber duck as a projectile.
Creativity: The most creative element here was your level design, it was good to see a different colour scheme for each level.
Technical Achievement: Unfortunately this game was quite laggy for me despite having a halfway decent computer - I'm not sure why this would be. I found the camera frustrating to deal with, whenever enemies would get close to me the camera would move unnecessarily close to the player character. There was no consequence for me getting hit by the enemies? 
Polish: A few things could be tidied up - there was no 'end' to the game. I was just running around the island on the third level. Also, it would be good if you could implement player-out-of-bounds to this level because I was able to run into the ocean, underwater, and off the landscape into the abyss :) I also would have liked the drawbridge/wooden walls to fall, break, or be pushed away instead of just disappearing.
EntertainmentEnjoyable in the sense that I enjoy running around. The game could benefit from a story to push entertainment: why am I being attacked by zombies, why is my weapon a duck, why am I running through these colourful worlds :)

Bonus Points: I found it funny how one zombie ran into a box and then launched himself into the ocean as consequence. Probably an unintended result from you haha.

I enjoyed playing your game, good work on a short jam - hope you had fun. I have some constructive commentary in the polish and entertainment sections from my playthrough below :)

Theme: I see what you're going for with the 'growing of weapons', it's an interesting play on the farming sim where you might exchange your coins for weapons, instead you cut out the middleman and grow them yourself. 

Creativity: The most creativity was in the intro - your 'medieval-speak' was entertaining. However the gameplay itself did not showcase your creativity through unique elements.
Technical Achievement: Good work on this submission in only a 48hr jam - the game played well with no noticeable bugs. 
Polish: I would love the option to skip/fast forward to the end of the day. Often, I had watered all my plants and half the day left to wait. I think a game such as this needs the opportunity to pause as well - I was able to pause it by clicking out of the player though. (Food for thought)
EntertainmentSolid, and enjoyable. However, I must say I was disappointed that there was no 'visual reward' for me as a player after the invasion. I would have loved to see a battle animation - even if you only had created one for a win and one for a loss. I felt as though just ticking over to the next invasion countdown made me feel like I'd wasted '13 days' worth of time. 
Bonus Points: Easy to load, ran well, looks sharp. After the invasion my defence resets to zero, but I had 'just' harvested a bunch of plants! It would have been better for me as a player to wait an extra day and start off the second round with a full field being harvested instead of unnecessary overkill in the first round. I learned for the following invasion haha.

I had a lot of fun with this. It's just FUN.

Theme: Not quite sure, I get what you're going for with the inanimate objects becoming animate, not sure it would constitute a weapon as much as just being 'an angry coffee mug'.
Creativity: Love it. This was fun, scratched that 'Portal-esque' mad science itch. 
Technical Achievement: You've done well to make this work in only a 48hr jam - I enjoyed the coffee mug attack the most, definitely surprised me when it first happened.
Polish: There was one section with a raised platform that I had to jump up, the enemies couldn't jump down - so I just picked them off from a distance.
EntertainmentSuper enjoyable. This was just a fun shooter, and the ammo and health drops were forgiving.
Bonus Points: Easy to load, ran well, looked crisp.

My pet peeves are your choice of font, it didn't really fit the tone of the messages left throughout. Enjoyed the ending (left me wondering what happened after the final objective...)

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Thanks Itay Ron. You're right - this is an unfortunate consequence of the 'gam jam crunch' :( 
A menu UI with instructions, as well as audio for a registered hit would be great additions. 

Great work — congratulations on getting a game submitted in the 48 (+8) hours! I enjoyed the story intro :)

Theme: 
Definitely aces the theme. It wasn't a weapon before - but it is now!
Creativity: Interesting concept, a creative spinoff from the Plants vs Zombies-verse
Technical Achievement: You've done well to make this work in only a 48hr jam - the logic behind crafting seems super difficult to make, so well done getting that working (I wouldn't know where to start!) 
Polish: A few things could be tidied up such as some times the timer goes into negative time and never 'finishes the level'. I loved the UI and especially loved the sound effects playing with the intro story!
EntertainmentEnjoyable. If you had more development time I would have loved a system similar to overcooked, where you can just drop the ingredients in their respective stations without the need for dragging and dropping.
Bonus Points: I had difficulty getting the game to load. A few times the .exe just closed before loading the game, eventually I had to change my resolution to 1920x1080 and run the .exe as administrator to get into the game.

There's a timer at the top that counts the amount of seconds you were able to defend the turtle. For example, my best run so far is 127 seconds. Glad you were able to at least play the game and make some lines in the sand.

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Cool idea. Highlight was launching a Fire Truck into the air and having it explode when it landed. I got to about 10K score :)

Theme: Explosive flying fish are cool and all, I'm just not sure I would consider the fish to be a weapon.
Creativity: Interesting concept, a creative mechanic of launching an explosive and allowing air control/momentum.
Technical Achievement: You've done well to make this work in only a 48hr jam - physics are not easy.
Polish: A few things could be tidied up, there was a bug when the camera would become inverted. I would also love the option to reset the game and go again without having to refresh the browser. I could not get the credits option on the main menu to work.
EntertainmentFun. Liked flying over buildings and looking for my next target. I got to about 10K score.
Bonus Points: I'm not sure how to score this category - your game loaded well and ran well and was easy to fire up and play.

(1 edit)

Cool idea. Highlight was launching a Fire Truck into the air and having it explode when it landed. I got to about 10K score :)

It would be cool if there was a way to reset the game and go again (couldn't find in the controls) - so I've just been reloading the browser.

I've also encountered this bug that the camera inverts and becomes upside down once momentum has stopped.

Sorry about that - as I improve in game development I will make sure to watch tutorials on graphics settings menus to at least give players some more control over FPS in my future games.

Were you able to record a time? Or was it unplayable for you without a graphics card?