Well Damn, that’s news to me. I guess this is dead then. That’s a shame. It was completely dependent on Gotm’s multiplayer. I might publish the P2P UDP version or a hot-seat play version. But I’m not going to put effort into it any time soon.
GreenF0x
Creator of
Recent community posts
I made a VERY similar project recently, but I took a different approach to it. I made a game about mining, instead of road tripping.
I turned it into a desktop widget. It sits as a semi-transparent window that lets you see and interact with text behind it. Instead of taking a whole screen, it’s a small floating window that you work around, but can always see.
My next steps are adding session notes, for when you launch the app, and iteration notes, to say what you did for each 25 minute sessions.
I planned on gamifing it with reward every time you “complete” an iteration that lets you do “number go up” style idle game unlocks.
I haven’t published any of this, but I’m curious what you think.
BTW, you have to be careful using “pomodoro” or “tomato” timer in productivity. It is trademarked. And the owner is kinda litigious.
At one point there was a hint there that you’re supposed to hold the jump button and hover (not glide) between the pillers. It’s intentionally very difficult to jump across, but if you run through while holding the space, There is a hover mechanic. I think I forgot or ran out of time to put hint and NPC back in.
I updated the build and the description:
This game did not get finished on time. I’m very proud of the systems I implement, but the content did not get finished in time.
This level and all the content was written in the 9 hours before the jam ended using systems created in the previous 3 weekends. Some systems got better intigration, but mostly I was just learning TrenchBroom and Ink to make a level that shows off the systems. I’m hoping I work on it until Thursday Show and Play.
I want to understand what we failed to communicate here. The portal is directly in front of the player. At spawn. One portal part is in front of you. One portal part is already in the portal. When you pick up the part part using the UI indicated on screen, then you can drag it to the portal. Once you’ve done that, I believe it’s clear you need to find 8 parts.
We failed to communicate at some point in that sequence. Which part did we loose you?
It’s a bit of a horror game. A mini map might kinda break the aesthetic. I think some people were a little greedy with the unlimited ammo we gave and didn’t realize they could light the trees on fire.
I do think we could have like a light pulse telling you where the portal pieces are. They’re mostly in visible or in areas indicated by bright lights.
Godot4 is… messy.
We had a game breaking “it works on my machine” bug. We had a submission that might work, but we spend the extra hour doing some polish instead of fixing that bug since we didn’t know about.
We knew unforseen issues were possible/probably with Godot4, but it was so pretty so we took the risk.
Anyway, we have a build that works. If anyone wants to play it, we will post it, but we can’t update this page. We understand if we cannot be judged for our fixed game. But we would like it to be played on the Stream, even if you won’t judge it.
Your theme is LOVELY and immediate buy+follow from me. I hope to see more themes from you! You should really have an HTML5 demo project here so people can see it in action!
BTW, if into your tres
files and replace:
[ext_resource path="res://pixel_ui_theme/m5x7.ttf" type="DynamicFontData" id=3]
– with –
[ext_resource path="./m5x7.ttf" type="DynamicFontData" id=3]
Then people won’t need to put the theme in a particular path.
(and replace res://pixel_ui_theme
with .
in all of your tres
files)
I love how you've handled the camera. It's really easy in a game of this perspective to "feel" like you're moving forward, but since you frame the camera has a first person camera and force you to jump, it really "feels" like your falling.
(my only, very minor suggestion, would be speed lines at the edge of the camera and/or lower the FOV as you speed up)
I could probably make that happen, but it's a multiplayer game. To do that I would need to figure out hole punching or I would have to ask you to Port forward. The target audience is highly casual and I shouldn't expect them to do that.
There are a couple of alternative tools. Obviously I don't want to put it on Steam for a jam, but something like heroku might actually work here.
Im feeling this. I have a handful of ideas but I don't particularly like any of them. And even if I did like them, I think most of them would be difficult to accomplish within a week.
Some of these ideas are story-heavy and that is difficult to accomplish within a week. Some of these ideas are mechanics-heavy and lying based mechanics sound more frustrating than fun.