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Habidakus

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A member registered Oct 11, 2024 · View creator page →

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Mowing must be a young man's sport because I could never control the mower enough to get past the first level before all the gas ran out. Still, great graphics, interesting concept -- just wished I could have seen the rest of the game with the gophers and moving things out of the way.

Very nice graphical presentation of the cards, and an interesting mechanic. I agree with the other posters that a drag mechanic could help, especially if there was some sort of visual & auditory confirmation when a block or attack would be successful if played out.

I'm glad I'm not the only one that put forth a challenge where you erased some of the player's power as the game went on - nicely done combining it with tower defense. I never found out how to place new towers with the points spent, but I enjoyed the challenge of figuring out just which towers were least contributing to my success each wave.

One of the features I most wished to have is the ability to increase the run-speed of the game.

First of all, wow, that art style is really clean and works well with this game - nicely done. Second, well done on making a complete game in a single week, very nice. FPS is not normally my jam but I powered through two dozen levels of this game... woot! I also liked that the projectiles on both sides were slow enough to dodge, and yet still felt really satisfying in the throwing.

The primary thing I would want is a little more balance - I'm a horrible FPS player, but even I found the first dozen levels pretty easy. If it were me, I'd experiment with dropping the HP of the early level foes, but increasing their damage by a bit. You might want to check on the pathing as well, as there were a couple times that groups of foes seemed to be stuck behind a cluster of rocks or trees and they didn't unstick until you came around and shot them. Lastly, hiding behind cover seems to be way too rewarding for the player, maybe add an enemy that is a fast moving melee that will flush them from cover? or enemy grenades that will force a player to move before they explode? You're the devs, I'm sure you'll think of something.

Oh, there was a loading hitch the first time you hit an enemy... I suspect if you pre-load/use the shader before the combat portion of the game starts that should eliminate that.

Oh, I did like the sounds during combat - the integration of the FX and the sound brought the combat to life.

I like the fact that in mining the target tile heats up before it breaks, and this means that if you're trying to mine during an attack wave you can return to mining when there's a break in the enemies, and haven't lost all your progress - nice touch.

I searched for the shop, but never found it, and eventually died when I ran out of bullets.

Nice straight forward game design, which, frankly, is rarer than you'd expect. Well executed, and put together. I originally thought that a tutorial would be needed, but on reflection, playing a first game was all the tutorial anyone would need, the play is the explanation - so, no notes there. :) Nicely done.

Nice presentation - clean graphics and sounds. Well done. I think I would have appreciated a bit of tutorial or instructions before the first game, or even tooltips that appeared somewhere when a piece was selected. I also was not sure how to un-select a piece once selected but then had a second thought about using it.

That is a complete and polished game... in one week. Nicely done. Very nicely done.

Solid game mechanics, nice UI, nice UX, easily understandable, good presentation.

Seriously, take a bow, well done.

As mentioned before, a little performance issue when we got to the four lasers level, and I think that might be because sometimes there's duplicate instances of the laser object being create (just a guess on my part though, don't put too much weight in that guess). 
Very nice & clean graphics, the grab and turn mechanic works solidly, the music is good, the sound effects are good. Very impressive for a week's time limit.

Interesting little game - this could go in some really interesting directions. Nice simple use of sound and graphics -well done. The thing I wished for most was a score/par system, to measure my success against (and then a re-try button if I didn't make a level within par). Also, I think I would have liked it more if there were two phases - first a mowing phase, and then a putting phase, and you had to pre-think all your mowing before the putting. Was there any cost to the mowing? Could you just clean out the entire area? I did use the un-mowed grass a couple times, tactically, when I knew I wanted a breaking mechanic in case I was in danger if I putted too hard. 
There might be a small bug where the lawn mower gets a little confused when you mow outside the play area... when I returned the mouse to the area sometimes it seemed the mower wasn't mowing.

I really liked the concept of this game, and it lends it self to such an elegantly simple control scheme. Nice work with the UX and the presentation, very polished. What I most would have liked were two simpler settings labeled tutorial and easy; for tutorial the game would explain in a tooltip over the two buttons why each of the powers would react either positively or negatively to your choice, and in the "easy" mode the tooltips would be gone, but a dialog for each power would explain why their favor went up or down.

Amazing graphics, and the screen shake really added to the punchiness of the action (to say nothing of that KO page, that was nicely done!). I would have liked to have understood the card/cutting mechanic a little more - I think I understood that I needed four "tabs" above the line, but for my first couple rounds it sounded like I only needed a whole card.  Also the pre-fight screen was a little confusing to me, I never really understood what was going on there.

Really interesting game, and there is so far you can take it with all the various ways the shapes interact - especially if you start throwing in other chalk colors and a few more shapes.
I got stuck on one level, and couldn't find a restart button for just that level, which gave me a sad. Still, only so much you can do in a week's time, and this was pretty darn impressive.

I wasn't able to get any of the buildings to erase, or find the eraser. The grow button also eluded my understanding. I tried opening up settings, as maybe it was bound to a key I didn't find, but the settings page also didn't come up for me. I did like the presentation of the buttons though.

Interesting clicker game - and nicely on theme. As a clicker game, I would have liked to have been given a choice at progression (being offered multiple things to unlock at the same time) - as the single option at a time seemed to be pretty linear. I'll also second the desire to be able to hold down the mouse, rather than being forced to click on each square.

I really liked the style, the mood, and the music. However I think the game might be a little bit too much, as I was straining uncomfortably to see what was going on, and at times even missed what killed me. I did appreciate the procedural changing of the rooms.

Oh, poor Olaf, I was never able to save him. He's so cute and adorable too. I love the art style - and this was the first game of the jam (at least for me) that used the eraser at the end of a pencil, which I think will really help define the aiming point, visually.

One of the things that gives me the most joy in solo game dev is when I get to record myself ranting the monologue of the mad scientist or arch villain. And it broke my heart Sunday morning when I just ran out of time - so I decided if I was going to put any sound in what-so-ever, I was at least going to hook up the one sound when your hero was erased from time, as that would have the most impact being the only sound in an otherwise silent game. Still, I have a bunch more sounds that I'll add once the jam is over and I can push more updates.
I'm happy to have distracted you.

It's the most coding I've put into a jam, aye.
You can get a lot of coding done when you skip the art and sound. :)

Yeah - I just ran out of time, two of the things I really wanted to do but just didn't get to was:
a) a page that explained what each attack/skill did
b) a page where you could put your party together by mixing and matching species, class, and equipment

the long and short of it is that each attack is slotted with what it can attack. The most basic weapons attack the foe at the top of the action stack, but some weapons attack the rearmost (like the net & trident), and others attack the most vulnerable (like backstab).

Nice polish - sadly my reflexes are no where near good enough and I couldn't get past the first level after a dozen tries. That said, the sounds and graphics were well suited and the game presented as nice and clean. Well done.

Oh, that was fun, I would have loved more levels, but there's only so much time in a jam. The physics and component placement were really satisfying. I did have a little confusion when I was tasked with painting the coins the first time, after having scrubbed them... and I just messed around until I got a configuration that was giving me points - but it might be helpful if there was a section on the screen (or a button somewhere) that re-iterated the current goal.

Very nice and cleanly put together game - lots of polish for what little time we had. Personally I would have placed level 5 at the end, as it gave me the most trouble, but I suspect every player has their own strengths and weaknesses. I would have loved to have opponent erasers, or ghosts of faster times to play against (silentwolf might have an addon that you could leverage to store fastest times/paths to the cloud for people to play against).
Overall, very nicely done.

Oh, I like the concept of forgetting abilities as the fight goes on. Nice UX and layout design, everything was very clearly readable (which, the more I struggle with UX, the more important I realize it is). 

I think I would have liked to have been able to hover over abilities to see their stats, rather than having to click on them... also I didn't see how to see my own side's hit points except when it was their turn. I might have missed something, but alternatively it would have been nice to have health bars, or when you hovered the mouse over your own side you could see various hero's healths.

Oh, Taunt is a good idea. And I completely agree with the lack of information - although I expanded the tooltip data twice over the week of dev, I still need to find more places to explain the mechanics of the game.

I mostly ran out of time - one of the things that was most painful to cut because of lack of time was the entire "party creation" screen. The back end logic for it was all there (species, class, equipment) but I just didn't have the time in the end to craft a good UX page - so instead the party is just a shuffle of the five species, five misc equipments, and six possible classes.

Yeah, there's a trade off for damage and speed - if you can get two smaller blows before the enemy goes, that's usually more efficient (especially if they can kill them off), and sometimes the health and positioning of the opponents means that you can only run the more powerful attacks on creatures that have very little damage, where as a smaller attack might take down a more wounded foe that's farther up the turn order.

The first two times you encounter the Chronotyrant he forces you to sacrifice a member of your party, erasing them from time itself, so you have to play through again while down a party member. The game is a balance of knowing which heroes are comboing well together, and which can be sacrificed to time so that the remaining heroes are more efficient (and so that the more powerful skills that come in waves 2 & 3 are placed on the heroes that are working well). 

The dialog at the start of the loop (when you're sent back in time) also changes, reflecting that with the loss of one of your heroes, you had to go through worse encounters to get to the fortress

Really nice polish with the artwork - I loved the fade with the erase theme. The sound FX and animations also nicely complemented the action in the battle. 

I think I would have really liked to have had a tutorial or example mode, as the rotation of the items placed sort of eluded me for most of the first battle - and by the time I caught on to what was going on it was too late to save that run.

I did run into a slight problem with the FTL style path selection tree, in that I ended up having to take a path with two shop nodes in a row, but wow, that path selection tree looks SO much better than what I ended up implementing for my game, it really shows what having good UX design & art on a team can accomplish. Bravo

Really nice feel for being an eraser... nice work with the smudges, the simple way you teach how to erase to unlock the PLAY button. Nice little game, well polished within just the weeks worth of time we were given. Only thing that got me by surprise was that it wasn't obvious to me until too late that I was using up my eraser with every erase (I mean, obvious in hindsight) but if that was made more apparent somehow early on, that might be neat.

Wow, that's a lot of polish in a nice little game. It looks good, has nice music, and a good crunchy sound for when the blocks are erased. Nicely done.

Also got locked in an island with the AI - but having done a ton of these sorts, I know just how hard it is to get the AI right and it takes forever to get all the degenerate cases out of the solution space. I'm wondering how an alpha-beta pruning tree would handle this - might be a little rough since the actual solution space is so large (4 moves + 25 potential erasures would grow vast quickly - but if you optimized it down to just 4 moves plus 4 erasures next to the opponent - that might make for a quite manageable search space for use in a min-max tree). I've been playing with developing my own min-max addon, but currently it suffers from it's API being a little arduous. You can check it out here: https://github.com/Habidakus/min-max-godot-addon/tree/main/addons/minmaxcalculat... 

I'm considering terming all my uses to AO (artificial opponent) instead of AI, since AI is such a poison word now-a-days since everyone associates it with LLMs, but using home grown heuristics and algorithms is half the fun of these sorts games.

I loved all the varied artwork, and the controls were nice and smooth (I enjoyed trying to finally eat dragonflies). Nicely done.

There seemed to be some sort of control/camera fighting a couple times when I returned to the huts, but it would go away once I was within their radius.

Very nicely done, great music and artwork.
You might want to have the VFX preload in the splash screen as there was a hitch the first couple times I missed a note during the "combat". It also took me a moment to realize I was moving specific items in the bag when trying to get the flute below the fill line, but that might have been my own cluelessness.
Bonus points for all the nice extra menu pages, and multiple option submenus, rarely seen in a jam game, well done!

Nice artwork and the animations felt like they had impact.

I liked the graphics, would have liked to see a little more variation in the backdrop (but I realize time ran out) and some more interactions with the frogs (either at least not-overlaying the ingredients, or possibly even taking the ingredients temporarily or some other interaction).
Would also like to have some more feedback when buttons are pressed and ingredients added (sound effects would really help out here), and maybe an accumulating tracker for recipes discovered (a corkboard where they appear once discovered, or bookshelf, or even just a stack of text).
Interesting idea, like to see where it goes.

I liked the different mini games, but I think they could have used a little tutorial/tooltip/heads-up to instruct the user exactly what they should do the first time through. Nicely done on the artwork and sounds, they worked well together.

Very nice puzzle game, I liked the mechanics and the humorous headlines between each level.
UX wise I would love it if when you're placing a prisoner block on top of another already placed prisoner block, rather than blocking you with a buzzer sound, it would swap the two pieces (so the piece you are holding is now in the jail, and the piece that was in the jail is now in your hand)
The music... I know that from somewhere, but where? It's not gillbert & sullivan... oh, this is going to bug me.

I really liked the artwork, including the nice background, although I wish I could have seen it at a larger scale as some of the font was hard to read at my resolution. I agree with some of the other comments that the button clicking could have had a little more feedback, and a way to balance the music volume. If you keep working at it, I'd also love other buttons to open up for more variety of clicking. 

First jam and a complete and polished game, well done! I loved the feel of the dice rolling and all the UX was really nice. I think I would have liked to have seen a little more explanation/tutorial provided to the user their first game through (what to do, where to place things, what you were risking when you upgraded, etc...), and although the font works well for the health and numeric readouts, I found that I had to strain a bit to read any of the text written using that particular font.

I was impressed with both the shader work on the buttons, and that you had an arachnophobia mode. 

I was a little confused by the three(4?) phases in the game, and how they mapped to each other... especially the phase that happened after the pachinko phase, as it seemed to go very quickly and I never understood the results of it (only that I had almost zero money when going to buy dice the next time).

I also noticed that there was no music until you played with the music options menu, but then was a little disappointed that the pachinko machine made none of the classic pachinko noises (IMHO the noises a pachinko machine makes is 90% of the draw to a pachinko parlor)

A very fun game - you took a very simple mechanic and ran with it to make a fully fleshed game. Nicely done. I did find it a little frustrating, and wished there were more  checkmarks. Having to restart and go through the tutorial screen every time I was caught started to wear me down.
I also agree with the comments calling for a timer/clock, this would be a neat game to speed run.

After hitting start I only got a blank screen (both regular size and full size). Oddly I never even got the Godot icon splash screen, which makes me think it was either an upload-to-itch-io problem, or something in the project configuration.