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Hawkinberry

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A member registered Aug 22, 2020 · View creator page →

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Haha what a lovely game. I can tell you put a lot of thought into this. The tutorial went from 0 to 60 real fast. "This is how you farm, and btw your cows will explode, oh and BTW EXPLODING WASPS!"

I personally prefer a tutorial that allows me to experiment with each piece of advice/mechanic, otherwise I feel a little overwhelmed and start forgetting pieces. Also, my barn got attacked by a wasp while I was still reading the tutorial (I'm a slow reader) :P

You managed to fit a lot of satisfying game loops in here, and the level of polish is actually higher than you gave credit! In my opinion, any jam game that adds a pause menu is ahead of the curve! Loved the music choice. 

Did this game take any inspiration from Fallout?

I enjoyed the story established in the introduction. I appreciated that you highlighted important words in the tutorial, too! It's a small thing, but it helps emphasize key mechanics. I think you did a great job making a game feel like an adaptation of a tabletop, and the combat quickly became intuitive.

I love how you combined sprites together to make the bigger characters! That made them feel much more complex than the original 16x16 would allow. The "auto-advance" button fit right in with the "tabletop" vibe, although it may have been helpful to show what objective the character was moving toward. The coloration of the tilemap definitely made it feel alien (not human), but if you had more time, I think the overworld could have used more visual interest to match the epic story you craft!

Great job overall! I lost Prince Caspian toward the end, and I immediately wanted to restart and try again using new tactics. 

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Wow, I could play this forever. The environment is so well-crafted for just 48 hours! You made good use of ambient effects to fill it out. And the sound effects added a lot of life to the little guys!

I love the idea of being incredibly vulnerable as the player, and relying on a horde of "serfs" to carry out combat. It really adds a unique challenge. Awesome job! I also thought that having the keys require a certain number of serfs to carry them was really smart. 

Edit: Watched your devlog. I remember really enjoying the music as I played through, but I didn't fully appreciate the progression that the sound designer put in. That's cool!

I guess I had No Man's Sky on the brain haha

That's awesome! Can't wait to check out the update.

Thank you for playing! I will definitely look into some post-processing effects for next time!

Thank you for the nice comment!

I definitely can improve the clarity of the objective. It is essentially timer based, so adding a timer would have helped! Not to mention I broke the balance before submission, making it impossible to survive the archers xD

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Thank you! I had been waiting for someone to question how big those houses were :p The little'uns are known for their large families ;)

I had the same worry about how intuitive the "rage" mechanic was, and I actually had the same thought as you! I was also worried about making it too complicated, as it was really just an analogy for "health" as you inferred. I'm glad you brought it up. It's valuable to know what players are thinking.

Thank you for playing, and thank you for the nice feedback!

Ahh I didn't notice that the mutation also affects the ghosts' behavior. That does make sense! I agree, too, with your decision to make it invokable instead of automatic.

If you were going to make the player phase through boxes, you might just nudge them to the nearest free spot if they stop on a box when the mutation runs out. Would definitely require some checks, but it would seem natural to me.

(My comment about "wasting" the mutation was only my first thought, before I continued on, so it was eventually clear).

Kudos to Tunglith! Great job on the music, I'll have to see where I can give them a follow!

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This was fun to play! The impact of firing the gun was great, with the sound and the camera shake. I felt like you tuned the movement well, as it didn't feel too stiff. I really appreciated the attention you gave to the UI and pickup system. It was very well done! I would suggest getting a few different sfx for different guns, so that it won't be as repetitive. I also noticed that some items in the environment (like rocks) were destructible. That's a nice touch!

Also, you might have been choosing a random tile for the enemy to spawn at. When this happened to be right in front of the player, it felt a little unfair. Maybe you can add an exclusion zone around the player spawn? It sounds like you are going to keep working on it, and I'm glad! It was fun! Great job :)

And what a craaaAAAaazy and colorful guide screen. I loved it!

You found the fullscreen bug XD I didn't even try until after I had submitted. Oh well, I've got plenty to learn!

I gave yours a spin--see comments there. Great job!! For your third game, I'm really impressed. Please keep at it!

Sucking ghosts into bottles was such a surprising but satisfying mechanic! Overall, I really enjoyed the effects you put into the ghosts. And whatever post-processing effect you had while mutated was wicked! The music you chose felt pretty perfect, too. All in all, this is a fantastic game for a jam!

I also appreciated that you were able to add in a pause menu (something I didn't get time for). Being able to restart once I completely wasted the first mutation was very welcome (see my note below), since many other games I have to reboot/restart. In the final room, I definitely went into the harder of the two doors first :P But that's okay. Overall, I found the level layout to be very pleasing and not a challenge to navigate. Great job!!

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(The rest is moot, since I was typing this up as I played. Eventually I realized what the mutate ability was for: just a nice speed boost and night vision, so you can take my comment however you like!) You did a good job introducing motivation for the mechanics (ghost appears, place the bottle!) at the beginning. So when I finally got that 3rd ghost and discovered the "mutate" ability, I thought it had something to do with the large door in my way. I thought as a ghost I'd be able to: fly? phase through walls?  But what that means is that I thought I had wasted my mutation the first couple play-throughs, rather than just continuing to explore (and finding that trick wall!) :( 

Personally, I realized how important it can be to introduce new mechanics  with the motivation (or explanation) of what to do with them. But with a little experimentation, I was able to figure it out. 

Thank you for the headsup on the timing! Knowing how long I'm actually waiting, I was a little more patient XD I made it till 5am this time. Those mischievous spirits were really getting me haha!

This is an interesting lesson; as a player, it's easy to understand the dev's intents. I think you scoped this really well for a jam, and I hope I didn't sound too critical or obtuse! This game gets more fun the more I play!

You read my mind! I definitely envisioned a ground stomp when the player landed from a jump. I think it would be really funny to see all the little'uns fly up in the air.

I added a slight camera shake to the ground (only), but I think it was too minimal and easily missed. I've been bug fixing since submission, and continued tweaking things like the shake (and the game balance). I've also fixed the bug with the player still being controllable. Thank you for the notes!!

Thank you! I will give it a try. Eventually, I will have to learn shaders too. *Shudder*

That was a really unique and immersive world! Seriously, top marks for pulling me in. The whole style of the art (the bright colors and glow of the sprites) was pretty effective there, too, along with the sound effects. I mean, how dare you put a child's giggle into a spooky game XD

The game mechanic was pretty neat, and the imp-infested wells gave me some Zelda vibes. I will say that the game loop got a little repetitive once I got into a rhythm. The spirit that came to steal my rosary was a great way to upset that monotony, but as soon as I got it back, then there wasn't much different. Maybe if the time moved a little faster, I might be encouraged to see visible progress?

Still, I didn't mind the loop as much because the garden was such a pleasant space to take in. I just can't get over how well you established the style and stuck with it!

Meatwad XD now there's an excellent reference. Bahaha!

I'm glad you enjoyed the sounds. I may have had more fun recording them, though >:) Thank you for the kind words!

I can see this being really fun! The setup you have will get there with just a little more work. As another said, I didn't always seem to be able to kill the archers even when my crosshair was blue and hitting them. But the smash animation was pretty satisfying! And I understand, sometimes you just run out of time :)

I also wished you had used the art pack in the world a little more, like maybe making 3D models out of some of the castle sprites. I think that would have integrated the skele sprites into the world a little more.

(by the way, we ended up having pretty similar ideas! That's so cool!)

The lights definitely added a nice effect to the art set. The little light following you was neat, and I kept expecting it to be part of the mechanics! Maybe in a future version :)

If I could make one suggestion, the text at the beginning was a little hard to read. You can definitely communicate the same with fewer words! Or break it up more, if you want to tell more of the story. 

I had a little trouble with the bolt, but I was determined to finish playing through your game :) With some polish to the fighting, this would be even more fun! Here are some ideas:

  • With how challenging the 1-shot mechanic was, I would have appreciate a bit of grace on death. Maybe a health bar or few hearts? 
  • You definitely had to be careful about where you fired that arrow, because it was easy to lose it! The first enemy I shot down below, and when I went down to retrieve the arrow, it pushed my arrow off the map XD Maybe the arrow shouldn't have its rigidbody enabled after the hit? 
  • Similarly, the dead enemies colliding with the player was a little tough to animate. You could maybe disable their collider.

This was fun!  I liked the effect on the tiles, too. That gave them some depth.

If the hook moved a little faster, you could even start chaining together moves. And it would speed up the pace of the puzzles again. I think a mechanism to look around, too, would be helpful. It was easy to lose track of the keys, so I ended up just trying a bunch of angles to grab it.

I think the music was a little too much for the game. Even when I lowered the volume, it made me a little stressed :D It would be perfect for a boss fight, though!

Rectangular art tiles, but turning them into a radial level design. That's just so smart. The only thing I'd like to see more is a little variation in the planets. Even just modulating the color of the grass and trees, or maybe using different sprites as "foliage" for the planet. It would have made the galaxy even more alive!

This was a neat little puzzle with a really endearing story line to keep the player engaged between levels. Such a pleasure!

Very smart puzzle mechanic! This would definitely keep me engaged for hours, but I'd have to get a lot smarter with how to use it. The fourth level really had me stuck for a while. Maybe there was another way to solve it, but I didn't expect I'd have to jump, rotate, and freeze the world at the same time! I couldn't think of a way past the lever level, so that was where I ended. Definitely a good challenge! Like others have said, adding a few more introductory levels to build up player intuition could help.

Otherwise, I thought this was really well polished! The effect for the divide was really neat. I also liked the intro screen, as it was a tutorial and title page in one. Very slick.

"You can also hold W to celebrate" XD

This was so polished! The character skills, and the weapon stats were balanced and made each match feel pretty different. The difficulty curve was a challenge at first, but after several matches I was having so much fun. My friends called it "RPG Air Hockey"! Haha! I'm pretty terrible at real air hockey.

And I thought the two ways to win was so smart. It really elevated it from a traditional game of air hockey to a grudge match. 

If I had any feedback (and I'm struggling to find some, because everything felt so great), I did get "stuck" on a corner one or two times.

This was a really cool mechanic to play! Like others have said, it's got immediate replay value from the random generation. And, its randomness doesn't create "unsolvable" scenarios like other random generation might. The puzzles were not too easy, but they weren't so frustrating that they were boring. 

I have a few suggestions for additions, if you are interested!

- The scorpions are pretty forgiving (they only move a single space), so you could add different enemy types with different motion! You could also color the enemies differently to stand out from the walls.

- Another way I thought you could add definition to the level was outlining the wall blocks. It would make them stand out against the floor that is the same color. 

Did you follow any tutorials on the glow? I've got a game project in Godot that I would like to try lighting in!

That's the challenge I guess. I think we all enter in with bigger plans, but we have to know what to cut in order to be able to finish. Or else you don't!

So I consider yours a success :)

Hey that's a cool idea. If the villagers could rebuild while you are attacking, it would definitely draw out the challenge! Neat idea. Thank you for playing!

Thank you for playing! I think a score, like the number of villagers crushed, would be a great idea!

I want to continue making the monster feel more powerful with different effects. I will think about crushing buildings, maybe it could be like a side scrolling kind of game!

I agree! I had really wanted to add a jump and slam that would be available when you had enough rage, but it quickly became clear to me that I wouldn't have time to do the animation and coding for that, so I focused on what I could do to make the game loop feel finished.

We are on the same page, though! I'm excited to add to this.

Oh! One other observation that I wanted to offer was the learning curve on the inventory for the shop. It was pretty overwhelming initially to figure out what items were when a customer asked, as I had to search each list for the non-obvious ones. Especially as I quickly had 5 customers waiting!

 If you are interested in easing the player into it, you might start with only one of each category, and then slowly add new stock. The progression would serve as not only a way to simplify the early game, but also reward progress and maintain interest.

You had a lot of nice ideas! I won't repeat what others have said, but you should definitely keep it up and keep learning! Welcome to Godot :)

Oh, for whatever reason, the first time I played, the transition after billy disappeared would not trigger. I reloaded, and it worked the second time. You also had collisions on the speech boxes :P I think if you use the CanvasLayer node instead, that will take care of that. 

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This is a really cool prototype! It has a lot of potential. The overworld exploration was especially cool. The battle system was really unique, like an arcade shooter but with some added interest from the parry and other stats.

I think the "S" bar for each enemy was a little counterintuitive, as I expected them to have "health" that decreased with the shots. Or if that's what was happening, then the colors may have been inverted to what I expected (e.g., yellow seems full, and the darker color seemed empty).

You just began to explore different kinds of enemies, so I can see you doing a lot more. With some sound effects and other polish, you've got a solid prototype!

(Edit: Oh, for some reason, your game was taking 25% of my CPU XD no biggie, but I thought I'd mention it. That said, I haven't seen a lot of other 3D entries in this jam, or Unreal entries, for that matter, so I don't have good points of reference)

Nice game! I liked that the motivation changed halfway through. It was a nice story point. Also, I have no idea how you created the main character from the sprite pack ... or maybe you didn't! Either way, you used everything really well, especially to make the sand and water.

I liked your intro UI as well. Everything felt very clean and thoughtful in your design. 

I also liked how the music tempo increased as the wall of pollution got closer! Dynamic music is always a cool thing. Maybe you could have set it back to a nice slow tempo on the end screen, though :) Great job!

Your game has a lot of great elements! I love how you spruced up the sprites with some glow and coloring. Very nice pizzazz. And the fall animation on the character was really pleasing.

Also, that water reflection ... stunning. I wish that had been used more! Maybe in the future "forest" level :)

I'm not sure whether I liked that there were multiple paths through the last two levels. On one hand, that allows the player to be creative. On the other, I had to play through multiple times to confirm that there really only were single exits XD And it took me those few times to get pretty good at using the rocket to traverse, so I would love to see that mechanic being honed and really utilized for traversal! 

That's interesting to hear how you intentionally designed it! I remember having those kinds of thoughts, like, "Are you dumb? Why did you just turn around?" Or, "I told you to deliver that already ... right?" So that's funny to hear you explain the intent.

*ugh* maybe it's too realistic of a manager simulator XD

The art felt very well integrated! Gotta outrun all those spooky aliens. 

Apart from what others have said about not having to fire the gun, I actually wanted to! But I thought that 4 shots to kill an alien was a pretty big deterrent to even bothering. I think maybe 2 shots, or 1 if you hit the head (each alien could have two collision boxes for the detection), could make firing the gun a lot more satisfying!

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Not the dev, but I have been using Godot off-and-on for about 4 months. I was learning Unity at the same time, too. I have been trying to use gdscript, as there are a lot more tutorials for it, but I miss C# when I do that. I feel like I don't really understand how Godot's file inheritance works--constantly getting circular dependencies, or errors that think one exists (even though I can still play the game).  I have a hard time knowing how to get a type visible or included in my class. Eventually, I'm sure I'll develop the intuition I have with Unity's game object and SerializeField paradigm.

All in all, though, I find the UI in Godot incredibly easy to use, and the Canvas element is a breeze compared with Unity. Still, I did this jam in Unity because I knew I would be able to do what I wanted in code much more quickly in C# (since I'm pretty used to C-style programming).

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This is such a nice concept. I could tell from the font that I was going to enjoy it! It had such a cartoony and fun feel.

The whole vibe of the environment was pretty cheery, with the music and sound effects, even when it got hectic trying to service all the customers.

I would say the biggest barrier was the AI routing. I was impressed that you had that implemented! It was a little buggy, though, which started to feel frustrating when customer satisfaction was on the line.  I know that's a huge challenge, especially for a jam, so kudos for getting it even slightly working.

Overall, this felt like it could be a complete game. It had nearly everything, just needs some minor tweaks and polishing of the AI.

Just stay in the corner and spray that machine gun, baby! ahah

By far the coolest use of the assets I have seen. I didn't even recognize the art pack! I love that you made this multiplayer, too (not that I have anyone around to play with #covid). I can't say enough good stuff about the lighting, too. The dynamic shadows cast by the fire, and the player ring glow. Outstanding!

I wish I could have made it further and seen more! Also, were you missing a "restart" button after player death, or did I just miss it?