This is absolutely one of the best Godot learning materials available. Thank you so much for doing it!
inacho_
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What the hell just happened? I don't know but I enjoyed some of it. Very very polished entry! Also, I love the simple music.
I do have to say that the orientation with cursor + movement was a bit too much for my morning pre-coffee mind. But maybe if I were more awake, this wouldn't be that impacting.
Totally. The source code is available on GitHub as well :)
Thx for the suggestion on gameplay, it's not my strongest skill, so I'm always looking to improve. And about jsfxr/bxfr, I actually had generated a few fx with it but I forgot to submit to the jam the version with audios. Hehehehe, it happens!
The polish is outstanding. One of the reasons I really enjoy working with PICO-8 and playing PICO-8 is the default retro look.
Player movement is outstanding and the feedback loop is really nice. Very hard and had to restart a few times until I understood the movement patterns.
Super challenging and polished! Fantastic job!
Ok, I got the idea after losing for the first time. Switching from blue to red bullets is a nice twist on difficulty since you have to plan ahead from the coming wave.
A suggestion was to have somehow a way to show ahead the wave that was coming, similar to what Plant vs Zombies does. This would be very fun to plan before the wave even starts.
For this Jam, I think it was lacking the donuts. It's definitely a warzone. The difficulty is also a bit weird since I felt it started way too hard already.
Good concept, mate!
I couldn't get the game. Tried at least five times. Sorry.
Some highlights:
- Camera and movement are very weird to the point I started having headaches;
- The suspense in the theme music makes me think is something like a cop/capture-like game but honestly, I couldn't figure it out.
- As a general advice, if you couldn't put the controls in the game, adding it to the itch.io page would be very helpful.
Fun game! I loved the idea of getting bigger as you hit, that gives an interesting twist to the game play. However, there are a couple things I'd point out:
- The game gets predictable because there's no variation in trajectory due to the players just being stationary. Even without a trajectory trail, this makes very easy to cheese the game into almost always hitting the adversary.
- I felt that if the players could move a bit before shooting (like Worms) it'd be more challenging. In that case, I'd definitely add a trajectory trail, like golf/pool games or what the heck, even Worms is a good example of that
- This games definitely combos well with a chill and lounge soundtrack, hope to see it with some soon!
Good job on delivering it, mate.
Interesting idea! It reminds me of a mini game from a Nintendo 64 airship game, I can't recall the name it right now though. I think a couple of things are a bit strange:
- No visual feedback or at least not clear enough if you're making way through the correct hole. I know that the game displays a meter count but there's so much going on the screen that it becomes hard to tell if you're doing well or not.
- Also, if you hit something, it feels like a softlock bug because there's no feedback besides a little trembling on the screen
- And, yeah, the Control + W was really annoying, lol!
Good job on delivering it, mate.
Lovely art! From the visual aspect, I think the only thing I miss is a type of HUD for the player or just a "aim" to show direction and calculate if I'll hit/miss.
The SFX are nice as well. I liked the feedback of hitting a donut and missing it, this made me understand if I was doing good or not.
I'd make the controls a bit more fluid, I don't know if it's the camera, but it takes a while (friction, maybe?) to start moving into a direction.
Good job delivering it!
Loved the intro! I think the main issue here is that I couldn't distinguish what I could interact with, destroy, refill donuts and other possible interactions. The game is lacking this kind of feedback to the user.
I'd have also enjoyed more "jetpack-ey controls" like Jetpack Joyride, for instance.
Good job on delivering it.
Hey @starkle! First of all, tyvm for the dear comments! It brings me joy!
About the mouse, I just wanted to clarify I know there are 1000% room for improvement on the aiming system (heck, I can't even say that it's a system, honestly). With the time and resources I had during the Jam, pretty much I decided to let this friction hang around and spend more time on level design and general polishing. You know, decisions we have to make. I love all the feedback and ideas that came out on everyone's comment. Those will definitely make Blimp a better game in the future!
Cheers, man.
Hi opsaaaa! I'm glad you had fun! (:
About the controls, we did receive a lot of good and not that good feedback about it, which leads me to think it could be more about user preference. That being said, considering the direction Blimp will take to other platforms, this won't be an issue or point of discussion, hopefully! I appreciate the honest feedback.




