The awkward spacing issue with the text was an unfortunate issue of the font I was using. I agree with the email enter being awkward with the space but, that was more a relic of my laziness. The textbox was too small and I didn't want to change the background so I procrastinated fixing that. I was having a hard time balancing the hold so that it wasn't too long people give up, but was also getting across the point of being on hold is annoying. I agree the number buttons could've been closer. I was using the godot pulgin dialogue manager which, although being great, I didn't code it meaning I had limited control over the way it worked. I do want it to be a bit more cohesive and eliminate unneeded tabs too because that would also make the twist of you have minutes until you have to restart not as easily miss able.
istubedmytoe
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I'm not to familiar with those games but I'm planning on updating it sometime after the jam. I really tried to make it frustrating enough to be authentic to changing a password and being on hold but I'm glad it didn't overdo it. When (potentially if. School starts soon) I update it something I really want to do is add more content. I struggled with realizing I didn't have enough ideas for the game by the time I was so deep into it.
lol, clipped out of bounds in the first 10 seconds. I was under the cloud as it spawned in.
my actual thoughts on the game:
The controls are a bit janky with getting caught on things I don't feel I should. I somewhat recently built a game called summit where you, to beat the game, have to climb down the volcano you worked so hard to climb. that was a bit of a challenge because there needs to be some balancing in mind so that the hardest levels aren't first when played backwards. So the difficulty doesn't peak midway through the game. I do like kirby squeak squad style intro of hey, go on a quest because somebody took food from you.
Nice and fun. The graphics like the star and background really remind me of little slime blows up from the 2024 game jam. Also, pls check out my game:
https://istubedmytoe.itch.io/please-agree-to-the-privacy-policy
I think a little more randomness in the levels would be good because there isn't much variation in the loops. when standing on the thwomp style enemy it does act weird because it will be in it's angry face for a frame and then just go back to normal. You can alsoroundi() on the time left of the timer (roundi to make it round to the nearest integer) to make it not have the long amount of decimal places. I didn't know how to escape the loop but if it's wait for the timer to run out then 470 seconds is too long to not do anything (I am a bit of a hypocrite for saying that though because I make my players wait on hold for a while but that's beside the point). I do enjoy the base and I think, with a bit more randomness between reset this game could be golden.
Quite possibly one of the best games I've played. I have lost valuable time for my submission but, honestly, it was time well spent
edit: gosh dang it! I found myself navigating back to this game. I like the way it controls. It always feels like you have perfect control over the car and can intuitively go wherever you want to. There's something about the simple premise that also makes it feel like I'm not going to be playing for a while, so it seems accessible.
Great game! I would like to point out that you can infinitely jump on walls which isn't as much of an issue besides when there's a roof which you can get stuck in without any way out
edit: I also discovered that the moveable wall and keys are on a layer where they persist into the titlescreen when you die
This was fun but in the top right corner pause is misspelled as puase. Also I don't in the description I saw it say something about a timer but nowhere in the game do I see where the timer is at and even if it does anything. I don't know if I'm blind and beat the levels to fast to be affected by the timer or it isn't there. Anyways, I'm also making my first game in Godot and it's nice to see what other people are making.


