It is godot yeah. Sometimes the rules about screen space, local space and global space can be a tad esoteric in godot. I've also not learnt how resolutions are supposed to work, so that could be playing a part.
jam_bone
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Yeah, the only plane that matters for bombing is the center one. I did think a few times about ways i could make it clear which plane was yours, and where your bomb would land, but I didnt add one in the end. Thanks for playing, im glad you liked the history tab. It's one of those things ive wanted to add for awhile.
The dark music and dark grey atmosphere reminds me of the early fallout games from the 90s, or 2020s northern England. That walking animation was great. I did have an issue with the movement where if i was moving up or down i could easily go left or right. But if I was going left or right I had to stop pressing those buttons to move up or down. But it's just one issue, nice game overall. Congrats on finishing.
Sick intro, really set the game up well. Once I got into the game it seemed like I was waiting ages for the Japenese to come. Also, not being able to look more up created a problem when they came over the bunker in front of them. I'm assuming the bunker was there to hide spawning planes, maybe you could have used some clouds or something and removed the bunker. There's a bit of a juxtaposition between the intro and the quite jovial music of the main game. Also would have liked more feedback on the shooting down of the planes. Nice entry. congrats.
You really sold the visual style, it actually looked like an old news broadcast. I would have mapped the move unit button to the right mouse click. Instead of having the select and move mapped to the same button, because if I miss click on the wrong unit I have no choice but to then move that unit. I'm sure you wanted more strategic decisions in the game but didn't have time (I feel your pain, I had a similar issue when I made a game about ww1). But having some options to crouch, hide behind objects would have been neat. Congrats on finishing.
Cool use of the map generator. After doing my shift at the factory non of the other locations on the map opened back up. Some sounds could have helped sell the atmosphere and give feedback for the players actions. Also a bit of text telling you what you need to do at certain parts of the day. Congrats on finishing.
I loved the ps2 style graphics and animations. Great use sound to sell the atmosphere. The actual cracking of the codes was a bit tedious. If you had the time it might have been an idea to allow the player to use their own keyboard. Or maybe gameify it a bit further and make the player do a mini game to finish a code. Congrats on finishing.
The art was very evocative, if a bit unreadable at times. I didn't realise I had units until I went back and read the tutorial. The game was a bit zoomed out for me, I sometimes found it difficult to click on the units. I think there's a bug when I moved a repairman and a fireman on the same tile, I can't selected them anymore. I tried to move a fireman past the stacked units, and it budged them out the way, then just headed straight north and off the map. Presumably having quit his job. Saying that, I really like the music and audio clips you play for the air raids. The game overall is really cool, congrats.
This is a cool part of the war to gamify. I like the work you did on the letters. The gameplay got repetitive very quickly. Maybe instead of moving off screen the soviets move to the center of the screen and shoots at the player. That'd up the stakes some what and add a bit of difficulty. Congrats on finishing.
Side question, im really confused how you managed to get your windows build of the game to 279mb. I work in godot and i've never managed that.
Hi there, I can tell you put a lot of work into the art, it looks like an actual war bunker. I could not figure out what I was supposed to do. You have the instructions telling people to receive certain messages, but don't tell the player what steps they need to take to receive said messages. Also, the game was very quiet, some music and sound would help. Congrats on finishing.
Cool entry. It very much feels like i'm looking over a battle in war time. I was a bit confused at the start when it asked me who I wanted the ai to play as. I'd just ask the player who they wanted to play as. I'd make it a bit clearer which units are axis vs allies. The end of the battle came a bit out of nowhere, and some ui telling the player if the game is paused would help. I know how difficult it is to do a tile based strategy game, so congrats on finishing.
I love the system you've developed here, the UI design is very well done. The vibes where great overall. I wish there was an option to pass by an event, I just used random items I had in my inventory so I could continue. I like the music track overall, but it's a bit loud and overpowers some of the other sound effects. Good entry, congrats.
I loved the music an visuals for this game. Combined with the slow movement of the character, the game almost has a mediative quality. I did find some of the jumps a bit imprecise. I also didn't initially realise that I needed the monkey on my back, I only turned back after getting the notification. Maybe you could have had a speech pop up that tells you to do that as your first action. Congrats on your entry.
This is a neat take on the theme, I can tell you put a lot of work into this. I did get the grey screen bug after talking to the guy in the top right hand corner. If you where to continue the project id just polish everything up a little bit. Like some sound affects whilst your talking to people ect. Congrats on finishing.











