## Johnny Puskar

17
Posts
9
Followers
1
Following
A member registered Apr 29, 2016 · View creator page →

### Recent community posts

Thanks for playing! Audio was quite literally thrown in during the last hour or so of the jam lol (spent too long working on fine tuning the level generation haha), so it's definitely the thing I would add more polish to the most if I could.

Very impressive for just 12 hours! The controls took a little to get used to, an option to invert vertical input would have been nice, but also just the ability to control with keyboard keys since the mouse took some getting used to. The concept is really fun though, it reminds me of the ship interior sections from Star Fox (or was it Star Fox 2?)

Fun little top-down shooter with good game "juice" through the big chonky bullets and screen shake. Had a few problems when I would accidentally click off screen with my mouse when moving, and this would make my character stuck moving in whatever direction I was holding when I clicked off, but other than that no problems.

One code thing I noticed is that the player actually moves quicker when you're moving diagonally vs. when you're moving straight to the side or vertically. Since I've fallen into this trap before and I am 99% sure what's causing it, I wanted to let you know so that you could learn for your future projects!

I'm assuming you move the character by moving them X amount of distance to the left when they hold down the left key, X amount of distance down when they hold the down key, etc. But if the player holds down BOTH, they will actually end up moving further than the basic X distance if you move them X distance left and X distance down - think of it how the diagonal distance of a square is longer than any of the sides. In Godot, the way to solve this is to use the Vector2 '.normalized()' function when adding the movement. You can search it up to find more info, but the '.normalized()' function basically returns a Vector2 that has the same direction as the original vector, but a length of 1. You can then multiply the new returned vector by whatever speed you want the player to have to change the length.

Good game, fun graphics, and nice job!

Base concept is fun, take the basic "side-to-side shoot-em-up" concept and mixes it up a bit by making the level on the base of a sphere, and I'm always impressed to see 3D graphics in a jam game. I just wish there was more variety in the levels, as there wasn't much difference between any of them aside from visuals. Perhaps some kind of environmental hazards? Lava bursts from the surface of the lava planet, large mountains you need to avoid on the mountain planet, etc. The game was also fairly easy, since you could just spam your gun and hit enemies without really even seeing them. The 3D graphics were nice, but the lighting was a bit too dark imo and it made it hard to see sometimes. Overall thought it was a good length for a jam game and enjoyed it though!

I've fixed what I believe is the issue with the first few levels, which seems to stem from the parallax background, and also added an option to disable it if it's still causing problems. Hopefully you should be able to play it now! :D

This game is really polished, and feels very good to play. However, as everyone is pretty much saying already, the one thing I'd change is being able to see the mouse or have some sort of cursor to let you know where you're aiming. Only because many times I found myself dying even though I knew what I had to do just because my cursor wasn't where I thought it was. Great game though!

Loved the idea and how you took the "Juicy" theme lol: Enjoy this fanart

https://imgur.com/a/prXWtkx

Did not expect that jumpscare!! Great game!

Thanks for the feedback! I've gone ahead and added an option to remove the parallax, as multiple people were having frame issues on the first few levels and it seemed like it was preventing people from playing. Hopefully you should be able to play it now! Cheers!

Thanks for including my game in your video, and I'm glad you enjoyed it!

Really enjoyable! I had an awesome moment where I was cornered in a black floor room by like 30 enemies, I actually couldn't move there were so many, but I kept spinning and it helped me roll through the crowd to escape. Plus, the music is a certified bop. Great job!

(1 edit)

A nice little infinite runner, albiet a little too easy - especially with a double jump. The running sound makes me think it's like some kind of ASMR though lol.

Fair, probably wasn't the best idea to label it like that. I've changed the description to hopefully suit the game better. I'd have also added a damage system if there was more time to do so, but 48 hours is a lot shorter than it sounds and I didn't want to throw it in at the last minute. What do you mean that the character is always moving in the north-west direction? Do you mean you're being moved without even touching the keys?

Uh no, didn't have the time to implement that haha.

Taking a mechanic out of a genre might turn the game into another genre. That's just how it works. Even Snake Pass, the game that the theme video for this jam is about, isn't really anything like the 3D-platformer genre it started out as before they removed jumping. On the official website for the game, they call it an action-puzzle game. That isn't a 3D-platformer, so is Snake Pass disqualified from its own jam?

Thanks! At risk of sounding the opposite of humble, I'm also really happy with how polished the final product ended up being too. If I had more time, I definitely would have put a really good amount of that into just sitting down and working out good values for the timer limits and box quotas for each level though. Thanks for playing and enjoy your promotion!

Thanks! :D