Four of the games I was able to test play and rate before the start of brackeys jam. Hope you enjoy the video.
Killer M. Creations
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The game has a lot of neat things going on and a good area discovery. (Played the game in browser using keyboard) The game has some very interesting art for sprites and map tiles. The attack animations and weather animations were great too.
From the devlog and from what I can tell, I think the game is expansive enough. Here are a few things I think you could polish to get core game better. The "ESC" button input clashes when in full-screen mode. The attack using the left click would continue until stamina was completely used. Many tiles would cover the player in many locations. Also wished attacks could be used up and down and not just left and right.
Onto this Jam's grading criteria. I think some of the dev logs were really good and very detailed, while others didn't quite hit the mark. Overall, I can see how much progress you have made, and it's fantastic. I applaud your effort and wish you the best!

First off, the game needs a bit of polish. The movements are a key mechanic I'd focus more on. A suggestion is more than up and down or side to side. Maybe add diagonal movement to make the levels easier to complete. If you are looking for variety in art, you could buy this art pack since it is on sale right now. Snow Tileset Pixel Art by Free Game Assets (GUI, Sprite, Tilesets)
Anyways, on to what this jam is being rated on your dev logs. Since your logs were back-to-back, we didn't get to see everything you did or the journey you made during this jam. Having an early dev log and a late one would have really shown us your progress, regardless of whether you're busy. Even a little bit of improvement is great to showcase and helps motivate you to keep going through the stumped parts of game dev. I hope you can continue your game and that it comes out great!
I think for this Jam, you should've given us a here-we-are devlog. This way, to keep your jam going, we had something to compare it to besides your log from a long time ago. As Smajlo said, the explanation of the 3D model was great.
On to game feedback, I'd definitely give more options for keys/controllers or allow for button remapping. Also, your medals on the Windows Version I played were right in the way of the button. All of the preview pictures of each location were different sizes, too.
The art and modeling made me feel like I was traveling back in time to old-school arcade games. The driving and shifting were very smooth. Was the physics on each map different, or was that just me? Either way, great job, and keep up the good work.

As someone who has played both the previous and current versions, I will say the gameplay is much better and easier to react to when derailing moments occur. The gameplay loop is great, and I even played a few times. I think the UI and font could use major TLC and an upgrade, maybe. The text could be bolder and more distinct. Here is a quick asset pack you could implement. Voxel Vehicles by Kytric
On to the actual dev logs for this game jam: I think each one had a clear intro and segments that broke down exactly what you worked on. Also, the before-and-after photos helped people grasp the visual changes. Which, honestly, is always a plus because no matter how you fluff up the text, a pic speaks a thousand words. Overall, great progress and great communication.

So first, I want to address the Game Jam and your dev logs:
I will say the game is a lot to learn, as it's an extensive, turn-based combat game. Terry the Trainer was a great addition, as I'm glad he was there to show me the ropes. I can't say much about the inventory update, as I've never seen it before.
When you infer about a Main Quest, that means there will be Side Quests. As I feel it now, the game seems very linear. So, I think you will need to overhaul the gameplay to implement choice. Speaking of the quest, I do enjoy the new font and think the menu fonts were a good choice, with a touch of individuality (not using default godot text).
Overall, the devlogs were thorough and very informative. I'm glad you were able to implement your updates before the end of the jam.
Game feedback:
I liked the small details in the targeting UI for enemies and the way each slime has its own strengths and weaknesses. Made it feel like a low-stakes strategy RPG.
I think the scenes where the slimes move could be improved. The slime sprites should turn when moving down, and each new area felt like a copy and paste from the last area.

Even though you're not required to play the games for this jam, you still did anyway. I really appreciate the feedback. Regarding movement and interaction, I changed it from simply entering the collision zone and facing any direction, based on my testers' feedback for the game. Now you suggest changing it back. Haha. I love game development. I do have diagonal movement on my list of things to do when I'm done as a game improvement. Sadly, I haven't updated the game with these improvements yet, as I haven't stitched together all the new scenes and pieces, but I do hope to have phase two out soon. Thanks again, I can't wait to play your game for the jam!
Hey! I'm a Godot dev who has made 10 games and participated in 2 jams. I also recently helped playtest a few games. I also dabble in 2d art since I haven't had the pleasure of working with an artist yet. If you want to check out my game, just go to my profile.
For this jam, I'm looking for a 2d artist, Godot Programmer, and composer for the upcoming Game Jam. I'd also be willing to join a team, too.
Update1: Found a composer
Discord: Killermniko
I love the art and how great the game turned out. A lot of skill needed to get around and return in time. Like those before me being able to move around the space station or rock would have been nice. Since you want to stick to mouse controls just use the scroll wheel to go clockwise or counterclockwise if you go in reverse. Just a suggestion. Otherwise, great game.
Like other suggested just some simple tweaks to your ball for animation. Create a 2D animation sprite tied to movements of left and right and up and down. I did up an example in paint real fast to show how easy it would be to modify your main ball. You can do way better with the shading your current one has. I agree with the suggestions below so I'm not going to repeat them. For your first game good job!

The buttons were a challenge for me, and I stink at flying controls. I always have to invert them in game for my brain to function properly. I think some bgm would do the game good and a bit more of hand holding in the beginning. Otherwise like other said this could easily be implemented into a greater game or used later for another project. Good job!




