Aurevoir !
Jed
Creator of
Recent community posts
A huge thank you to organizers for this window of opportunity to test Godot's progresses in VR support.
I had a blast this week and want to keep doing little VR prototypes for fun with this newly gained confidence.
It really demystified a lot and broke mental barriers !
I wish it did the same for you !
Thank you !
Yes I wasn't really finding original game ideas to go towards with the theme and did not want to do a time manipulation thing. Felt like it went a little more on track at the end with the vintage atmosphere !
Some exploration time with indications before the gameloop would have helped for sure !
Collisions are bugged I might update that but I've had playtesters liking the no pressure aspect of it, maybe gliding along surfaces would fit nicely.
Anyway thank you !
Elegant and very well polised entry !
I reached round 8 with 2 swordsmen, 10 archers and a bear trap and felt I seen all mecanics the game had to offer.
Using a crank for most of the interactions is satisfying and on theme, well done.
At first I had a lot of trouble getting to the right position at game start, I usually like to play seated but I needed to physically move my playing space which was a little annoying, maybe offer a seated mode with stick turning so you can use the vending machine.
Would play more of it !
Congrats for finising the entry and for a good idea !
I couldn't get far after I freed the dog. I could not turn with the dog (as the robot could) aside of physically turning my body which was frustrating.
I tried going through the ground level hole after shrinking the dog a little and I could not get it to move or jump so I was stuck there.
Menus following the head are not usually the way to go,
Having a pause menu on button B was interrupting (also the pointer was hidden in menu mode which made it even more frustrating)
The game lacks a clear indication that each hand has a different role (I got a forward icon on both hands)
I would gladly play it again once it's fixed !
Nice !
Good idea and fits well to the theme.
At first I could not understand the controls, it great that you've added these icons but that screw thing in the right hand felt too vague to mean the expected action (maybe a dial?)
It felt pleasing, especially with the crank sound once I figured in out.
It gets harder on higher platforms as you loose track of where you character is, maybe you've implemented that and I could get far enough but the camera could raise to follow the action.
Although I could pass the fourth level, it made me want to see the puzzles you designed.
It got too challenging for me as I could not find the restart level button.
I really miss one, having to restart the whole game when you fall is very frustrating.
I could not really wrap my head around the exact behaviour of the character as it felt going backwards without input sometimes.
The character's inertia makes it more difficult.
Anyway congrats !
Well done, I'll be sure to play it some more it there's no need to start over everytime !
It felt long to actually get into the gameplay phase, I understand you wanted to give some context but the game could still work without. Nice graphics and introduction object manipulation.
That time control idea in relation to a climbing challenge was very clever and original. I think with bugfixes, it has some potential as a climbing game.
I kept getting my arm stuck under the boxes, also the boxes collision would need some work.
Anyway congratulations for an original and overall well done entry !
Good idea !
Surpringly addictive, theres a lack of clarity at the start, being hurt doenst feel like being hurt. maybe some shaking or some feedback would help
I with there were flying enemies you'd stun so they stay in the air. You could go higher and get more stomp bonus the higher you fall from.
Good job, theres a lot of gameplay potential there !
Thanks !
All sounds are made in https://sfxr.me
Theres a lot of work on pitch and volume randomisation, also theres offten pitch rising at the begining of loops.
The point was to make it so it was pleasant just to move around.
Leveling orbs use a doppler effect to change pitch based on camera velocity







