We're really, really sorry you got softlocked... It was a specific situation in that scene that we knew could cause problems, but we couldn't fix it in time as we discovered it with less than an hour to submit the project, so we had to submit it as it was. We were really hoping it wouldn't happen in the final build, but sadly it did... But regardless, thank you for the feedback and hope you could enjoy it despite this issue. We'll make sure to fix it if we update the game!
Koneko'sDream
Creator of
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Really glad you enjoyed it that much, and thank you so much for the feedback!! Sadly, we couldn't fix the softlock in the dog scene in time, and we're really sorry it got in the way during your playthrough. But regardless, thank you for pointing it out, we'll make sure to fix it if we update the game someday! (We'll also think about what to do with the vines, since we agree they can be hard to distinguish from other plants at first, so thanks again!)
This game was really really charming, the gameplay is fun and, while the map felt a bit too hard to navigate, there was a good bit of variety, and helping the NPCS was sweet. I just think it would be better if the enemies defeated couldn't respawn, to make killing them more worthy and satisfying than just running through!
Art is amazing. I liked the music a lot, but the overall audio volume was a bit too loud at first and i had to lower a lot the volume of my PC, but nothing alarming. I also got stuck in some walls sometimes because of the knockback of the enemies, but glad there was a save system to solve that issues for now. Was a bit tricky to beat, but I managed to do it after some time! (i'm a zelda fan, moving specific blocks can't stop me)
Great game, had fun and I can see a lot of care and effort put into it! :)
Cool concept and gameplay! and the visuals are clean. The music feels relaxing and fitting for a puzzle game. If you touch the project later on, you could make new blocks appearing at each level, to make the gameplay loop more fresh and a motivation for the player to reach new levels, as it can drag a bit after some time (I reached level 5)
Had lot of fun with it!
well, actually we accidentally had submitted this game with tons of bugs (like this one where the music doesn't loop) and with a soft lock in the first level LOL, but we fixed it all right after and uploaded here: https://konekosdream.itch.io/spatialchaos (the submitting period had already ended by the time, so we had to create another page sadly). Also, we are going to update this game after the jam ends, so we'll try to balance the difficulty to be fairer and more clear on how the game works and add everything that we had planned that didn't make to the game because of the deadline (like the final boss, gamepad support, instructions screen, etc)
Well, actually we're on the same boat then, because I did the exactly same thing LOL. This was my first game using godot and I was also a Unity dev, and that was not a good idea, as I had to sacrifice sleep to learn the engine while making the game, but at least I already had a previous notion on how the engine works, so things we're a bit easier, still I couldn't finish it but i'm happy with the results and I will probably stick with Godot for some time, as I think Unity has a bit slower workflow at least for me. Also, I didn't add gamepad support because I kind of misunderstanded the rule of the limited controls, but I could've done that easily as Godot has a really intuitive input system to work with! (Actually I'm Course, but I am using the game's artist account cuz he's the one who submitted the game lmao)
Thanks for the feedback! Actually, every meteor spawn at the top of the screen, but if a meteor pass by a side of the screen without being destroyed, the same meteor will respawn on the opposite side (example: if a meteor pass by the left border of the screen, he will apear again in the right side, so you can actually see them coming!). I know it's not a explained feature in the game, but it's because we hadn't time to make a tutorial screen, so sadly the game ended up being hard and confusing...
Sadly this submission was soft locked and had plenty of bugs, and the submission time had already ended, so we decided to create another page with a fixed version that solved these problems: https://konekosdream.itch.io/spatialchaos
Thanks for the feedback! well, sadly we were out of time to playtest it and make some adjusts, and the game we submitted was actually soft locked after the first level and had many problems, so we submitted a fixed version on another page with everything working as intended: https://konekosdream.itch.io/spatialchaos (and now the player can be moved with WASD) feel free to test it if you want!


