Hopefully that won't be too long. I just need to work on some basic NPC behavior and it should be good to go!
LDGamingExpress
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For those interested in this template, I am currently working on a more advanced one to include a lot more mechanics including various weapons (with easy ways to add more), vehicles, and destruction. You can follow along with my progress on YouTube.
In the meantime, I have uploaded a basic update to this older template to 4.5 that should also fix a few smaller issues. If anyone would like any of my newer assets, such as sprite sheets or the WIP template in the meantime, feel free to ask here or on my Discord.
That was certainly not the ending I expected.
So, I have several recommendations to improve the game, mostly stuff that shouldn't be too hard to change, at least with my knowledge working in Godot.
The simplest is to make the hit marker change for headshots and kill-shots to make it more satisfying and give the player more information. Could even be as simple as making it read for those.
Second, the AI could definitely use some improvements as they tend to just rush the player which leads to simple run-and-gun gameplay. I think this could be improved by giving certain types of predefined cover (sandbags, stone walls, vehicles, etc.) positions where they could take cover if they are nearby. This could also allow you to make more interesting map-design by forcing the player to consider positions where the enemy is taking cover, or even machinegun nests (if you were to use this system to add those) when approaching.
For UI design, I really think you need some sort of compass or arrow on the top of the screen to show the direction to go. While the current system technically works, it doesn't feel quite right. Also, I recommend adding some basic text for the loading screens to say that it what is happening.
Lastly, and probably not so easy, I feel that the story and the cutscenes could be done better. I understand the message of the game and think it can be done well, but it only really seems to be explained at all in the final mission. I really think you need to give a more concrete reason for why the main character would be targeted. Maybe they found evidence of war crimes in the village and called their captain to try to report them, resulting in the captain going to Levy who orders him to silence you. Also, while I understand the current method of doing the cutscenes (i.e. images and some text) is done likely because alternatives would be far more costly, I really think it would be worthwhile to explore using scripted events instead or at least adding voice-overs for the text.
Great! I'll have to see if I have enough time tonight to work on UI to add the side switching in for an update tomorrow. Thank you for replying since you have helped give me a lot of ideas for how to assuage the issues you have mentioned! Like, I could try adding some radio chatter or "unit barks" to set each side apart more than just being blue, yellow or purple ships (there's stuff setting them apart under the hood, but it seems I can do a lot to give them more personality).
Yeah, I've seen people mentioning this issue with losing where the galaxy is a few times so I'm adding in some things like an arrow towards the nearest star to help you make your way back. Here's a pic of that if you would like to comment on if you think it would have helped you:

(PLEASE NO ONE CHANGE RATINGS BASED ON THIS! I am just curious for feedback since I plan to update this game after the jam ends)
I will also see if I can make a little tutorial level to help with learning the shooting mechanics since they require you to slow down a bit and aim more toward where the enemy is going instead of just where they are right now (I'll also see if there is any way to make this more intuitive). Oh, and I should probably let you switch sides and ships (this I am working towards right now by adding shipyards for that) so its a bit easier to avoid spawncamping when one side starts winning for a while.
Thanks for playing and I hope you enjoyed it even with those issues!
The player is mainly meant to act as a supporting role by attacking other ships and escorting armies. While the army code was bugged in the game jam version, they were meant to invade other planets and take them over. I am continuing work on this game though and have patched that bug and plan to add the ability to call army ships directly to follow you and attack planets you go to. Thanks for playing and I hope you had fun despite that issue!
Unfortunately, a single line of code in this version prevented armies from different empires from directly capturing planets. They will change control through some other more random events as part of their "evolution" mechanics, but I was not able to spot that issue till after the jam. Thanks for taking a look!
This game is absolutely phenomenal! I adore the railgun for the sheer amount of destruction it leaves behind with every shot. The charge-up sounds are also great and help make it one of my favorite implementations of a railgun in gaming. Really, every gun in this game is done well and feels wonderful to use with the awesome destruction effects!
All that being said, I really enjoyed your game and look forward to you finishing it!
Link: https://ldgamingexpress.itch.io/gone-hot-fighter-combat
- Use different cards to shoot magic at different fire rates, damage, and some even as multishots!
- Combat is fast-paced as you can typically sprint around your enemies and take advantage of your speed to dodge them!
- Play four missions!
Link: https://ldgamingexpress.itch.io/cardomancy
Made by a five-person group as part of one of Clemson Game Dev Club's monthly game jams.

























