like last time i think the theming on a metaphorical seed and focus on light pollution are great and pretty unique too! a minor change to make could be making the text box a bit larger considering it's the primary thing the player will be engaging with throughout the game. aesthetic looks good and based on the prototype it looks like you guys are making great pace, i have no doubts that this game is doable for the jam.
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hey we're working on pretty similar games! interesting! from playing the prototype i do think the player's jump could definitely use some tweaking, for me they were able to kind of hover in the air which didn't exactly feel intentional, so that could be something to take note of. aside from that it feels pretty great! i was skeptical on how bamboo would differentiate itself from the mushroom but they both clearly have different use-cases. i hope you guys are able to use all awesome art in engine too, the aesthetic will be on point once you can i'm certain. good luck for sprint 3!
conceptually i think this game is pretty solid, although the lack of gameplay in the prototype shown and the singular implemented game in the spreadsheet has me a bit concerned for the scope being a bit large for this game jam. i'm also not super sure on how it relates to planting a seed other than the connection to the environment as a whole. i think that the idea is really good, but its hard to judge without anything major to show at this point - even in the prototype. best of luck! i hope you're able to add all the microgames you intend to and that the scope is actually fine!
the visuals are looking especially great, and this sort of top down and tile-based game is looking wonderful. the players inventory also looks great and the functionality is all there. the player being fully transparent with thin lines does make them blend into the background a bit, which is something that should probably be considered for the full game. i also noticed that hazards rather than enemies were mentioned, which to me implies that health as a resource will be less significant to this game, so with that major mechanic taking a backseat, its important to consider what the main resources will end up being, as that seems to be a major part of the game. good luck, looks good so far!
i think that basing a game off of grafting plants for different varieties of problems is a really cool idea, although i am a bit concerned that the gameplay will be a little too obvious, but it combos well with the games concept. aesthetic is hard to judge at the moment but i think it'll probably come together well. overall looks like a solid project with a really interesting theme, really looking forward to seeing more!
the gameplay looks pretty intuitive and unique, although aesthetically it seems pretty directionless at the moment. i hope you guys are able to come up with something nice for the aesthetic though, as i believe in the idea as a whole. my main concern for this project would be to ensure that it's a game and not purely informational, and have some way to challenge the player even if they can identify the plants perfectly. overall a really cool idea though, looking forward to what it becomes in sprint 3!
the incremental focus makes a lot of sense in the metaphorical planting a seed, and i quite like that. i do have to wonder what there is to the gameplay to make collecting the trash a challenge, because without something like that it could be kind of trivial and perhaps not click with players and may potentially diminish the message. i think it's excellent to switch the focus from cleanup to prevention in the late game, that's a really cool idea and seems like it will work well with the constant growth expected of an incremental game. good luck with the game!
it's a little vague what the moment to moment gameplay will be in this project, passive buffs are mentioned, but what are they buffs for? what does the player get up to while exploring the world? it's probably something that you guys have already thought of, but it isn't written down which makes it a little unclear as an outside observer. the current assets look really solid though, and i can envision a future where this game is really good and impactful.
i really like the clear concept and extended use of the metaphorical "plant a seed" here. on top of that the focus on light pollution is something that you really don't see a lot of in general and it's a unique niche to center a game around - at least from my perspective. production plan is a little vague but the scope is pretty small so i don't expect that to be a problem for you guys.
although the core gameplay is a little vague i think it's a great idea, although it doesn't seem to involve the jam theme of "plant a seed" much more than in a metaphorical seed of change if that makes sense. the scope and production plan are also kind of vague but it's definitely less of a worry for a solo project if you have full control over the results then you kind of know what you're capable of. the audience for a game about the destruction of data centers is definitely there too.
by the way, not feedback but if you need a team i'm in a team of 4 right now in a semi-metroidvania project if you would like to join.
the aesthetic and plan for gameplay is definitely on point here, although if i have any concerns it's with the number of levels, that seems like something that might have to get cut back during development if anything. the core gameplay loop is solid though and the theming is all there. i also like the use of a druid, very "classic fantasy".
i feel like this project is small enough to definitely be achievable, although i am concerned that it could be overly simplistic as a puzzle game, and i'm not entirely sure who the intended audience is. the twist of the player needing to go back and maintain their actions in the past in order to build a sustainable future is solid though and contributes to the theming well, although after it happens once it may lose it's impact.
i like the attention to detail where holding the jump button makes the player jump higher, little touches like that really improve a platformer! the rewind mechanic is also really cool, although along with moving and jumping and pretty much every action in the game would really benefit from some sound effects. excited to see where this goes if you do in fact continue with it!
also heads up it's typically best practice to put the .exe and .pck together and zip them for the itch upload
i wish the intro cutscene was skippable for multiple playthroughs, and i noticed that when locked on to an enemy, after killing them i was still locked onto where they were, and the camera got kinda weird at one point and pointed straight up, although i suspect its probably rooted from this issue, so that's something to take note of (i played "The_Last_Spinja_BugFixes_Windows.zip" in case that helps). the enemies could also use some feedback and actually being a threat would be good too, but at the moment they just kind of take a while to die and just don't do anything about it. i also really liked the 3d visuals! the game has a solid style to it there. nice game!
it's really not the worst thing you could make for a first jam with entirely new software, and as for the fullscreen thing, i'm not entirely sure what's causing it but i know what might help (here it is on godot 4.2 but its probably the same in like every 4.x version):
go to "project settings" from the "project" dropdown and find window settings under display
here you can find where to change the width and height (here i have it set to 1280 by 720), and what i think will help your particular problem is under stretch you can set it to stretch the whole viewport when it scales up rather than just the canvas, which should avoid having just like a gray rectangle on the side, sort of forcing your game into a certain aspect ratio.
i hope that helps! and i encourage you to keep making games and learning!
i liked this game particularly for its unique control scheme and the visuals, it's pretty awesome and it has that roguelike sauce to make me keep playing. audio and generally menus and stuff would definitely enhance this game a lot!
the game did crash on me after a bit, here's what it said in case that helps you diagnose it:
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_hearth:
Unable to find instance for object index 14
at gml_Object_obj_hearth_Step_0
############################################################################################
gml_Object_obj_hearth_Step_0 (line -1)
i like this game a lot i think it's pretty awesome! the ui could definitely use some work, and it felt like the enemies moves more or less didn't matter as my actions were pretty much out of my control in the first place, but spinning the wheel is fun and the little characters all having distinct personalities makes it very fun to play and keep going, even if it seems to just go on endlessly.
it's definitely very unclear when you can and cannot vaccum up the debris, sometimes i would just be stuck going over them again and again with nothing and other times it would seem to get them before even touching the debris, i did like breaking the objects though, as well as the overall design of the roomba.
very enjoyable game! it does feel like it caps out at a certain point, the difficulty and need to spin is really only present in the beginning stages of the game, after a certain point it does kind of play itself. i wish there was more of a reason to spin in the later stages of the game. it's a fun game though, well done.
i enjoyed this quite a lot! although the movement without the spinning ball definitely pales in comparison to the movement with it, and it shows on several levels. i also think that the ui is kind of fighting itself, with the in-game hud elements and timer fitting the feeling of a fast-paced 3d platformer very well, while the level selection and main menu feels very unceremonious in comparison. ultimately the ball feels really fun though, would've loved to see more levels with it, or more mechanics that complement it. good job!
i think this game is very overwhelming, and the random towers you pull gets frustrating when you need something that deals damage and you just keep getting tar spillers over and over again, some way to upgrade towers already placed rather than placing the ones you just spun could be a worthwhile change for this. aside from balancing and whatnot though, conceptually this a really unique and fun take on the tower defense genre that i have never seen, and the potential is definitely there for something really awesome.
i really like the concept although the execution leaves a bit to be desired, minor things like the gun rotating on your turn would really elevate the feeling of the game. something like enemy intent would also be nice, even if it's clearly taken from slay the spire. the concept of a deckbuilder with a six shooter is endlessly cool though, and i think it could definitely evolve into something even greater with further development. also the little messages on the shop screen were pretty good, they infused a lot of whimsy into the game! awesome idea.
i wish there was some way to know how i was doing in a fight, and all the ones i played felt like they took a really long time. i love the idea mixing a deckbuilder with a beyblade, and the graphics remind of a ds game in the best way possible. regardless of any issues i had while playing, the game itself has so much awesome style and the name is perfect, the spinning on the menus is that extra touch that really improves it too! ultimately i think this idea and world could go really far, and i think it would benefit from continued development. well done!
audio and visuals could definitely be improved, it felt a little bit that the birds felt a tad out of place against the backgrounds in my opinion, however the game as a whole when it comes to gameplay is very fun and is a pretty refreshing puzzle game from my perspective, haven't really seen anything like it and it's a fun way to make you think about your movement.
i like the visuals, and audio a good amount, particularly the menus and ui stand out as quite good. i did have issues with basic movement, seeming to be forcibly dragged in the direction i initially moved from? could be me not understanding the system but that definitely made the game way harder than it needed to be. i'm a fan of the pixel aesthetic though and the randomized fights are pretty cool, even if the combat is extremely barebones.
despite the lack of audio and simple visuals, i still thought this was a very creative take on the theme, and as a puzzle game it was a solid challenge, each level introducing one new mechanic was done very well, there's clear game design skill on display here with the structure of the game as a whole.
i liked this a lot, i can tell it definitely has the bones of a much more in depth rpg system from the menus with the party order and whatnot, but what's there is good. the charm is definitely on point, with all of the character sprites both in battle and on the overworld being very nice and expressive while maintaining the simplicity. i think that the joke where Thaddius just walks across water is honestly pretty funny, especially when it happens the second time, and i thought that the twist with the liberator was done really well from a presentation standpoint it felt awesome. i do think that the game would benefit from more sound effects, particularly in the menus, and more songs in general. feedback as a sound for walking, adjusting menu values, clicking around, and definitely for the saving menu would help make the game feel that much better. it reminds me a lot of Franken, which i'm pretty fond of, so i'm excited to see where this project goes, there's great stuff already!










