Nice little twist on the twinstick shooter genre. Generally not a huge fan of the genre, but I quite enjoyed the added aspect of having to constantly turn around to see if I was in danger. Nicely done!
LukasWho
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Controls are very wonky in this one. I’m pretty sure I would have preferred if the WASD keys were always relative to the current camera angle and not to the player.
Graphics look decent.
Gameplay-wise, there just isn’t much there yet, so it’s hard to judge. I’m also not sure how much can be done with the engine. Keep working on it, though! Might turn into something nice.
Huh. I didn’t really understand what was happening and then I died. Interesting idea, but I wasn’t sure if there was some sort of win condition?
As a side note, there is a Pointer Lock API, but I’m not sure if and how Godot supports it.
Footage of me playing the game: https://www.youtube.com/watch?v=Y76AszIxuEU
Seriously though, this was pretty well done. Like an idle game without the idling. Balancing felt pretty good (though lights felt a little expensive). Two minor complaints I have is that holding down the mouse button seemed a bit unnecessary (might just me playing on laptop, though) and that I didn’t ever feel like there were any stakes. Apart from that, a very solid entry!
Gave up after a couple of attempts since I’m just not good at this kind of game, but it was a pretty fun exprerience! Some more clear hurtboxes might help, as well as some more feedback on when you get hurt. Also, the game seemed to lag a little on my machine, which is by no means a gaming PC, but which I was still a little surprised by. Still, a pretty solid entry overall, nicely done!
As someone who has struggled quite a bit with mental health problems in the past, I quite like the concept! This might actually be a nice gamification approach to exercise a daily positive thinking routine or something. Some thoughts on that (DISCLAIMER: These are very unqualified opinions).
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Some of the quotes seemed a little cheesy to me, but I realize that’s very subjective. It might be nice to have the user be able to input their own phrases which they know are helpful to them.
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I think a main part of trying to stay positive is identifying your own destructive thoughts and doing something about them. From a gameplay perspective, it would also be nice to have negative thoughts coming at you that you need to disarm, since it would actually force you to read the thoughts coming at you and not just click at them blindly. HOWEVER, I do realize that this is a bit risky, considering the pink elephant paradox is something that does exist, so you’d have to be somewhat careful about the implementation, especially since I think some coping techniques work better for some people than others.
It might be interesting to get some input on this from people who have more experience with psychology. Still, I quite like the idea here. Nice job!
I didn’t quite understand the concept at first and thought your idea was a corrupted tamagotchi that fed on its owners’ souls, which honestly sounds like a fun idea to me.
Pretty straight-forward implementation, but it seems to work well enough. Unfortunately, I think I’ve sort of grown out of my tamagotchi phase. Still, good job getting this to work in such a short time!
Cute start, and decent spritework! I would have enjoyed the game more if it had been a little more fast-paced, or maybe even increased in speed over time. If you wanted the world to feel a little more dynamic, moving the floor alongside the objects would be a nice touch, and if you want to get really fancy add a small running animation for the dragon. Still, you managed to get a fun little game going within the time constraints, well done!
Funny idea, though maybe a bit too RNG-dependent? I think I would prefer if the demon was always heading for the nearest temptation.
In principle, I liked having two soundtracks, but given my strategy in later levels I would have preferred if they hadn’t changed so aprubtly. I get that it’s a bit much for a three-hour jam to implement dynamic scoring, though.
All in all, I think this has potential and I’d be interested to see the idea developed further. Well done!
Neat concept, though right now, the main interaction mainly felt like a chore and not like it added to the gameplay. I guess if there were enemies or some other danger if you stayed in the same spot for too long, this would drastically change how it feels, and I appreciate that three hours are a very short time, especially if you’re working with a new engine for the first time. I think the idea does have potential, nicely done.
(also props to you for jumping off the Unity ship ;))
This was trippy. Not entirely sure the graphics behaved the way they should (the man and a table basically frantically switched between two positions with a frequency around 1Hz), but it was definitely an experience.
My "solution":
Wife had an affair with another woman, he killed her with a hammer and made it look like a car accident.Super cool idea! Now you’ll just have to turn it into an actual game ;)
I really dig the concept, though. Could probably work either as a horror game or just a game where your heart rate goes up from doing acrobatics and stuff.
Also might be interesting to make a game that’s controlled by the actual player’s heart rate.
Neat proof of concept!