thats on me for not testing on production xD it worked in unity, weird haha.
Lysdal13
Creator of
Recent community posts
That's exactly right! I think i've found something that applies right here. In construct it's also called dt as in delta time. according to the link everything is depending on dt already EXCEPT physics, which is odd. It says to use "Set Stepping Mode" physics action on start of a layout, and choose "Framerate independent." I hope this helps :)
Sadly i don't know construct, i only use unity. But i do know 2 generel things that might cause this.
1. In unity when working with objects affected by physics you give the object a "Rigid body" which has a component that dictates how often the physics are calculated, in unity its called interpolate/extrapolate. This might be the reason why when you catch an ice-cream and try to whip it upwards, the ice-cream kind of goes into the cone.
2. In unity when handling things that run every frame you use the Update() method. And in unity its important to multiply values in here by something called "Time.deltaTime" which ensures that no matter the framerate, things are handled over the same amount of time.
cool submissions, feels very speedrunnable haha. As others have said the player sometimes jumps a little and i'm guessing it's because you use different floor colliders right next to eachother, this sometimes messes things up. I personally haven't found a solution other than just making each floor one single box collider in the editor :)
Very nice game, the graphics and the hectic camera shake is so awesome. How did you get the text to look so cool? ive always wondered. I can't really feel if the game actually gets harder, some linear spawntime going downwards would be cool. Another thing is, you could maybe make the colliders ( i don't know how it works in godot) bigger, so that even though the player misses by a few pixels it still counts. This way the game feels more rewarding and to some less unfair, just like celeste's character movement.
Such a fun experience, i was so caught off guard at the voice hahaha. The art is amazing and i love the style, for a game to feel complete the art must be in one style and you guys nailed that. I personally find it hard to make anything that isnt pixel art fit together so mega good job. Also the ending is quite funny, overall very cool experience :)
Very cool, awesome implementation of the theme. The mechanic felt a little wonky on level 2 around the corner, and on level 3 you could straight up just walk on air. That said idea was great and well executed, would be cool with more levels if you decide to keep working on it.
This may be harsh, but it is all constructive.
Maybe i don't get it, but the second level is impossible. There are two cubes and three different notes being played. I would place the "play" button and the "listen" button further apart, as i accidently hit the play button. The controls feel a little fast in the context of this game. A slow moving character would fit the slow gameplay. I had to reset once because i accidently walked off screen and wasn't able to get back, so consider placing hitboxes so the player can't escape. I dont know how you coded "grabbing" a box but it felt inconsistent, i never knew if i got it or not. I understood on the discord that you had some trouble with scope, next time you should consider what the 3d aspect actually adds to the game, because i feel like this game would have better suited 2d and thus leaving more time for polish
That's fair and all, enjoyment is subjective. I just don't feel like "It dragged on too long" is constructive criticism in the context of a puzzle game for a game jam. Btw I have no affiliation to this game, just sharing my thoughts as I didn't want the developer to limit himself because of this review :)
nice little game, it was fun trying to get on the leaderboard, once i got there i realized that you can write whatever you want, consider limiting the amount of characters in the imput field https://imgur.com/a/pGoPO13
I can surprise you and tell you that there actually is and end to the cave, and you might even find a big encounter at the bottom :0. Yeah, we wanted to make more enemies as well, but it just got away from us, and good idea randomizing their speeds, we should probably also have made the orcas not collide with each other. Thanks for the feedback :)
Thanks for the feedback. Yeah we had a lot of problems with scope creep and that resulted in a not as polished product as we would have liked. The gun is supposed to feel weak so it feels rewarding when you buy the seeking missile :), with more time we would also have added upgrades to the regular gun
I love all the feedback you get when you click, i also like the choice of shapes, it makes it very easy to quickly see how many times you need to shoot them. For future improvements, consider giving the player upgrades, this can be done by placing upgrades at random positions or maybe a leveling/exp system where you can choose between 3 random upgrades every level like Vampire Survivors
The rules are very hard to understand, i was overwhelmed with too much information in the single picture, i gave up on reading it as soon as i saw it. consider not forcing it on the player and make it a button in the corner so you can toggle it on and off. i dont play many match-games but this felt like a cool spin on the genre.
The game was a little short but fun.
Gameplay wise it was difficult because you have to use arrow keys, if you had used WASD you could play the game without constantly switching between keyboard and the mouse. I feel like the game would have fit the theme better if there was some "echo" where maybe your shot bounces of walls, or maybe the enemy sends a signal back when you hit them, something like that
The game was a little short but fun.
Gameplay wise it was difficult because you have to use arrow keys, if you had used WASD you could play the game without constantly switching between keyboard and the mouse. I feel like the game would have fit the theme better if there was some "echo" where maybe your shot bounces of walls, or maybe the enemy sends a signal back when you hit them, something like that
I really really like this game, it feels very complete. So complete i would probably pay for it on something like steam with more levels of course. The fact that this was made in three days is amazing. The art style and color combination is all really nice. The difficulty is perfect, it took me a while to beat the game. I loved the pace of introducing new blocks and how they work, i didnt even notice the tutorial button before i finished the game








