I really liked the visuals and the atmosphere they created, more than once I got spooked by a little blue monster running at me in the dark lol
marea
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Really liked the atmosphere and totally loved the snow trail effect, it’s so subtle but it a really neat detail, the story is interesting, butt I found a bug when you respawn and go back to the note in the final room, it’s texture is not visible and you only get the final question and it “fails” you every time after, it’s like the scene is not being reset correctly maybe? Any ways, great game loved it!
Yes! I liked the fact that in a way you’re making your own bullet hell! It’s kind of a risk reward thing!
I really struggled to balance the parry and the enemy health, but at the end I just went with something that would feel good at the beginning, if I come back to this project I think balancing depending on the phase of the boss should be done differently. Thank you for the feedback!
Really loved the various weapons, and the destructive terrain was something I didn’t expect but really liked!
Sometimes it was difficult for me to see what materials things were made out of at a distance.
Also, text could use an outline as it was hard to read on some places.
But the general gameplay was great, the zooming effect when aiming was really original
Had a lot of fun doing this game jam! I mainly focused on the visuals and sound, so the gameplay may be a little off, but I hope you like it!
Also, if anyone could help me know if the web build is working I would be greatly thankful! My internet is a little slow at the time and I’m still uploading the desktop versions ^^U
Thanks for the feedback! I definetly need to make it clearer what upgrade is selected. And I also did’nt even know Enter could be used! I’m still new to Godot UI nodes so it’s kind of weird for me.
I’ve been able to click on all upgrades and see the effect, but maybe because I grew used to it, will look into the matter, thank you very much!
And yes font is a problem, I was going to include a font switch option but oh well, time ^^U
Building up a swarm is a nice take on the theme!
I had a random crash trying to go for the watermelon :(
The main problem I had was that I could’nt really see where my moth were at times, some kind of outline would be a nice visual indicator!
The eating fruit event looked like a QTE so I spammed F more than I would like to admit before realizing it was timed ^^U
Also! Great graphics!
Time constrains and life got in the way so I couldn’t really design any more weapons, but I laid the ground work to do so more easily in the future.
UI design was one of the last aspects I put attention to so it really shows :( any suggestion for how to convey things better?
Some upgrades apply effects without clicking on the stas tho!
Thank you very much!