Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mars

5
Posts
21
Followers
3
Following
A member registered May 24, 2023 · View creator page →

Creator of

Recent community posts

I was messing around it before, but with GDScript. That wasn't the best experience for someone who has some programming knowledge and not in pythonic language. Things being a "scene" was also unnecessarily confusing, had to get used to it.

Now I went with C# and it's better, knowing the language pretty well. There are some issues though that drive me crazy, e.g. not being able to easily create scene-based "entities" in code. Don't remember the specifics, but tried to use different scripts for the same scene and it just kept complaining. So had to Enum my way inside a single script. Being able to just `new` a script and engine wiring it to the scene that's already there due to the `partial` modifier would be waaaay easier.

Then, from the editor, manipulating properties of scene's children is also not a thing. I can only manage direct Export properties. Tried to "hack" it with IL manipulation. managed to add Export property to the assembly post-compile, but the editor couldn't see it. And "Editable Children" is an awful substitute to what should be a normal feature. Just having an Export component property that also has Export properties in it and that would show up as a section in the Inspector.

Other than that it's rather fine. Lightweight and still evolving, so things will hopefully get even better. For starters it's definitely better than Unity or Unreal. For 2D seems the best option. For 3D, it depends. Low fidelity style, sure. High... I think you'd be better just picking Unreal. Unless you are skilled in shaders, but then you probably know what works best for you already.

Thank you!

The bin was supposed to work with the rotting. Basically once the dough got rotten, you had to move it to the bin. But putting stuff there would make you lose points, just so you won't wait it out and make space on the table this way.

(1 edit)

For this jam I decided to try 2D in Godot. Primary focus was to set scope very small and make sure all the aspects of the game are done on time. The outcome? A game about making pierogi. You might think about it as "Overcooked meets Tetris".

Set the art style  to be very minimalistic and then did all of it myself, for the first time. The music was also a first attempt and I am very happy with the result.

The biggest lacking thing is balancing the game to be both rewarding and challenging. But for that I need feedback from you, Goblins :)

https://mars9t.itch.io/pierogi-game


(1 edit)

Thank you for trying it out <3

I acknowledge that the game is a bit hard. That's where You, player, come in! Based on your (and others) attempt, I did some updates:

  1. When you hit and hold E when facing a wall and you move towards actually interactable thing, it will now show interaction prompt. I saw you having issue with that when trying to enter the hiding spot.
  2. The electric box has been updated with prompts, better highlighting of what's interactable and proper visual + sound feedback. Now it should be more clear how to interact with it and when you fail to fix it. I imagined electric box to be fixed sooner, but I failed at properly communicating what's going on with it. Now you should more easily know what to do and get those red lights go away sooner :) (yes, this changes lights back to normal)
  3. There is now an in-game "art" piece showing that hiding in rooms is not something that you should do. It's a bit on the nose, but I hope it will clear out any doubts when it comes to "where to hide". I've tried to rely heavily on the "light means something" with the green, "safe" light of the hiding spots. Now, the added graphic should complement this and it should be obvious what (not) to do.
  4. I've increased the range of monster's sound. Now you can hear him earlier and have extra time to escape from a room.

I hope this will make game more bearable and beatable for more folks.

I am considering to add difficulty settings to make game even more accessible.

Thanks again and have a great day! :)

Hey! Thanks again for playing <3

Yes, getting stuck is "not that hard" - just position driver side next to a wall, fence or rocks, and you will experience weird stuff going on. For a simple fix, I could add an "unstuck" button that would teleport you to an open area. Might also make a bucket respawn if needed - it is a physics object so it's possible to yeet it into oblivion, making game impossible to finish.

For the bucket appearing at one location - it's literally random. There are only three possible locations (consider that a spoiler xD), so having it show up at one multiple times is not out of ordinary. To the contrary - if you played like 5 or 10 times, you could get it spawn at the same location each time, same as you can get a single side 10 times in a row on a coin flip. You'd have to play 100 or 1000 times to get the "statistics of randomness" show up.

I appreciate the reports, but know that I'm not going to fix every single bug because I didn't make this game easy to fix in the first place - it's just not that type of a project. But definitely want to make it not be a chore or a rage game, so major ones will get fixed. The rest I will use as a caution when making games in a future :)