Hello and exciting news! I have updated carnival smash and it should no longer lag after a few minutes of playtime! There are a couple other quality of life changes as well. Check it out and let me know what you think!
micaharvey
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Thank you! Appreciate you playing and providing feedback! I'm glad you liked the night sky and shooting stars! Those wound up being some of my favorite parts as well! Yep I hear that especially with the breadfruit weighing you down post boost (and even without it) the non boost speed feels a tad frustratingly slow. Better to not frustrate the player lolz. I'll try to find the balance of rewarding chaining boosts while not being so dang slow without them haha. Cheers!
That was really fun and great great work for your first game. Excellent choice including a juicy movement mechanic like gun jumping. Loved the voice acting too I thought it was nonsense at first but (while nonsense) totally had the intonation of the words that were on the screen. awesome and had me smiling. I liked the pixel art too well done all around!!
This is super cool I enjoyed it a lot. I was a bit confused by the locked chests and why my key turned out to be a master key but I was having fun and finding my way eventually! I am not the biggest fan of random encounters - I'd prefer enemies that roam around and rush you or stay still and block your way etc. Great stuff though I was really liking it. Good atmosphere and the graphics are amazing. Well done!
That was fun thanks for sharing!! I had a hard time finding that secret room haha. Probably could use a small hint. I was getting the sense that something was amiss in that level but eventually had to try running aimlessly. I liked that each level had its own flavor. Also smart to start dead simple. I echo what Oggie said about giving a face icon or eyes or something so you can tell when they're facing away thus making it a bit easier to rule some out or mark suspicious ones in your mind. smooth play and clean graphics and shadows. Well done!
Took me a second to figure out what was going on but I enjoyed it and beat it. The minimap is clutch. I didn't realize that was the boss the first time I faced off, perhaps label it like the other elements of the game? I noticed it was labeled in the minimap on second play. Enjoyable and fun experience.
Cool font as well! Though it looks like you're missing a few of the characters. Great use of the theme as well I liked that! Good job all!
very fun time. The controls feel great and the graphics are readable and easy to understand. Nice pacing as well It was nice to see the enemy variety over time. I did experience minor lag every time a new effect would play for the first time. I have a similar issue in my game I'll be looking into. Didn't stop me from having a good time :)
Thank you so much for letting me know! I'm glad to hear its been one to return to. Those additions make so much sense. It will be pretty easy to fix the lag issue by fading out and removing old debris from the ground. Then more content and options and ways to get combos along with pricier prizes that push your risk / reward limit. Cheers I'll let you know if and when I update this game!
Music is so good I love how the gun fire goes right along with it. It might be nice to line it up automatically so you're always firing on the beat. Nice sprites and vibe this is awesome. I also got pushed out of bounds but I saw you're already aware of that bug.
A minor different bug I noticed was continuing to shoot the same enemy as they're in their death animation repeatedly triggers the death animation until you stop shooting them.
Very cool stuff thanks for sharing!! Vibrant take on pixel art and 2D aesthetic. Well done!!
Thank you! I Appreciate you playing and leaving feedback! I agree that's totally where the fun is with this game is figuring out how to chain the boosts. Sometimes you want to leave a close one for later or leave one at sea so you can get the correct boosts
I totally hear you that using them to lead the player would work well. I was thinking a course might be nice. With some obstacles. Trying to keep up the wheee fast and never slowdown.
Especially thank you for noticing the breadfruit model haha that was like 90% of the reason I went with this idea and you're the first person to comment on it XD
First off I really like the shooting star animation for when I'm the favorite grandchild. I loved the art its very charming and the game overall is very cute and cozy. I liked the rolling mechanic and having the hedgehog think the actions as they were happening helped me understand what was going on. From there it was fun frolicking in the field. Very original well done everybody :D
Well put yeah I totally get that. I think a track is a great way to reward the chaining of boosts together and make it feel more intentional.
Yeah I was noticing the menu scaling issues too XD I'm using maaacks game template. It's awesome but I haven't figured out the scaling yet like the main menu buttons are too small and then the keybind settings menu is... jarring haha. Figured it wasn't a deal breaker for a jam so didn't spend much time on it but I like the focus on accessibility so I'll endeavor to include those menus in my intentional stylings moving forward.
Thanks for playing and sharing valuable feedback! Appreciate you!!
Thanks for playing and providing feedback! Yep I hear that and you're right I think they are too confusing as is. I wonder how best to convey the boost from the breadfruit followed by being weighed down by your cargo. It's supposed to kind of represent a boost in morale amongst your crew and then the reality of less space and heavier load aboard the ship. Also to incentivize chaining them one after the other.
Maybe I could have a BOOST text hover over the boat after collection and a timer ticks down and then it shows a red arrow going down saying "weighed down" or some such.
Thank you for playing and leaving feedback!! 3D was one of my goals for this jam! I am a blender noob as well as this being my first godot game. I'm having a good time learning and I'm finding godot super capable its awesome!
I also felt that the ship might be a bit *too* slow when not in boost mode, certainly don't want to frustrate the player lol but also want to incentivize chaining your boosts so yeah tradeoffs there. In general the speed variation feels like it needs some tuning and better readouts for the player.
Cheers! Glad you had a good time!
This was really fun and well done incorporating the wildcards too. I was a tad confused when opening the doors what the intent was but it didn't stop me from progressing. Fun enemy variety and interesting main tentacle growing mechanic! I had fun experimenting with various arrangements and the final boss was really fun! Felt polished and the art style felt consistent and held it all together. Fun stuff well done team you made a good game!
I absolutely love this game. I had a great time playing it and the different classes give it instant replayability. Great call having the tiles change visually when their conditions are met. Makes it more readable. Nice to include the infinite mode as well.
I was thinking a post combat readout of the damage done might be nice. The shooting stars implementation is clever too haha. Great job you two!!
Thank you! Yeah I was content to keep it simple with this one, glad it landed with you! Its my first game in godot and I'm still a noob at blender and 3D in general but its so fun to learn and level up with such a welcoming and uplifting community of game devs! And thats because of people like you! Thanks for playing and sharing your thoughts!!
This is awesome. I found the secret ending and I'm happy I did that was fun. The presentation of the wildcards I must say was very cute as well. So fun the secret ending card was hiding.
Great font work and art. Loved the theme use as well and its very original! I enjoyed the gameplay as well!
Like you already mentioned it's not tightly tuned or anything which is understandable for a jam time scope. I appreciated it was always possible though even when there were more items. Well done you two, good game!
Thanks for playing! Appreciate you leaving a comment :) Really helps to know during this learning process what "works" and what "doesn't". I'll keep night skies and atmosphere in the arsenal.
I owe the key binding goodness largely to having used maaacks game template https://maaack.itch.io/godot-game-template I found it while browsing the GWJ jam page. I definitely recommend and will use again. Took a bit of setup but is well documented and certainly saves time overall. Glad I found it early in my godot journey. Cheers!
This game is so much fun! It reminds me of Yahtzee but it's quite distinct and enjoyable! I found it quite punishing haha very good though. I encountered some bugs around the use of the extra bullet. once it even soft locked me and I had to quit and restart. most of the time I simply wouldn't get the extra die.
I had a great time overall! Very good game well done you two!
This was awesome. Took just a moment to get the hang of things and then I was having a great time with the risk and reward! I found a small bug where if you click hit during scoring you can kinda sneak another card in there. No big deal. The art is awesome and the game feels cohesive and like a lot of care was put into it. Well done!
Thank you so much for playing and providing feedback! Really appreciate it! I think a lesson for me is regarding readability of mechanics. The boost is kinda meant to represent the excitement of the crew but then it also weighs you down a bit afterwards. Chaining them together winds up being one of the more interesting parts so making that more clear for the get go will be of benefit. Cheers!
I had a really good time playing this game! I played until the end. The controls feel smooth to use and the game looks and runs super. The scope works well and I like that you have to stop running to see your target on the phone. At first I was confused my the marker left the screen when they were in view but I liked that it made me make the final call myself. Arrow icons for when the target is off screen and behind you might be a nice addition.
I was a bit unclear as to what caused your bounty to go up. I wound up thinking it was mostly a function of how far you were when you shot? Knowing that more clearly would have helped me strategize. I was hoping I could get back up on the buildings. I walked up the parking garage but it was a bit tedious to climb. Minor pathfinding issues but overall amazing for a jam. I did not experience any truly game breaking bugs. It was perhaps a tad unclear where I had got shot from when I died, but I got the idea.
I loved the No Scope message that was awesome. The graphics are amazing and the game runs at a very consistently good frame rate even on browser so kudos!! Well done team you made a good game.


