thanks
morgan
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i like the concept and changing battlefield, but i had no indication of what the value taken for buying back whatever would be and lost 3 times because of that. i also wasn't sure if i should be saving specific items for specific heros/places or just sell whatever and click next until i have more. i think it was just luck that i didn't lose immediately on the third play. even just telling me what they wanted to buy it back and giving me a turn or two to wait to do so would've really helped this.
huh weird, i know others have had issues with the camera that seem web-build specific. when not focused, it only moves slightly from the mouse, for more movement and visual interest than not moving at all. the normal view mode shouldn’t have that issue. it should go to the normal view mode when clicking any mouse button, i’m not sure why that didn’t work in the web build. i never had time to test the web build at all.
im glad you enjoyed what we managed to get done tho
thanks! glad you enjoyed what we were able to get in. technically there is a wall jump, but it requires a sloped surface rather than letting you jump off of an upright wall. you can try it by jumping off the hoods of some of the cars, you’ll jump a little sideways. maybe i’ll try to add a better wall jump in sometime, sounds like it could be fun.
the mouse sensitivity was so high, i had to dig out my mouse and even still. but it was actually fun trying to get it all done in time, as i could tell it was possible if i knew what i was doing from the start (some sort of popup with the costs before the timer starts could help). the wizard character design is very cute. i def wanna see this continued on.
im not sure how this relates to the theme, but as a platformer it could use some improvement. firstly, most locations have one or two camera locations that you basically have to put the camera in, switching to an automatic camera which would use the player position to stick the camera to points and rails would make it much easier. secondly, i don't think the jump had coyote time, which makes jumping off ledges feel fairer. the collider bumping into falling platforms also kept tripping me up. and i think lastly, the very bright colors made it hard to guess depth. i don't want to be too negative, but that's what comes to mind after this.
however i will commend you on getting multiple (at least two, i stopped after the first) levels in within the jam period.
i love the concept but the controls are kinda difficult to get to work and glitch out often. it would be nice if there was an indicator for the machine gunner to get an idea of if you should be waiting or running. also, the machine gunner likely wouldn't be able to aim down into the trench in real life, but all but one time it would kill me on turn one or two in the trench.
im not sure what happened with the camera for you and someone else, but clicking with any mouse button should grab the mouse and give full movement of the camera.
and rollerblading does take full wasd into account but the faster you go the slower you change direction, except when in the air. so when rollerblading if you need to change direction quickly, first jump and turn in the air.
huh not sure what happened with the camera there, clicking the mouse should in that situation then give full control. and yea we all wish we could have gotten more content in, we had an issue with getting the task system working and getting enemies spawning. right now im working on a new spawner system actually.
we plan to continue working on this and polishing it up, and i would like to expand on it for a steam version, with a much larger city, more types of quests, shortcuts, etc. but that might be a while.
and amber did great art for sure.
thanks, picking up things you shouldn't is always fun! at one point i tried to pick up boomguy and jump on him to move up but couldn't manage it. and yea web seems to have some issues with what we're doing, plus we had issues especially at the end with the billboards.
on the confusing movement, was it that the rollerblading would keep your momentum when it shouldn't? that was an issue i never had time to try to fix once we got down to the end of things.
yeah we had some issues getting that working at the end. godot kept messing up one of the scripts and im not sure why or if that was even the cause.
here's a reply i left on the submission page with more info.
i plan to make more builds (see second page linked at bottom of description) while voting is going on and after (i would like to continue this on post-jam in a larger world too), so hopefully that's something we can get fixed and up in a new build, even if that shouldn't be taken into account on voting, hopefully it could be there for more fun.
unfortunately i think that's it. i know we had some issues getting the enemy spawning to work, for some reason godot kept changing one script on the main level to another script, which might've been related to that.
and thanks! i made that rollerblading movement and the rest of the player movemen, and i think it turned out well. i had spent probably 2 weeks on a bike controller and couldn't get anything working and switched to that a bit over halfway in.
i have a page up for other builds, one was added from changes made before the jam ended but couldn't be exported in time, so maybe check back in a week or two and maybe we'll have a post jam version with some of that fixed.
im not sure when the submitted web build was built, but if you want more stuff to do, there's just that one enemy, but behind the main building is a gun you can use and hidden around the map are a total of 30 bullet pickups you can use with it, if you want a completionist challenge. at the very least it's in the partially within the time limit build on the linked page.
thanks for playing!
currently i’m working with a few people from this thread. we’re probably full up but i asked them. the idea i have for the jam project does involve 3d but prerendered, are you able to do 3d modeling?
edit, looking at your artstation i’m guessing yes. the modeling would be the inside of a wizard tower with some different images rendered for states of moved switches or such.
if you'd like, i joined this group. we're doing a pre-jam project and there's two generalists also doing a little pixel art, in a sorta bosch/papers please aesthetic, if that interests you.
bumping this
i reached out to jlothamer and have heard nothing from them, i reached out to sirshrugsalot who i talked to and they said that jlothamer talked to me which i have not, possibly just some miscommunication, but i’d like to keep my options open either way, so still feel free to ask if you’re interested.
hi, i'm also interested in music/sfx/etc.
i also use logic like sir shrugsalot13 so that could be beneficial for cooperation (you can find me on the logic discord i'm a mod there). i have some sounds up on my itch page, not representative of all i can do, i will share more (i have some footstep sounds i made somewhat recently for example), and i'd like to chat about what sort of sfx we would want.
i also really enjoy making pad samples somewhat in the style of old 90s sample cds, which it would be awesome to see someone with more melodic talent put to good use.
i sent a friend request
hi i’m morgan, i use godot 4 and i’m a generalist who prefers dark, 3d, scifi/futuristic/urban games, but that’s flexible.
im interested in doing multiple things but if it involves coding or implementing it in game, it should be using godot, and i can’t use unreal due to limited storage space and performance.
if time zone matters to you, right now my schedule is most aligned with west coast US time zone i think. i’m not sure how much time i can spend next month, but unless anything changes i can probably spend 6 hours a day, maybe more even.
if it is godot, i can contribute making sure it works and builds on mac, as that is what i use.
what i think im pretty good at:
- coding (gdscript and others, including gdextensions using nim)
- shaders (visual and code)
- music (generally dark, electronic, ambient, and with minimal melody. i can provide demos over discord)
- sound effects (i have some on itch that include some good ui sounds, but that’s only a subset of what i can do)
- game design (i tend towards larger ideas so it would be good to practice on smaller ideas)
- worldbuilding
what i can somewhat do:
- 3d modeling (not faces, not people, not creatures, nothing super detailed)
- some art and design (i do texture generator shaders in blender but that takes a while and probably isn’t necessary)
- visual direction (i’d love to work with an artist on this, i have some ideas, but they could also do the direction on that themselves completely)
what i am looking for:
- artist(s)
- programmer(s) (especially if i have to focus more on audio)
- 3d modeler(s)
- music/sfx people (especially if i have to focus on something else)
i have an idea that would work for the first two themes in the poll that is fairly self contained as far as modeling goes, mainly just a single room, essentially a 3d interface to a 2d game, including some worldbuilding and story outline.
i have another idea for the second and third which would have a larger linear world you go thru but with simpler mechanics/interactions, that leans a bit more on art.
both of those i think could be expanded upon into full games on steam if whichever was well received or if we got along well and felt like it anyways.
i have reached out to jlothamer and not heard back. i have reached out to sirshrugsalot13 and talked. that team situation is up in the air until i hear from jlothamer. i am keeping my options open for now.
currently i am working with people from here: https://itch.io/jam/collab-jam-25/topic/4645020/im-looking-to-start-a-team-want-to-make-a-game-in-godot
if it would be an issue for you to work with a queer woman, please be upfront with that if i contact you, i would like to avoid any disruptions down the line or other issues.






