Yeah, in mini-metro the roads aren't directional because the trains travel both ways! I could see developing this in the mini-metro direction.
Hm. Villages randomly popping up, with towers by them. Make a revolving track between villages to shuttle archers between towers, and then directed graphs from special towns/buildings to upgrade town buildings. Possibly get rid of the centralized producer.
Not sure if what I see is what your vision is, but I can definitely see how a game would be developed from that inspiration and this base :)
MurderWho
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You don't seem to have packed all the necessary files with the game for it to be able to run :(
When distributing a godot game that is exported to windows/linux, you need to also include the .pck file that the exporting creates, as that's where all of the resources and such are stored. If you wanted an all-in-one .exe, that's possible with godot as well, but you have to set the appropriate option, "Embed PCK" under "binary presets" in the export menu.
The godot docs for all of that are here: https://docs.godotengine.org/en/stable/tutorials/export
I hope you're able to & allowed to correct your technical problems before the judging period is over :)
Well, the other comments capture my thoughts. I think a good way to make the jump more intuitive/useful/way less frustrating would've been to show it's arc before you jumped. I ended just never using the arrow keys because everything was vertical, and the complete lack of air control made the jumping even more annoying. The very slow sword strikes were also annoying.
So the movement needs more work, but I can see some good bones here.
Everything is Crab came up in conversation a few times while designing the game :) We discussed the possibility of evolving into different traits through eating different food sources at one point, but that was *clearly* out of scope for a two-week game.
Discussion of the "e" ability below, skip the rest of this post if you haven't played/rated it yet as I explain a mechanic's intentions ;)
The roar ability mattered a lot more before I aggressively tuned the siblings to follow you, instead of splitting off and doing their own things. I created an entire node-based AI system for the dinosaurs that was probably overkill for a game of this scope, and by the time I tuned it for the final pass, it was clear that the sibling identity was something the player had to search for, rather than something that was obvious within the 5-10min timeline of the game. And so it mostly just felt bad that your siblings immediately ran off, and often died off-screen, if you knew they were supposed to be able to help you . . . but for new players who weren't told what to expect, the reaction was "why can I see other health bars on screen?".
So to reduce the friction and make the game more clear, I got rid of most of their individual traits and replaced it "follow the player" and "attack the player's targets". The roar ability stuck around because it's still useful to pull them away from fights they can't win yet, like facing a ceratosaurus as a baby. It's also useful to find your siblings when they're off-screen, because it makes their roar icons appear. We could have communicated that better, once we changed the sibling AI, but that wasn't a priority in the final couple of days as we hunted down other bugs and clarified other mechanics.
Odd choice, to make a chick jumping on creatures much more powerful than an automatic rifle. The level design could use some tuning; I felt like just going through without using any of the special abilities was the most effective, safest, and fastest way to beat it.
Overall I liked this one, I could see how this could be built out into a fun full game.
This reminded me a lot of an old screensaver called "Johnny Castaway". And it really felt like it too, while fishing for all the parts to make a raft.
I think rating it based on its compellingness is unfair, since it didn't seem to be trying for that, so as a cozy experience, I'd say it was laid back, and the island was nice to look at and the music calming to listen to while I chilled out.
The movement is . . . really off. Strafing left and right pushes you in some weird direction. One play, strafing kept pushing me towards the start of the maze, the next it was pushing me behind the camera, either way I found myself accidentally hugging the walls most of the time. Just that alone made it difficult to predict where I would move, not in the "this makes gameplay hard" sense, but in the "the camera moved in a direction I did not expect" sense that gave me motion sickness. I do not normally get motion sickness.
I . . . don't know if I beat the game? It was not clear what happened there. I got through three gates and touched a purple and pink striped thing.
The range to hit the enemies with the punch feels bad, esp. since a missed attack is almost always a loss. I didn't notice shift did anything? But there was a button prompt for it? I see that there's a 2nd level the jump pad is *supposed* to take me to, but unfortunately, it stops short and dumps me into the endless void instead. I felt confused much of the time, but I also don't think there's anything about the game I didn't figure out.
The chaingun felt really bad. I didn't realize I had to hold the button down, after that being the wrong way to use the other weapons, so I just thought it was a bum weapon on purpose for a while, pushing you to put points into the receivers.
Therobo-manti look really cool :)
I did not realize that roads were directional for a while, so I just drew roads from top to bottom -like the example- and nothing happened and I didn't realize what the problem was. Gave the game some extra time to figure out what it was expecting, but even so, monsters love to clump near the middle of the top gate, where it takes until archer upgrade #2 to target them. Even focussing on just the bottom two towers and one of the top, focussing on the top after the bottom reach the 1st range upgrade, I was killed before I could then get enough of the other upgrade to kill the monsters faster than they were killing me.
There might be more to this idea, but having unwinnable scenarios pop up so commonly and so soon prevents me from exploring it.
I really like this one :) Chaining the arrows together to create huge speed is very satisfying, and chaining them together to create precision movement is *also* satisfying. I kinda wish there was also a "number of times cow was tossed" counter separate from the arrow counter that counts the number of times the cow touched the ground, or something.
. . . did I miss a key-guide somewhere? The game accepts both wasd and arrow-keys, so there's that. I . . . don't know what the point of the game is? I explored around a bit, found nothing. I chased some kind of grinning mask around, that did nothing. Couldn't figure out how to interact with anything, maybe nothing really interacts. I gave this game some extra time to figure it out, see if it was a me-thing rather than a game-thing, but it seems to be a game thing.
There were a number of sticky points throughout. The block matching puzzle, I couldn't get the physics to cooperate and get the blocks to fit in the holes. The rose & vase, I couldn't move any of the roses for a while . . .? And then I could? There were some scenes, like the playmat, where I was clueless on what the game was asking from me, and I still don't know what I did that advanced that scene.
The idea is there, and it does communicate distraction therapy. I probably would've leaned further into the "warioware" designspace, and made the kid's toys puzzles bright and musical and dopamine-y and a little bit action-paced, but the slow, serious tone over the distractions serves the theme and atmosphere well.
I enjoy this type of game, so this was an easy high rating for me :) I think it's about where it should be coming out of a gamejam. The puzzles get a little samey, and there's not much thought to it, but how many mechanics do I expect you to make for a gamejam, right?
It'd be interesting to see where you would go for a full game. It's already got that Animal Well aesthetic, it could easily go into the esoteric puzzle rule discovery direction
This crashes after the 2nd level right now, the error message:
___________________________________________
############################################################################################
ERROR in action number 1
of Destroy Event for object obj_child:
Variable obj_child_3.game_ui(100020, -2147483648) not set before reading it.
at gml_Object_obj_child_Destroy_0
############################################################################################
gml_Object_obj_child_Destroy_0 (line -1)
gml_Object_obj_child_3_Step_0 (line -1)
