That's alright man! It doesn't have to be perfect. I just appreciate the fact that you'll test my game!
nathonium
Creator of
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Hey everyone, would anyone mind giving my game some ratings in these last 2 hours? I'll give your game a rating as well.
Here's the link: https://itch.io/jam/godot-wild-jam-73/rate/2973654
Please and thank you!
Pretty fun little game! I thought the art style was pretty nice, and the brick sprite was pretty cute in my opinion! I couldn't complete it, though. I got to a part in the second level where there were two vertical spike patches on the walls and one of those boost tokens. I just could not get past it. When I hit the boost token, it wouldn't boost me up, and the spikes had some unforgiving collision detection in my opinion. Other than that, this was pretty good!
Thanks for playing! I never really looked at my game as a potential rage game, but I guess that only adds to the satisfaction of completing it lmao. I also like how you opened your comment with "oh my god I beat it." Definitely a nice little chuckle for me. And the pausing in mid air while attacking thing isn't really something I intended, but that'll go under the "it's a feature, not a bug" category. I'm glad my game was able to make you feel better after beating it. Also, you're the second person to have complemented me on my music. So thank you for that. So once again, thank you so much for playing! Glad you *probably* enjoyed it!
This was very fun to play! It's certainly very polished as it is, especially for a game jam game. I feel like with a little more polishing, it could be a full commercial release! I have a suggestion, though. I found that the mouse sensitivity was a little too high for my taste, and the options did not have anything for adjusting the sensitivity. Other than that, great job!
Thanks for playing! This certainly isn't the first time people have talked about the ladders in the game. And the ladders wasn't necessarily me trying something new. I mean, it was my first time implementing ladders into my game, but I wasn't trying to be different. When I added the ladders and realized that you had to move if you really wanted to climb them, it was too late for me to fix it. And believe it or not, but the enemy hitboxes are actually a lot easier than they were when the game was being play tested. They were brutal then, but I can see how they can take some time getting used to. So once again, thank you for playing!
For the controls, I think that the mouse should control the turning and the shooting. A slight issue I was having was how wide the turns would be. I did end up discovering the sharp turns and the flip turns, but they were all the way across the keyboard from the normal movement controls. My suggestion is, like I said, maybe have the mouse control the shooting and the normal turning, and to maybe have the WASD keys control the different types of turns? I think the boost button is fine where it is, I didn't have much issue with that. That's about all I can think of.
This was pretty fun! I do have some suggestions though. I was kind of confused on the destroying of the towers. I didn't expect for there to be several satellite disks that you have to destroy. Maybe make like a counter for them to see how many you have left to go? And I know you sort of mentioned this, but the keyboard controls felt a little weird to play with. Like I said, I know you mentioned that gamepad was the best method of input for this experience, but maybe do some optimization of keyboard controls? Overall, very fun game! Seems like it would be great as a longer game!
Thank you for your feedback! I understand that the combat and the climbing can be a bit difficult. Most people that have play tested or downloaded the game usually either like the ladders or aren't the biggest fan. One person ended up not being a huge fan at first but started to enjoy it more as they played on. And for the combat, what was published was actually the easier version of combat. When the game was still being play tested, the goblin's collision was absolutely brutal. I ended up shrinking the collision shape, which helped a lot but it still clearly isn't perfect. This project had a couple of firsts for me. Those firsts being the ladder and melee combat. The reason the sword was so small is because it's a part of the player sprite, which looking back on it may not have been the best approach. I will definitely look into the collision masks you've mentioned. If I remember correctly, I have played around with them before for a previous GWJ game. Although I can't exactly remember if it was the collision layers or the collision masks I played with. I also didn't do a whole lot with them, so it may be beneficial to become more familiar with them. So once again, thank you for your feedback and thanks for playing!
Pretty fun game! Although, some aspects were a little confusing. I felt like the main objective wasn't too clear. It didn't take long for me to figure out what to do, but maybe add a tutorial or a controls menu or something like that. Also quite the interesting take on the theme, I wouldn't have thought of the player being a tower. It was also interesting that you fall upwards instead of downwards. Makes for some fun gameplay! Something I found is that most, if not all of the levels could be beaten by just keeping to the side and having somewhat decent timing. So maybe add a bit of a difficulty curve in the future? Like maybe more/harder enemies? Unfortunately, the end screen seem to not have worked. All I saw was a black screen with some music in the background. I was also confused on what the yellow heart did, as it seemed to have no effect when I picked it up. Overall, it's a pretty fun and unique concept!
This was pretty fun. At first I was confused because it had nothing to do with the theme, but then I saw the Wildcard you used and things made a lot more sense! Also, the gameplay is a little confusing. The objective isn't too clear, and I was also a little confused on some of the stats on the cards. But after a little bit of time playing, I started to understand it. Overall, pretty good game. Just needs a tutorial or a quick directions page. Good job!
Pretty interesting and creative take on the theme, definitely not something I would have thought of! I had some issues actually playing the game though. First of all, the title screen looked weird. More specifically, the title of the game was not centered, the background of the game didn't fit the screen size, and the buttons weren't centered either. I'm sure this is just an HTML exporting issue, though. The actual game itself I could not play. I tried following the directions, but nothing I did worked. I've looked in the comments for this, and it seems like I'm not the only one with this issue. Overall, I feel like it could be a great game, just needs some work and some polishing.
Thanks for playing! I'm honestly really surprised that you liked the music, it's not really my strong suit. Most of the tracks I make sound damn near the same lmao. And this is also the first time I've gotten compliments on my music so thank you for that! About the ladder thing, it does take some getting used to, but it's really easy once you have the method down. And about the attacking, you should've seen it when the game was still in development. You really had to get lucky to be able to kill an enemy. Although I know it's still not the best, I think it's a solid go for my first attempt at meele combat. So yeah, thanks for your feedback!
https://nathonium.itch.io/tower-scale
Try this. If that doesn't work, let me know and we can work something else out