I don't think there's too much to rework with the wheel itself, the mechanics are interesting. The introduction of higher priority threats or enemies with rare and coveted drops like extra currency or new ability unlocks would go a long way to keep players engaged. Totally understandable that it wasn't something you could realistically do in 4 days. Interested to see where this goes in the future!
Nick D.
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Pretty cool little game! I do love me some simple pixel games :D
It starts off kind of frustrating. The wheel is slow, you don't have a lot of nodes to fire with, and you tend to die pretty quickly. I was thinking to myself "this needs some kind of auto-fire or AoE" when I finally leveled the rotation speed and it unlocked the mouseover firing. It would probably be nice to have the next spell hinted at, rather than having it hidden until you invest.
That said, once you DO unlock the mouseover, it becomes trivially easy as you just rotate your cursor counter-clockwise on the nodes to spam beams in all directions. The unlocks further trivialize the game, but I imagine that's something you could easily fix given more time to develop.
Cool concept! I like that different guests had different criteria! I was a bit confused at first with the "max height" requirement but then realized the guests gauge on current max height and not the recorded one. I was going to mention that it would be nice to have the 3 tools on hotkeys, but then maybe that would've made it too easy?
I didn't really feel like there was any scenario where you'd want to use the shovel, though. And I don't know if it's the intended behavior, but swapping quckly between the flamethrower and molotov seems to immediately reset the cooldown on the flamethrower, so I used the flamethrower for 99% of my run haha
The SFX were a bit on the loud side, but that might just be the way I have my audio set up, since nearly every other project that had sound felt a bit too loud as well.
Really enjoyed this! Got overpowered pretty quickly. It took me a while to notice the mobs up top because they just kept running into the wall and never pathed around it lmao
Also maybe I missed it in the tutorial but it took me a while to catch on that I was specifically supposed to blast the present at the center? Maybe because it took me a while to realize the map actually had a top portion to it off-screen.
Completely agree with everything mentioned! I sadly ran out of time and barely squeezed in a barebones instruction UI. As far as the theme goes, there were a few elements that I put off that I shouldn't have which were essential to respecting better illustrate Hot and Cold and Beneath the surface. Gonna work on those for the next week.
Thanks for taking the time to leave feedback :D
I don't know if this is what you're referring to, but in Godot v4.3, they've actually addressed the threading problem that made it necessary to use itchio's SharedArrayBuffer support setting!
When you're exporting your project, just make sure the "Supports Threading" box is unchecked (it was unchecked for me by default) and Export Project as index.html as usual, and it should play in the browser no problem without the need to open in a pop-up window!
Pretty cool that you made this in Python!
Got up to about 2k before the game started getting a bit too repetitive with no real difficulty increase to speak of, but it works! No bugs or hitches or anything, though it's not quite clear when you need to switch, or if switching even has any effect. A visual indicator, like maybe the player blinking faster and faster as the mode change becomes critical, would probably help.
Good job :D
I love your pixel art, it's adorable as heck. The last stage felt almost too easy, I think the one that gave me most pause was stage 5 or 6? And the sound effects were a bit on the loud side, but that's a common issue with game jam projects it seems...
Otherwise a fun little game for something made in three days! Gratz!
Managed to clear it! Though it feels like every enemy just follows the same pattern of attack-attack-attack-block. A bit of variety probably wouldn't have hurt. Maybe some sort of head's up as well just before the attack comes, like they flash white just before attacking or something? And blocking seems to work even if you miss the timing, which is a bit weird haha.
All in all, pretty good for something you made in 72 hours!
Hey, thanks for the feedback!
I did indeed spend way too much time on the visuals, I was having fun figuring out ways to use spritesheets and tilemaps and parallax stuff. I had a few more things like NPCs and double the map size, but sadly didn't make the deadline and it wasn't finished anyways. Still I had a lot of fun! I'll definitely make a second project page and continue to update this! Thanks again for leaving a comment :D
Ran into a similar issue to Eli1331y, where as I was backtracking with the lamp, the character dropped it just before I was about to go through the "door." Back tracked, picked it up, but as the previous stage was loading, it made the lamp-dropping sound and the screen remained black, couldn't do anything.
I didn't get far so the review is worth what it is, but I love the aesthetic and music. I'd recommend actually displaying the controls for the various mechanics as you introduce them, and maybe making it a bit more obvious when the text in the dialogue box changes? Maybe making it a speech bubble over the character sprite rather than a UI element at the very top of the screen.
Overall though, awesome job with this! Didn't get a chance to fight any mobs so not sure how combat is, if there is any combat at all
It was an interesting concept! The shadow segment was a bit unwieldy, but I get that you were trying to add at least some measure of difficulty to complement the timing aspect of certain things.
My only complaint is the movement in human form. For some reason, the longer you hold down in a direction, the longer your character continues to move in said direction after you release. I'd be curious to know how you handled movement in your code!
All the same, congrats on getting something out in time for the deadline! That's huge.
Hey! So, gave it a fair shake. Got to about level 10.
I'm not really an expert at balancing things in rogue-likes, so I'll abstain from critique there, but it does feel like there's an absence of visual feedback in terms of how my health/shields are doing. Having to check at the bottom left corner every so often is distracting from all the action that's happening around my ship.
There's nothing that really tells me when my shields are taking a beating, or when the shields are being bypassed and my health is being damaged directly, or when my health is critically low. I don't know if this is something you'd want to fix with audio cues, like maybe increasingly worrying cracking sounds for the shield until a big shatter sound when it fully depletes, or maybe something more visual like a blueish sphere sphere around the ship that becomes increasingly cracked as it takes damage until it shatters. Or maybe you'd simply want to put radial bars around the ship that only appear when you're taking damage, like a red half-radial on the left and blue one on the right.
There were instances where my screen was flashing red for some reason on the fog stage, around level 8? But I had no idea why. My health and shields were high and there was nothing really on the map that was damaging me. To me, a red screen flash is sign that I'm taking critical damage or am in critical shape, so I wasn't too sure what that was about.
The music's awesome, if a bit too loud. The menu volume was fine but then you start the game and suddenly the music is obnoxiously loud.
The pink missile dudes are mega annoying. Maybe I'm just bad at these kinds of games but holy cow were they annoying. Like more annoying than any of the other enemies. I think it's the fact that the missiles just home in on you endlessly and go slightly faster than your ship.
All in all, a pretty cool experience. Not my kind of game, but I can tell you worked hard on this. There weren't any glaring bugs that I could tell from my short 10 minute stint.