I really appreciate getting some more AI critical comments as well. I don’t feel anywhere near as proud of this game as i do about other games where i did the coding myself, and I don’t plan on using AI on another gamejam again (at least to this extent). It was a good experience to have tried it out though. Thanks for playing ^^
Nizart
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I get being uncomfortable. To be honest it does also weigh on my conscience a bit. While it didn’t do anything more complex, than what i could’ve done myself, and it made a bunch of mistakes that i wouldnt’ve made, even with those mistakes it was still at least 5 times faster than what i could’ve made in the same time. I do think that with a second programmer on the team, and me also doing some coding work, that maybe it would’ve been possible to make this game in the same amount of time (or at least still within the confines of the jam) but it would’ve been a lot more stressful.
However i‘ve never been able to make a good looking 3D game for a gamejam before. Being able to just push out assets and having them implemented in a matter of minutes feels incredibly rewarding.
I‘d say to the extend I‘ve been using AI, it’s not sustainable for a larger project. the codebase is hellish spaghetti code and there’s not a single person in the world who knows how it works. But if you just outsource certain jobs to the AI and make sure to manage the architecture like you would with a team of developers, i do think it becomes viable, at least as a solo dev. In this case it helped, that i knew from the beginning how i wanted the whole game to work, and i could implement the right features from the start.
It’s however not the best learning experience. I learned more about 3d art and animations, and music, but if you’re trying to learn how to code, stay away from AI.
I think the first time around i softlocked myself somehow because the prompts for unpacking the second and third boxes didn't show up anymore. the second time i managed to serve a normal soup, but i couldn't figure out how to add ingredients to the soup and ended up with a piece of cheese in my hand while the customer wanted tomato soup and there was no way for me to get rid of the cheese. I did enjoy the soundscape and art direction though. wish i could've figured out how to actually proceed with the gameplay though.
my highscore ended up being 61 on like my 10th run or so, although i played for much longer after that without ever reaching over 50 again. i tried using the whole platform to dodge, but it still sometimes felt really unfair when the blade changes directions while directly above you and your crouch ends automatically. interestingly, i never had this problem when jumping over the blade even though these two things should behave the same way...
anyways, i really enjoyed the atmosphere and i did genuinely jump each time my head got cut off.
both in the browser version and the windows build, i had the issue that the background renders in the wrong position. still played it to maxed out stats. wish there had been a little more skill involved, like maybe adding a second dimension of movement. but i still enjoyed it as the 5 minute experience that it was. good job!

wow this was so stressful. i almost ragequit at the last checkpoint and was going to write a review about how it's too hard, but i think it's just the right amount of challenging. i probably would've ragequit tho if i hadn't gotten that two-snowman puzzle in time the first time around. Overall this is an outstanding submission. the visuals are so clean, the music and sound effects feel very consistent (i really had to chuckle at the groan tube aliens), the gameplay was fun and engaging throughout. I loved it ^^
the movement feels very promising and the tutorial did a great job at teaching it to me, but does have some edges to it sometimes. bouncing of walls any changing directions feels a bit unintuitive, also i think i sometimes encountered a bug where pressing left made the character move right and vice versa. I would've preferred dashing with space instead of shift, because my pinky was hurting quite a bit at the end and i would've loved a few more checkpoints but that might just be a skill issue on my side. All in all though i really liked this entry and the movement seems promising enough that you could make a full game with it. I also really liked the visuals.
I was kind of confused at the last level, because the last fruit ended up being somewhere i thought i had already found a fruit. I'm also not really sure what it has to do with "spin to win". I did enjoy the movement and music though. would've loved to see a few sound effects on top of the music tho.
I tried really hard to get the good ending, but i suppose i'm not good enough at spinning real fast. one thing that kept tripping me up, is that shooting blocks your ability to spin for a bit, so if i start the spin too early, i have to do a whole spin on the controller before it registers any rotation again. I also had to switch from using a gamepad to the keyboard to get any score above 26. my highscore ended up being 43.
Binge watched the devlogs and had to try the game. I suppose I will also try out the Devbuild on the Discord.
I appreciate the translation, that's a good thing to think about early on in game development.
One thing that I've noticed (you might've already fixed it), is that when you pick multiple items up at once (Ingots after smelting), then you only see one text to show what you have picked up. I'd suggest using multiple lines of text like in Terraria.
that is a lot more time than I've spent playing... though my high score is 143.
Some advice for anyone having trouble:
-You can transform back to human using SPACE.
-There is a minimum of three enemy birds between two coins and the more birds went by since the last coin, the more probable it is to get a coin.
-Jump very quick and late, to get over the cacti, even if a bird is directly above it.
-Transform back to human after collecting a coin, to prevent using up too much of your "bird-time"































