Yeah, I'm really happy with how the tutorial turned out in the end! Thank you for playing. :)
Recent community posts
Haha, you're right! It really does resemble Guild of Dungeoneering! That's coincidental though: the main inspirations were the "Labyrinth" boardgame and "Cardhog", a game I've played (and enjoyed) quite a bit lately. Thank you for playing! :) And yeah, I developed a bad habit of making extensive use of the Godot icon when prototyping over the years. So when I ran out of time, I decided to simply keep it in. ¯\_(ツ)_/¯
Yeah, that's how far I got as well. But then I couldn't find a way to kill the remaining two enemies. However, I got it now, just had to tweak the order of things a little. :) Thank you for trying to help me out anyway - really appreciate it!
Dead ends can be used to block off directions you don't want the player to move in, e.g. you can use a dead-end with only one exit to the south to block an exit pointing to the north, east or west. However, that's too easy to miss and should be made clearer during the tutorial. I imagined it to be a more interesting choice for blocking off exits than the no-exits-tile as the player might turn around and arrive at a position adjacent to an already placed tile in which case an already placed (but still unvisited) tile becomes really dangerous. Admittedly that's hardly relevant at the moment though as most players end up building in a (more or less) straight line and never turn around.
I cannot even begin to tell you how heartwarming it felt to read such a comment during the first few hours of the jam! Thank you soooo much for the kind words! I definitely have some cool ideas how to explore this concept further once the jam is over. 147 rooms sounds crazy though - I don't think I ever got this far during playtesting!
Yeah, I wished there was some more polish as well. :D Simply run out of time in the end, so I had to make do with what I had at that point. Comparing the play count of last year and this year, that certainly cost me a substantial amount of views. Glad you tried it out anyways!
Thanks! Especially glad that you liked the tutorial! Even if I'm still not too fond of text-heavy tutorials, I was really happy with how it turned out in the end and managed to tell a bit of a story as well.
Yeah, I was surprised how much depth there already is despite the rather limited set of options. Balancing definitively is an issue though, if you get a good start it's usually easy to run with it, but you can get screwed horribly by a lot of 1- or 0-door-rooms as well. I'm confident that this can be tweaked with a little more development time post-jam though. Thank you for giving my game a shot!
No hard feelings! I'd have reacted the same way in your shoes! Sorry to hear that you ran into bugs and thank you for giving a detailed description of what you've encountered anyways. The map will definitively get a rewrite post-jam! The code for it is an absolute nightmare that I only kept in because I didn't have the time for doing it anew...
Thank you for playing! :) I agree that once you grasped the mechanics, the turn timer is likely a bit too long. However, I wanted to ensure the jam-version stayed possible for anyone checking the game out and as I hadn't much time left for balancing I chose a rather lenient time. Will certainly try that for the post-jam version though!
Yeah. I really struggled with time management this year. Spent a little bit too much time on brainstorming ideas and once I finally settle for this game, I ran into a lot of weird bugs midway through development and barely ended up finishing the game at all. Did not even have the time to think about polishing anything! ^^' Will likely continue to work on this post-jam though... Glad you liked the concept!
Gold was added only one hour before the deadline. Thus the implementation is really barebones: each card has a 20% chance to contain gold, no matter the layout, thus including tiles without no walls. So technically not really a bug - but still pretty pointless, yes.
I had a lot more ideas for the game, but (as always) things turned out to be a lot more complicated than I anticipated, so I ended up cutting most of the stuff I originally envisioned. In the end I was glad to be able to hand in something at all! I'll likely spent some more time polishing this post-jam, so your detailed feedback is much appreciated! Monster fights & equipment were already on the todo-list, but a mechanic to rotate tiles sounds pretty interesting too! I went for one infinite level over several smaller challenge-like levels, as I found designing puzzles a bit tiresome for my entry last year and wanted to try out a more "generative" approach to puzzle design this time. Definitively will consider adding specific challenges (maybe coupled with special player-behavior) for a post-jam version of the game though!
Thank you for giving it a go! :) Indeed, the presentation is really rough: I barely managed to finished in time this year. If everything went according to plan, I would've finished the gameplay on Saturday and spent the whole Sunday polishing it up. But instead I lost myself in the details and ended up spending WAY too much time on the (rather inefficient) implementation of an infinitive level... ¯\_(ツ)_/¯
Thank you for playing. I see a lot of potential here as well. :) After a lot of headscratching while designing the puzzles of my entry last year, I tried to consciously stay away from puzzle design this year and instead chose a more or less "generative" approach this time.
Excellent job! Got stuck on the last level though. :( Any hints?
Really hope you continue to work on this post-jam! Some QoL-features I'd enjoy:
- moving a character not only down, but also up in the turn order
- letting the "play"-button toggle between "play" and "stop"
- removing a single hero by right-clicking on it
- direct level selection
I think you nailed the feeling of being a parent! ;D Real neat idea! Wish the shield would be just a little bit bigger though: had a lot of trouble reliably blocking projectiles on level 3. Also it felt like the son is knocked back just far enough to be right where he stood when the next bullet reaches that point, which can be quite frustrating when you're close to the end of a level. Lastly I'd shorten the duration of the fadeout when restarting the level, given how tricky later levels are and how quickly it becomes obvious when you screwed up. All in all very challenging, but well-made game. :)
Though about a similar concept during brainstorming after reading Mark's comment on "what is something developers usually can control?" - really cool to see it realized here! :D I found spending 20 points a bit tedious though, especially given that I usually ended up pumping all or nearly all my points into one stat anyways. I feel like 5-7 points (with greater impact) would be optimal! Loved the concept of the "Style"-category basically being the pure hardcore experience of the game.
I really dig the concept! Though I found the controls quite challenging. If you turn around too fast, you will skip over some enemies - which kind of makes sense to prevent the players from trying to cheese the game by drawing infinite circles with their mouse, but also punishes people who are not trying to do so and just turned around in the last second. Also my brain felt quite overwhelmed by having a scope that doesn't actually indicates where you're aiming at. I'd imagine using an analogue stick to turn around would feel a lot more intuitive. Lastly I found it quite hard to differentiate the default orange of the ship from the yellow of the soon-to-be-fired canon - you might consider increasing its size temporarily as well to make it more obvious. Or you know, choose more contrasting colors, lol. All in all, fun game with minimal, but polished presentation and a nice variety in levels. :)
Guess I'm just narrow-minded and couldn't really imagine a game about peeing being so much fun. :D Nothing wrong with your presentation though, you did a great job of focusing your resources where it matters! :)
Nicely polished. The concept feels a bit basic to me, though I like the way you tackled the "control jumbling": clearly telling the player that the controls were switched, but leaving it up to them to find out how, while still keeping it doable by limiting yourself to three keys. I found that many entries that did switch controls around used the whole keyboard, thus ended up nearly unplayable, even though very adherent to the theme. Glad you prevented that - had some good minutes of fun!
Honestly: When I saw this on reddit, I thought I would hate it. Gave it a go anyways and stayed till the end. Wish it would make such a satisfying sound in real life! On the other hand, I'm glad I'm better at it in real life... And I don't need to do it on the moon - yet! Great, uncomplicated fun, quite literal take on the theme. Never looked at the three stats in the top left corner though. Would've been hard in some of the stages anyways, given that it was black text on (more or less) black background there.
Very unique idea. Though I feel like it spirals out of control rather quickly - and given the constant time pressure you're under there really isn't anything you can do to get back on track. That certainly fits the "out of control"-theme, but personally I would have preferred a purely turn-based system that rewards thinking more carefully about the ruleset that guides the spread. Anyhow, for a 48h game jam you did a really good job: love the minimal asthetic, the sounds fit very well, the twist when you're overrun is funny and nicely introduced and it seems you managed the scope of your game really well.
Came for the looks, stayed for the challenge: being a shepherd dog is actually quite hard! Or at least I thought so until I realized it's enough to close the fence gate - even if none of the 20 sheeps made it, haha. I think the levels are a little too big and given that you cannot rotate the camera (or can you?!) turned trees into my biggest enemy, simply because I couldn't see anything. Would be a fun game for a first person mode as well: bounce, bounce, bounce, hehe. Love the idea!
While it's hardly a game in its current form, it somehow feels incredibly calming watching the cars move back and forth through an ever-morphing city. Is it inspired by the "Labyrinth"-boardgame? I considered doing something similar, but eventually ended up dropping the idea. One can still sense the influence though when looking at the different room layouts in my game. Also learned on that occasion that the boardgame seems to not include any crossroad-tiles. :D
Love the concept! Laughed out loud during the intro with the "wrong" dogs. Was confused at first how the aiming worked until I realized that wasn't in my hands at all! Focusing on "just" dodging and shooting kept me quite busy for the first levels though and once I finally felt like I figured things out, the difficulty ramped up and demolished me rather quickly - not without me bursting in laughter again though. Had a great time through and through, 5 stars in every category - this is how it's done! :)
Great presentation (as usual). Incorporates the "out of control"-theme very well too! However, I found it pretty damn hard... Which is part of the experience I guess, though I am almost certain I would have enjoyed it more with just the spontaneous combustions but stable WASD-controls. However, that is a common issue with this year's theme I feel: taking control away from the player somehow feels wrong. Overall you did a pretty amazing job - and certainly a better one than me in the art-department. ;D
Edit: Almost forgot: LOVE the fact that you can kick burnt enemies for extra points!!!
I really dig the artstyle - good job! However, it's possible to enter the cellar without talking to grandpa and getting the key. Which is even more confusing because picking up the gun triggers the next story bit, so grandpa might die without you ever talking to him again. :( And yes, the defense part is a bit out of control (haha). But given how short the game is, I was perfectly fine with trying a few times.
Fun idea! However, I found the levels WAY to big and often found myself mindlessly walking 5-10 seconds into one direction before finally hitting a wall again! Also it felt a bit arbitrary that one can shoot an arrow directly forward, but not directly to the left or right - any balancing reason for that? Given a smaller (and probably hand-crafted) level, any concrete goal (e.g. "hit three levers to open the next door") and a few extra challenges along the way (like "Don't touch an enemy", "Don't get hit by an arrow", "Collect all gold") I can see this mechanic having a lot of potential. :)
I also had issues with the web version. None of those were present in the linux version though. :) Your game idea (though in a completely different genre) is similar to mine, i.e. controlling the level around the player instead of the player itself. I think I would prefer a keyboard-centric control scheme to stop the player and move objects around though: I found myself miss-clicking a lot as hitboxes seem to be quite large. Also later levels included a bit of trial-and-error to get the timing right - and in some cases I wasn't even aware what I did differently when it eventually worked out! Assigning a key (like 'R') to quickly restart the level and an option to skip the initial countdown would make those parts a lot more enjoyable. I liked the overall difficulty curve though! Also the minimal design works great!
Here's a short list of bugs I encountered:
- The countdown is shown behind world objects
- Survibunny is shown in front of the pause menu though
- Choosing 'Resume' closes the pause menu but the game will freeze
- Clicking 'Retry' seems to not consume the input event: if there is a clickable object below, it will start moving once the countdown has finished (that you've to wait till then makes it even more annoying!).
- Choosing 'Exit to Menu' switches to the main menu, but buttons won't work anymore
- Blood particles don't stop emitting on pressing 'Retry' after an enemy ran into Survibunny
I like the idea. However, when the weapon mode switches, that should be a lot more obvious! As of now, "Backwards" into "Knockback" is a death sentence. Maybe display the new mode above the hero and/or crosshair? Pause or slow down the game briefly after the mode switched? Display a timer that shows how long the current mode will still last, so you can plan around that? I also found myself skipping "Spin" all the time: given that you move faster when not shooting, there really is no point in using it. The chances of you hitting anything like this are close to non-existent anyways and as enemies can take quite a bit of bullets, even hitting them oftentimes wouldn't change anything! From a game design standpoint I liked the "no aim" mode most, as it usually forces you to navigate into awkwardly risky spots if you want to keep hitting enemies while it's active. Lastly I would have liked a way to refill hearts to make up for early mistakes. Maybe reward the player with +1 heart (but maximum 5) after each wave of enemies?
I agree that one should not be able to simply pre-make all the weapons. However, I think this is easy to avoid with the right pacing of new customers coming in and old customers getting angry and leaving. But it felt really disheartening to craft, let's say, a sword and seconds before you're finished, the customer leaves and as there is currently no other customer who wants to buy a sword, you have to throw away the sword in order to get the space again to craft anything. So even just one tile to store stuff would help, I feel!
Thank you for reporting! You played under... Windows? Using which resolution? I think I might have messed up the settings, when exporting, so the game is always 1920x1200 pixels large, no matter your actual resolution - will address this in a future patch! Glad you still managed to find some enjoyment in my game!
Damn, "metroidvania in a nutshell" would have been THE title for this game, hahaha. Thank you for playing, glad you liked it (means a lot to me, given how perfect your puzzle game turned out!) and sorry for the end. ^^' Unlike for GoT there will be one more season though!