Great jam submission! Liked the voice lines and sound-based puzzles. Only thing I would suggest is that the sounds in the last room play once and then you can play them again by clicking on the books or something. Also, an indication of which slot is the first one to place the orb in would be great too.
noahthehuman
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Nice game! I liked that there were upgrades and the enemy movements (particularly the red enemies and boss) were especially nice. Music was good and the boss battle was great! I really appreciated that the player's hitbox was pretty small so you could dodge a lot better (especially for the boss).
Like others mentioned, the text was broken for some reason. Maybe you didn't package the font with the game?
Also, it doesn't seem like I could take damage. My shields would go away if I got hit but, even without them, I never died.
Other than that though, great jam submission!
Woo! Thanks for playing it and I'm glad you liked it!
Yeah, the batteries (and the entire Drifter route) was something I added super late so I just kinda threw them somewhere. I'll update it after the jam so the hints are more helpful with that but I still probably should have made the batteries a little more prominent >_<
Thanks for playing it and I'm glad you enjoyed it!
Honestly, the way I made the three different endings was very simple (and probably not the best way to do it). I made a "gameover" function that you could call from anywhere. The two NPCs each kept track of information that they needed in order to trigger their specific ending. For example, The Figure had a counter of how many times you talked to him and if you reached 4 times, he would call the "gameover" function. Same with The Clerk. For the player character, it had a bool called "bought_batteries" that was turned to true when you bought the batteries. If that variable was true when you clicked on the car, then the car would call the "gameover" function.
The "gameover" function took a few arguments about which ending was triggered (the name of the ending, etc). So when the Figure, Clerk, or car called "gameover", they would each pass different information specifically about their ending.
This way, it's very easy to add a fourth ending. Just create a new NPC or object, and when some criteria is met, that object calls "gameover" and passes in it's specific ending data. Then the "gameover" function shows the ending screen with the ending name it received.
Not sure if that all makes sense but I hope it's at least a little helpful! I'm happy to answer any other questions you've got too!
As someone who has never run before in my life, I really appreciated someone finally teaching me how to do it!
Haha, seriously though, you guys absolutely nailed the retro look and feel here! The art, music, effects, and gameplay were really great. And that twist after the tutorial was chef's kiss. Amazing submission!
Got both endings. I loved the visuals and the movement felt nice and fluid!
The text was a bit hard to read though so if you could up the resolution just a tiny bit, that might help. A fullscreen mode and sprint button would also be awesome.
Overall really cool concept and great submission! Would get stuck in another simulation and get eaten by the void again.
Great game! My bro and his 13 crows be set for life with the amount they raked in.
You killed it with the artwork, absolutely beautiful. I especially liked the battery for some reason, lol. I got all the collectibles except the very last one. Not sure if there's a special condition you have to meet to get it or if it's just super rare? I also never got any key items. Maybe they aren't implemented yet?
Only things I'd change/fix are:
- If you buy the type of feed you currently have selected, the amount doesn't visually increase, you have to change to a different type and then change back to see the new amount
- Maybe some QoL features like a "sell all" button, a "pick up all" button, and a "throw all" button. Just 'cause it's a lot of clicking and you start feeling it after a few mins
- Add some text when you hover over the map, store, key items, and collectibles buttons
- The +/- button hitboxes in the buy tab seem to be misaligned (I kept missing them but it could have been user error)
Overall really great game and awesome submission!!
40800! Loved the screen shake effect; it really gave the hits impact. I also really liked the way the Wave text comes in and out. Nice touch with animating the score when it increases instead of just adding the number of points immediately. I really wanted to destroy a blue one but I never could. Maybe for the next iteration there could be more different types of enemies/movement patterns?
In any case, nice submission!
Nice game! I like the setting and storytelling; it really felt immersive! Also liked the tunes at the end with the credits and the sound effects. Having the map be the only way you interact with the world was actually pretty cool too. And the question of how different forms of life compare to each other is always an interesting one.
The only thing I was confused about is the rolling system. I played it twice and failed every roll I tried on both playthroughs. Not sure if I was just extremely unlucky, if you're meant to fail the rolls to add to the overall feeling that your character has no control over what's happening, or if perhaps you're planning on branching outcomes in future updates and they just weren't ready yet?
But in any case, great submission!
Frostbyte https://itch.io/jam/godot-wild-jam-95/rate/4793547
Hope you like it!
Also, please use the download version when you play it instead of the browser version, if possible. Thanks!
I got all the chaos emeralds for you, Sonic!
Haha, seriously though, nice work! A couple of things I might tweak is the volume (it was a bit loud for me) and to make the enemies just a tiny bit faster than the player so that you HAVE to shoot them (I realized as long as I kept moving, they would never catch me so I didn't really have to shoot).
Nicely done though!
Nice game! The pixel art was great, the wall art was beautiful, and the movement felt fluid! Not sure what happened with the opening cutscene though, it felt SUPER laggy (to the point I thought I might need to refresh the page. It might have just been me or maybe it was an intentional effect. I think a rat picked me up at one point and I rode on its head which is awesome. Overall great work!
Nice work! I liked the concept of the same game moving through different console generations. I think the aiming is a bit off on the 3D one but maybe it was just me. Only thing I would add is a volume slider. My ship may have survived the enemy's blasts but my ears certainly didn't. Haha, seriously though, nice job!
AMAZING job! I love speed and the setting, visual effects, and everything else were perfect. I fended off a few entities but one finally got me that I didn't see coming. Maybe it's part of the point (that you always have to grab the camera and look around) but it would be nice if you always either see an entity walking in the background (this I saw happen) or hear one walking somewhere. That way, you can focus on the card game until you see or hear something and then you have to try and find where it is, instead of just remembering to occasionally check around. Maybe that's exactly how it works already and I just missed a cue. Or maybe the point is that you're not always supposed to know when entities are there. Either way, great work!!
Edit: Oh, it would also be nice to be able to grab new cards with Tab!
Thanks for playing it!
I'll update what The Clerk says to make it more clear when the jam's over but you can find batteries in the store, do a couple more things and you get The Drifter ending.
I'm glad you liked the UI! As simple as it is, I was pretty happy with how it turned out. And I had fun making the gas station model too! I know the textures are a bit chaotic but it was great practice.
Fun game! I love the GB visuals, the music goes hard, and the grapple mechanic is pretty neat!
The precision/timing requirements are a bit too high for me (though I'm sure some people like that kinda thing) so it could be nice to have a more forgiving mode (bigger hitboxes), slightly more floaty character, etc.
It could also be neat to have spikes or something instead of just a hole for the gaps because it would give the player a chance to avoid death if they parry fast enough (maybe this exists in later levels).
Like others mentioned, it would've been nice to play it in the browser but that's an easy fix! Overall great work!
Great work! The art is amazing, nice music, and the gameplay was fun!
Not sure if the inputs get more complicated in later levels but, if not, it could be interesting to make everything playable with just WASD -- menu nav with W/S, A as back, D as confirm, on the level start screen, W for "Begin " and S for "Main Menu", and D for dialog progression, etc. Not sure if it would actually work that well but it was just a tad inconvenient reaching for the mouse occasionally (or maybe I'm really just that lazy).





