I see now what you are saying about ‘chance of success’. I’m showing it as a potentially more digestible version of confusion, but it could be interpreted as ‘chance to hit all 10 and win’ - exploring how it feels to see that minuscule number would be interesting
nuzcraft
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Thanks for responding! I agree, it needs clearer feedback when the roll is successful. As for the randomness - at 25% chance of success, there’s a 25% chance for the hero to move the direction the player chose. If they miss, it’s split-even chance which of the other 3 directions gets chosen. At worst, the game is a random walk with even chances to go in any direction, but with a single upgrade it bumps the odds so that choosing the correct direction is always the best choice. At 30% chance of success, it’s 23.3% chance to go in any of the non-selected directions. I have ideas for ways to change that in future updates so that sometimes the wrong direction is the best choice.
Some of the collisions & the camera is a little wonky, but the music and voice acting is great. I got 30/50 before some of the parts were floating a bit high off the ground and were too far away to collect and return easily. I also had a hard time getting back into the house and usually ended up clipping up through the bottom of the floor.
Solid idea! I think I got all the cards in the catalog unless there’s a secret one that I missed. I can see how this could be expanded to be more strategic with some cards having multiple day cycles of ups and downs to try to take advantage of. It would be cool if there were some markets where the rare packs are really more valuable than the epic ones due to market weirdness.
Ha! Similar to Skosnowich, it wasn’t until lap 4/3 that I fell off the track while trying to go through the hole off to the side of the race. I really liked the intro and the music fit really well. I was missing some sound effects and the speed was maybe a bit too fast? Really cool race track and terrain it looks great! Thank you for making this.
Really great! I love the idea that that making your train better also makes it worse! The menus are great, as are the sound effects and visuals. I definitely had some issues leading my shots well. It’s likely a skill issue, but having some visual cues in the snow to know how fast and the trucks are going would be helpful. Great submission!
automatic was me using a github action to build and deploy (I think the action was made for 4.2) and manual was me clicking export in the godot editor and manually uploading files that way
here are my export settings for web
[preset.2]
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter="assets/*"
exclude_filter=""
export_path="export/web/index.html"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.2.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=true
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=3
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
Thank you very much for the feedback!! ❤️ I made my project in godot 4.3, which made some changes to the html exports. At first I was using an automated build for 4.2 that had the same full screen on export that you’re mentioning. When I switched to using a manual export directly from 4.3, it embedded without issues. I can share my export settings if that would be helpful, just let me know!
This was great! It took me a few tries to figure out a good strategy that focused on grow bullets and make sure to take out all the birds. I’m still not completely sure what the smoking nuts do, but some (all?) of them clear out the pile. This is kinda useful if you’re stuck at the bottom, but not if you’re on top.
Fun game, chaotic, if you get behind it’s hard to make it work. Thank you for making this!
The art is good and the gameplay is fun. I was very confused at first but the enemies were relatively easy to dodge so it took a while to die the first time and get to the menu and tutorial. It would be nice if the controls were included on the main page. I liked the hand in the upgrade menu. Pistol and Launcher seemed best, sword didn’t seem to have enough reach. A couple times I grew out of the jail? I ended up in the overworld and couldn’t find anything to do there besides quit and restart.
Thank you for making this!
The art is great! I found it very difficult to dodge the feet, but spamming dash seemed to do the trick without many close calls. I unfortunately fell off the edge to the left when I dashed a little too far. I was expecting mouse support on the title screen.
The sound effects are great. Thank you for making this!
Very cool! Reminded me a lot of an overcooked style multiplayer game, especially where you can only have one tool out at a time. I got confused at first and my carrots died. It was only after checking the pause menu did I realize what was really going on.
I could definitely see more types of crops and more tools. Thank you for making this!
I just released this demo, and I’m looking for feedback on the combat system. You can find the game here: https://nuzcraft.itch.io/gildebeest-hunter-demo
There’s a survey linked, or you can leave me a comment to let me know how I can make it better!
PS it looks great with the retro CRT filter on






















