Given that you’re on Linux, then I might have some idea what might have been going on with the crashes. I learned that there’s some (as yet) unfixed issue where Godot will just randomly shutoff. I don’t think the issue is explicitly X11 vs Wayland either, as I use X11 on my laptop (running a gen 5 intel integrated graphics) and Wayland on my desktop (running on an AMD 6600XT), and Godot will still, randomly, just shut off without error. I have noticed it seems to happen significantly more often on the integrated graphics, though. This might be the issue, and, if so, I think this is a Godot engine issue.
ObsidianBlk
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I’ll be honest, at the start, I wasn’t totally sure what I was supposed to be doing or looking for. Once I figured it out, though, I really started enjoying this game! Love the use of shadow and light to navigate the levels and I really liked how each level wasn’t just a single scene (that loaded from one to the other), but seemed all part of one single environment (at least as far as I got with the game).
Can I also add how much I love the little creature voices and dance move? Put a smile on my face every time! One thought I has was that it would have been cool if there was a button I could press that just made my creature dance and sing. When I rescued one of my fellow creatures, they started dancing and I kinda felt sad I couldn’t press something to join in with them. I realize this is very silly, and has no mechanical use in the game, but I would have loved something like this!
I only made it to the third puzzle, sadly, but over all, from what I did see, I really liked the game! The puzzles were solid, the main creatures were very fun, and the aesthetics all around were on point!
Excellent game! Here’s my stream of the game, for your enjoyment or torture, lol!
I thought this was a wonderful little game. I enjoyed the art style, which was very clear (which is definitely important in a memory game, imho), and I liked the idea of combo system, as well as how the goblins and even the bombs were used.
I’m not sure how much of this was just me vs. the descriptions on the “upgrades”, but I wasn’t always sure what effect I was looking for with the upgrades. Maybe “upgrade” isn’t even quite the right term, as most of them felt like single use effects. Some I understood, such as wanting to find a dwarf AND a mug of ale to get a combo bonus, others… like I said, I’m not sure how much of that is my mind not fully grasping what was being asked for vs. how it was described to me.
Still, when I was in card matching mode, I was enjoying just that simple element of the game very much!
I just had this idea I write this… When there are cards that would form a combo on the board, maybe revealing at least one of each of those cards at the start of the round, then hiding them again could help? Kinda a way of saying “hey, these might be worth paying extra attention to”.
Over all, excellently put together game! Here’s a link to my play of the game!
Over all, I enjoyed the style of this game, and started having a good time with the challenge of it as I started to understand what was asked of me. It is, indeed, a very hard level, but that’s part of the fun.
That said…
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There needs to be a better hint system. I doubt I would have ever learned about the fork in the kitchen without having been told, and it may have taken me forever to figure out how to use said fork on the locked door (and I’m still not sure, beyond just “thrash that mouse like it’s biting your figure”). Had I not been given those clues, I may never have figured out how to even get started.
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The guards detection of the player when in a dark location is… unclear. Visually, I see the “flashlight” of the guards, which act as a visual detection area, but the guards often found me easily even when my character was well away from that light and in the dark. I’m told this has to do with “sound” also being an element… if this is the case, this is not something that’s telegraphed in any way to the player. As the player, I can grasp the flashlight being a detection area, but without any other indicators, it just feels like the guards see me WAY too easily and without much reason. My suggestion is either removing “sound” as a detection system, or, add some visual elements to the player which indicates they’re making too much sound (I had suggested a small sound wave like effect when the player moved in the dark)
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What lights are affected by which light fuse boxes isn’t totally obvious to me for all of the fuse boxes. For instance, the left corridor fuse box shuts off the left corridor light, and the center corridor fuse box shuts off the center corridor light. These make sense! The Kitchen fuse box I never figured out what light that affected, and the right corridor fuse box I also had no idea! All in all, this made it near impossible for me to use the fuse boxes to my advantage as they didn’t behave in a way that worked with my way of thinking.
Over all, I think this would make for an awesome, challenging, escape style game with only some minor tweaks. Even as it is right now, it IS very impressive and challenging!
If you want to watch a grown man cry, or, at least, grumble loudly, here’s my stream of the game!
I thought the idea of the game was a fun one. Getting upgrades to try and better your place in races to earn more money is a pretty tight little game loop.
I think the player gets too easily lost amongst the number of NPC players in the race. It takes several moments, once the race starts, to get my eyes on the player, and, once I do, I’ve probably already run my guy off a cliff or against a wall, loosing me some valuable time.
I like that the race levels are short, but I feel that ledges and platforms aren’t the best idea. I know there’s an upgrade for higher jumping, but what I feel might have worked a little better would have been ramps and inclines for hills. Then the player could be slowed down trying to run up hills, instead of flat out stopped at jumps. Then the jump upgrade could be turned into a dexterity upgrade which would allow you to run up hills a little faster.
Over all, I think this has a solid idea!
This was a brilliant little game! The controls were simple, the upgrades were all solid and made sense, the choice of graphics worked very well, and the audio and music fix the game wonderfully! I especially appreciated seeing the distant background tentacles of doom as a background element! That really added some extra Lovecraftianness to the game (I’m a sucker for Lovecraftian elements)
I don’t think I have anything I could critique for this entry. It’s excellent! Here’s a link to my stream of the game!
I’m going to be honest, the initial presentation of the game made me think this was going to be an easy game, and the first level or two was hammering that impression home… but I was wrong. These levels were quite challenging (even with the “blue” bug I apparently had that made the levels “easier”). I really enjoyed the challenge here!
My only real critique would be making the “hints” for game systems either stay on screen until the player clicks a continue button (I had trouble reading some of the hints as they almost seemed to just blink on screen and then they were gone), or give the player a button which pops up the last hint at any point.
Over all, for a game done in only three days, this is rather impressive, even with the bugs!! Excellent work!
I thought the art was very nice, with a wonderful painterly style! I was particularly impressed by the “surface” of the ocean! Control-wise everything felt solid, and the garbage claw functioned extremely well, in my opinion… I loved playing with that thing! Very emotive! The garbage collection mechanic felt very good too!
The collision with the garbage pieces in the water sometimes felt odd. Not game breaking in any way, but sometimes the garbage seemed to just float past my sub, while other times it felt like my boat was colliding with and flinging the garbage into the watery void. Again, this wasn’t really game breaking, just something I noticed a couple times.
Speaking of the garbage, I didn’t notice any explicit reason to collect it (except for an excuse to use the awesome claw!). There was no garbage counter, no score associated with it, nor did I encounter a story element that spoke to my garbage collection efforts (of course, this last point may be due to my not finding the end of the game). For a game that has collecting garbage as a core story element, I feel there should be something stronger driving the player to really want to do so (beyond the pure desire to use their spiffy claw thing!)
As far as the story, I feel I missed a bunch of it. While a chunk of that can be pinned on me being a goofball on stream and not noticing/ignoring the dialog boxes that came up, I feel another big part of that was the dialog boxes didn’t sit and wait for me, but rather were automatically on a timer. I feel dialog should always progress at the user’s choice. Sadly, this means I think I missed about half of what was being told to me :(
Lastly, I’m feeling there should have been some element(s) that guided the player to the important story beats. While I do enjoy open environments, there are times when it’s nice to know where the story actually wants me. I felt I was left to figure out where to go, and I worried I was just missing huge chunks of the game because I didn’t know where I was supposed to go. Maybe something like “the garbage slowly flows towards the closest story element” or maybe “schools of fish come and go from story elements”.
Over all, though, I thought with was a really well done game! Here’s a link to my stream of the game, for your entertainment, or self torture, lol!
Thought this was a really fun game! Very simple to understand and well executed! Additionally, I’m curious if there was extra special attention placed on making sure the Wally-Pigs were always at least partially visible, because, while the scene looks like just random placement, I know that truly random placement could very easily completely hide the object you want people to find, but that didn’t happen and it low-key impressed me!
I also really liked the inclusion of the extra Pig types to possibly find! Adding that little extra was a rally good touch!
Thank you very much for playing! I’m really glad you enjoyed the game, and that the 12 minute challenge timer wasn’t too long! Honestly, I kinda worried about that. Also, if it makes you feel any better about the grading system, I didn’t really have time to fully balance it. It may require too high a score. I think you have to total over 20 points across ALL games to get out of F grade, and your score is heavily penalized if any of the games has zero score at the end.
The lighting was definitely a struggle. I agree it’s over-dark. The ghost is purposely hard to see, though. She actually goes completely invisible when your too close or too far. You only really see her in a sort of sweetspot, and even then she’s translucent. She’s constantly whispering, though. You’ll know she’s nearby with the whispers :)
Again, thank you very much for playing!!
Hey! Thank you very much for playing! You know what! I’m a idiot! I totally forgot to implement an explicit fullscreen function! On my computer, I run a tiling window system and the game will always try to take all available space, so it tends to automatically full screen for me. I forget about that. I’m very sorry you were not able to go to full screen :( Still, I’m glad you were able to enjoy the game regardless, and it’s awesome that Asteroids is new for you! I hope it didn’t disappoint!
Thank you very much for playing!
I really wish I had thought of a better way to inform the player of the keybinds. The info UI on the walls actually came really late in development and it doesn’t display the controls until about 30 seconds later (unless the player thinks to press the buttons on the board). And I completely spaced on making players aware of the sound setting controls in the back room (I actually did those moderately early).
I do hope you figured out the key for quitting the arcade games. In case you haven’t, it’s “Q”
Again, thank you very much for playing, I greatly appreciate it!
Overall presentation is really nice. Everything does as described. I liked the concept of not “revealing” yourself to the humans. I can definitely see the work done on the underlying simulation.
Unfortunately, I couldn’t really figure out what I could do to fully interact with the simulation itself. I smited some enemies that spawned in the woods, but otherwise, none of my few powers seemed to really help the humans in any way (maybe… maybe… some rain on the farms, IF the humans built farms).
Most of the time, the humans just seemed to die (I’m guessing from starvation). I could spawn more, but they’d die shortly afterwards too.
If you’re interested, here’s a link to my play of the game!
This is definitely a really challenging game. It’s very difficult to try and keep track, in ones head, not just the location of hidden platforms, but their movements too! A definitely rage game for some, that’s for sure!
Still, I thought the game was pretty well laid out. I definitely think this game could use some extra systems to bring down the difficulty, though.
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A pickup item you could have in your inventory that, when used, will reveal the platforms (similar to how the blue cubes do) but from anywhere. The more higher the difficulty, the less of these pickups are available.
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Give the player the ability to control the level preview screen. This could also be tied to difficulty. On easy, the player can free-roam the level for as long as they want. On medium, the player can free-roam, but it’s timed. On hard mode, keep it as it is, no player control and a singular fly-by.
Just thoughts I had for if you were to continue with this project. As it stands, while the game is probably past my gamer skills after the first two or three levels, I still can see a really nice, solid game here!
I thought the graphics were beautiful. I thought the idea of the Godotboy was very cool! The audio felt great. I am also always impressed when someone implements a key re-binding system in a game jam!
Sadly, I couldn’t play this game! Nothing was happening for me! This is to say, the game seems to have started fine, and I could get into the game. The game registered my mouse and keyboard clicks. I could bring the Godotboy up, move the character on screen, and put the system back down. Beyond that… absolutely nothing was happening.
Looking at the screenshots, it seems like the teacher is supposed to be “saying” movement commands and the player is supposed to match(?), and there does seem to be levels in the Godotboy area… but for the life of me, I couldn’t figure out how to trigger any of this. Even looking into the keybinding menu gave no clues.
I’m not entirely sure if the game was broken, or if it was just me. Here’s a link to my attempt at playing this game on stream. Maybe I was missing something.
I’m impressed by even the simple art system implemented in the game, and that the player’s art was used in the main game itself. Very nice!
As for the main game, while I had a good time with the game over all, the character movement was definitely very very floaty… as if I were on an ice sheet slicked down with WD40.
Over all, enjoyable game! Here’s a link to my play of your game on stream.
This is a charming little game. The graphics were simple, but cute. I really liked the subtle animation for the main menu.
If you’re interested, here’s a link of my recent play through of your game.
I thought the music was really nice, the graphics were well done, and the game definitely had a solid atmosphere.
Those bats, though, were a frustration for me! Part of it, to be honest, was that it took me a very long time to equate the green particle effect to “buried” chests. I read the description, before playing, about the “smelly” chests and that you needed to dig them up, but, in game itself, it just did click. As such, for the longest time, I thought all I had were 5 bombs and 20 torches… and those bats were ridiculously relentless! Even after figuring out the chest situation, the bats were still a huge source of wanting to give up. It’s not that having enemies is a bad idea, but…
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It takes TWO bombs, on average (at least for me) to kill a bat and that’s when I get them close! When multiple bats are on me, a number of times the bats are spread out, so I can’t always get both with a bomb or two. I often need to lose them all!
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The bats home in on the player, and fast! I feel it’d be a little more fair if, when the bats charge at you, they do it in a strait line! This would give the player a chance to dodge when they’re out of bombs. As it stands, those bats are like glue, so if the play isn’t able to get rid of them with bombs, I feel they’re shiz out of luck.
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The bats are active during the DIG and OPEN CHEST mini game! This is horrible! As the player, once I start digging, or opening a chest, I’ve lost control of anything else (to be fair, I don’t recall if I tried escaping from the mini-game), then the bats chase me down and attack me while I’m helpless to do anything about it.
Honestly, this is a really cool game! But, at least for me, those bats really were flying up my craw!
For your interest, here’s a link to me playing the game on stream recently.
I can do that. I also stream on Twitch( https://www.twitch.tv/obsidianblk ) Mondays and Wednesdays starting around 4:30pm est (US time), if you want to pop in. I’d be able to demonstrate on stream :)
To be fair, I never got around to explaining (in-game or otherwise) what those buttons on the walls even were, so, the fact you figured them out at all either means I did a better job than I thought in that regard, or you’re a damn sharp gamer!
In regards to the mini-games, they all definitely could have used a little more time. As it stood, they only got a few hours each. My apologies for the sluggish feeling.
Thank you very much for playing! I’m glad you enjoyed!
This was a cool game! Mixing golf with just playing around with a physics system was quite enjoyable! One of the thing I noticed, though, was that the game didn’t seem to handle especially fast moving objects well. I felt I was able to glitch the system by just whacking the ball ridiculously fast to the point the ball started just traveling through objects (happens when a physics object travels faster per-frame than a collision object is thick). Beyond that, though (or maybe including it), I enjoyed this game quite a bit.
I played this on one of my recent streams. Here’s a link to my playing your game!
This was amusing. I really liked how you used the simple shapes wild card in your aesthetics!
I played this on my stream recently… here’s a link to my play of your game!
A solid attempt as a fast, micro-game collection style game. I liked the idea behind all of the mini-games. The aesthetics of the game definitely invoked the feel of early flash games.
I felt many of the games suffered from not enough explanation of what the game expected of the player. I felt like I was erroneously failing some of the micro-games because I didn’t quite know all of the rules for said game… for example, the micro game where you click to attack the monster; I had no idea I was supposed to take my house off the screen before the boss turned to look. I thought I only had to not click.
This game has some potential in it! Adding more micro-games and improving the instruction for each micro-game could definitely make this a worthy game to come and kill 30 minutes here and there.
A deceptively simple, but, in my humble opinion, masterful execution of the jam’s theme! The simple visuals give for a nice, cozy feel, while spinning the paddle to stop all of the balls from wrecking the place work very well together! I was also very impressed with the number of options given for tweaking ones game challenge!
I also appreciated the leader board, allowing me to know exactly how utter crap I was at playing the game! :D
Excellent game! For your entertainment, here’s a link to my stream of your game!
This game was made to torture me. It comes at me saying “Don’t worry, friend, I’m a pleasant, charming little platformer for you to enjoy”, then proceeds to shiz all over my decades of gamer experience… all with a single… box. OH! And that cat/dog thing can burn in the fires of digital hell too!
Honestly, though… great idea for a game here! Comes at you looking all simple, but then… nope! Challenging as hell! Deceptively challenging. The kind of challenging one says “I cannot let this beat me” and keeps playing.
The graphics were very well done, and the audio/music worked really well. I think my one real criticism would be the cat/dog thing. This is not to say the game shouldn’t have any complications/enemies, but getting soft locked by the combination of the animal sitting on my head, followed by a platform landing on top of me, with no automatic end-game state did not feel right.
Beyond that, excellent game! For your enjoyment, here’s a link to my stream of your game!
This was a very solid idea for a game. Had a fun mix of roguelike level ups/upgrades, and action! I think my biggest issue with the game was not knowing what all of the upgrade cards did. There was one, in particular, that I felt was going to give me more ninjas (which it never did). One card I never actually tried because, to me, the icon looked like a walnut and I didn’t understand that they would do. I really feel one of those upgrades should have allowed me more ninjas. Of my three attempts, I never got more than 4 to split between two directions and I constantly got 4 or more enemies from both sides. I may have just not upgraded the right card.
Over all, the gameplay is fun, the graphics look really nice, the game plays well, and the music and sound effects work very well in the game! Excellent work!
Here’s a link to my stream of the game… in case you’re in the mood to revisit that train wreck :D
Thank you very much for playing! Sorry for the harsh control scheme. Definitely something I need to refine for a possible next time. Also, I forgot to fix the spawn camp issue before release. There are multiple spawn locations for the player, but they’re picked at random. I need to put in code to exclude spawns where an enemy was within a target range.
Thank you again for playing! I greatly appreciate it!