I had no external controllers to my knowledge, unless it dislikes my tablet which had no pen near it. I was running in Firefox. Sadly Godot WebGL tends to introduce bugs in 3D games out of nowhere, which is why you probably aren't seeing it on your end.
Oeslian
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I was a little confused about how this fit the theme at first until I played for a minute. The glass blocks all shattering around me felt nice, and it made sense. I noticed some glitches in the animation states rapidly switching or getting stuck. I also had some issues with the word gen creating 100% obstacles, and I have to wait for the storm to break them which makes me lose a lot of ground. The game was actually very fun, I found myself repeating several rounds more than I needed to in order to rate it.
In future jams I suggest checking out https://github.com/GodotWildJam/gwj-accessibility-scripts for keybindings. I throw it in all my game jams it only takes a few minutes to hook up and adds custom keybindings which can really help with your games accessibility. Hope to see more good games from you in the future.
The controls feel a little odd, I would to be able to rebind up and down. The GUI needs some theming, and the audio needs mixing, especially the chopper blades.
The concept is unique and fun. I crashed my drone and it started smoking, felt right out of space engineers or something like that. Well done.
Thanks for sticking it out, I really should have more strongly encouraged new players try Zen Mode first to get the hang of the resource and expansion system in a low pressure environment. Once you know that it's not difficult to beat the AI but the first 1-2 games are confusing and the AI on top makes it too much.
Yes unfortunately I ran out of time at the end and had to make due with what I had. If I had one more day a tutorial would have been top priority, along with a fix for a few bugs haha. The wall of text was shoved in last minute so at least there is some kind of mechanic guide for now, sorry for that.
This game gives the same feel of working for a bad manager. You bust your ass with way too many lawns to mow, and spend your own money upgrading company equipment. Meanwhile your manager sits around in his truck all day judging you without lifting a finger, sometimes driving upside down with no regard for the laws of man or physics. 10/10 would play again.
At first I was really confused, because I didn't read anything before hopping in. I clicked around for a minute confused. Then I learned to select bunnies and began sending them to tiles one at a time. Then it all clicked and I was like duh! Bunnies go in pairs to move to tiles. I began selecting groups and sending them to other tiles. This is where I ran into my one and only complaint with your game. Selecting a few bunnies is too hard. I just want 2-4 bunnies but end up with the whole pile. I spend a large portion of the game struggling to herd bunnies around.
The theme and feel of this game is perfect for this jam. I expect to come back and play this many times for my own enjoyment.
I totally missed the opportunity for the brick houses you are right haha. Since the upkeep cost is per pig having the cost display on the banner wouldn't have made sense since they each have their own timer. What I would have liked to have added is a sound effect, and a -1 above pigs when the upkeep cost ticks, this would make things a little more clear.
Hello, I built the navigation system for War Pigs. I am truly sorry about the frame rate drops. Unfortunately the 3dNavigation system in Godot 3.3 is very bare bones, and I was limited in time to better optimize my use of it. I thought of limiting the number of pigs more heavily, but decided that detracted too much from the fun of recruiting a large army. On the plus side there are major reworks to this system due for Godot 4.0, hopefully that addresses some of the performance issues we ran into.