The game is really cool! There is a lot of potential. The music is really great, and the mood is pretty neat!
Just one thing : you can abuse the flashlite by spamming it so the battery isnt running out hehe
Ohhnyx
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Hi, just my two cents: on the few jams I've done, I remarked that HTML5 games tend to be played more (that's even more true when you have a nice picture and itch page to show for it, but you have those already!).
I'd advise making a web version. If you're using godot 3.X then it's quite straightforward (just name the export "index.html" otherwise itch won't takt it).
If you're using godot 4, since the render pipeline was totally redone, the HTML export is still not ultra super clean (compatibility-wise, mainly), but it's worth a try.
Hope that helps. I'll play your game when I'm back on my PC.
Love the art style (and the intro artworks) and the music. The difficulty is omega hard tho.
Maybe it's a game specifically for the tryhard democgraphics, if so then ignore me, but I think it would really shine if the player was given a bit more room to experiment, with a lifebar or a few hits before dying.
Appart from that, ggwp :D
Hey, really cool concept!
The artstyle is super nice, and the overall gameplay bears the seeds (pun intended) for a really pleasant experience.
One thing that bugged me is how the controls and the texts are all player-oriented. for the tank controls you eventually get used to it but it's not super intuitive. The texts, tho, are really hard to read sometimes.
Also, if the cursor followed the mouse (at least in a certain range around the player) it would feel smoother I think.
Other than that, ggwp :D
Hi, thanks a lot!
Dragons eat horses and stomp on trees. The game may still be badly balanced tho, so it could explain why dragon feel underpowered.
Sound problems come from single-threading from what I understand. I did not manage to make it work with multithreads on itch :(
Lastly, I put the smartphone in the middle so people would understand it's movable. That said, other people also told me it's not obvious so that's totally an error from me haha
Fun and chill, I love it!
maybe the progression is a bit too slow? idk, that's not much of a problem but it's a bit long to get into business I think.
also, but it was already discussed in the comments, the music deserves to be longer ^^
Appart from that, ggwp, it looks cool, plays nicely and everything fits together perfectly :D
Hi, thanks a lot!
You're right about the text. I had the very dumb idea to give myself the additional limitation to render the whole game at the pixelart's resolution (360*240 or so). That's what makes everything 2d and 3d fit together well, but the texts are also bound to that haha
Glad you enjoyed it nonetheless :D
WOW How did you get to 6k animals haha
my tests in-engine went under 30fps at approx 1k animals, and it's even worse in html5
Thank you for playing, I'm glad you enjoyed the game at the point of pushing it to its limits :D
Oh, and it's probably not possible to find an equilibrium. At least I hope it ain't, otherwise there's no game hehe
Hi, thanks a lot <3
Cam movement is (at least on my side, could be acting different between computers) a classic click-and-drag cam. It does act weirdly when fully zoomed in. Is that what you mean? If so, I'll try to make it behave when zoomed in, that's been bugging me for a while aswell haha
edit: Camera should be stable in normal use cases now! when doing reaaaally small movements, it still jitters but way less.
I think I know the cause but I wasn't able to fix it at the root (at least not without a lot of maths that I definitely won't do at 2AM).
Hi, thanks! Yep, you're right, I didn't want to break the diegetic interface and it made things harder to read and to understand, I'll try to find a way to make things clearer!
The bars at the top of the phone are telling you what are your plants, animals and pollution levels. I heard they may behave unfairly sometimes because of the dubious game balance, I'll patch that aswell.
Have a nice day!
Hi, thanks!
Yeah, the messages are a bit finicky sometimes. Playtest people always managed to read them by moving the mouse to just the right place, so your problem is either a bug I didn't catch or you were really unlucky, either way, I'm sorry it happened, I couldn't find a way to make them less annoying ^^'
Have a nice day!
Hi, thanks a lot! We did pretty much everything, art and code, from scratch (which was overly optimistic for the timeframe of the jam haha).
The idea is exactly what you got out of it! We had some dialogue texts for context and tutorial but sadly they got lost at export.
Thanks for the nice comment, we're really happy you enjoyed it!
- Tom