Thanks for the kind words! I really tried to have a space that was very open so didn’t require a map but you still backtracked as necessary.
pdil
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Thanks for the feedback. I originally was trying to use the character as an excuse to finally spend time learning Blender’s animation tools but that was foolish at best with the time constraints. I wish I would have thought about leaning, you’re totally right. I put springiness on the arms, and that helped a lot from a stiff A-pose so I didn’t think to try more things. Comically I did a lot of procedural environment art tools in Blender but wasn’t able to finish them enough to actually make a lot of the art, whoops! Maybe next time…
Thanks for playing. The ship is the red-ish angled thing at the start. I wanted to have a little intro crash sequence but should have just made an image when I realized I wouldn’t have time. I’m really happy to hear you like the atmosphere, I do a lot of world building that never makes into the game as I intend but I think some of the vibes still manage to come across somehow.
Nice work! I don’t have much to add that hasn’t been said. Super thankful for controller input, (though it was super weird to not be able to jump standing still). Also thankful for the walkthrough, I assumed I knew how to use the wallkick to progress after getting back to the start but I failed several times, and then saw that I just needed to keep trying.
I was really surprised how well the character cycling-art worked. Great use of various procedural techniques!
Fantastic, gameplay-wise, this might be my favorite out of the jam! I liked the lighting effects, esp still like background slightly illuminating, I think you could have a done a lot more of those without detracting from minimal (obvs time is always an issue). Echoing others, would have loved a %complete/ending at the end. I think I got it all.
I would have liked a minimap and controls explained but my only real issue was not realizing I could aim the bombs. In the upgrade room that required it, I thought you had to roll them off the ledge above and get really lucky, it was awful, but another person commented on it. Other than that, I really liked all the puzzles and interconnected-ness.
scaled meshes all over the place
Glossing over a lot of details, under the UV1 section is the Triplanar checkbox, which automaps the uv. If you’re using CSG or scale the basic mesh objects themselves, aka not using the scale property, it’ll all match scale-wise. With some shader code it can be made to be worldspace.
always pushed forward Since the respawns were quick, and health regen’ed quickly, it set things up for me to try being super aggressive, so definitely a success.
Great entry! I enjoyed it about 85%, there were some really frustrating parts due to entering a room, all the enemies spawning in, then backing up a little to take cover but they’d despawn, then they all spawn in again. Initially I didn’t realize that what was happening, and when I did, I just had to charge through. Echoing other comments, I had to turn the audio way down since the gunfire was so loud.
It was cool picking up other weapons but it would be nice if, when out of ammo, they went away so I didn’t keep picking up a dud.
I think a little bit of texture would have been nice, with flat colored blocks and very little lighting, it was sometimes hard to parse the scene.
Definitely curious what this would look like with more time.
Really like the idea (not just because it’s really similar to what I had in mind). Super thankful for gamepad support and I like the pencil-line art, and it was a fun touch to go left. I dig the dissolve shader, the menu and the brief pause before “continue” is selected so you don’t accidentally mash it (esp if dying on the wall jump boss). I almost gave up on the wall jump boss, I think if the bottom was just full of low damage lasers so if you fell a lot, definitely dead, but give a little grace. I don’t have anything else to add that hasn’t already been said, I hope you keep at it!
You’ve got an interesting foundation here. I managed to get the jump/jet, which was fun. Although I don’t think you intended it, it was amusing to click to go the (empty afaik) boss room. I don’t know how you’re supposed to get the hearts after getting the jump, there is one enemy you can’t jump on at all. I tried to get higher up but always eventually died, this area was especially hard because the camera was so close and the jump is so high.
Yeah, I was really rushing at the end to make sure I rated it! One thing I forgot, and I’m not 100% what it was but I tried clicking to speed past the splash screen and I think it opened your website and then the game again (I might have double clicked) so initially the game ran really poorly and I thought the audio was screwed up but it was just because there was a second one running.
And, for clarity, I do think the controls work, I just had to get used to them (though maybe my thoughts would change if I played it for a few hours instead of a few minutes).
Totally loved this! I think there was a bug where sometimes hitting the while balls would deduct charges. The abilities were great (though having blue and purple was rough, I can barely tell the colors apart) and the charges=speed a fun twist. Would love gamepad support, I can easily see playing this on the couch.
I love this! I was on Firefox latest, windows 146.0.1 (64-bit) and it didn’t capture the mouse so couldn’t actually turn. Web stuff is challenging, it’s generally best to capture the mouse as part of a button click (the intent is you only want a website taking your mouse intentionally). Moved to chrome, no issues. One super minor idea, it took several tries to get the slope slide jump and it was annoying to respawn at the edge and have to walk up the slope each time.
I loved how when magnetting to an enemy, I could look around and queue up the next move. It was a bit tough to see in the enemy explosion, having the pieces get brighter, for example, would probably make it easier to see.
Movement stuff like this is so fun, great work!
Fantastic! Love the combination of mechanics! Early on, I think somehow clicking was registering before the level came up so initially I was very confused because it was the red X. Resetting thankfully works, and is quick. This happened for the first few levels but then either things worked, or I stopped clicking to early.
Nice work! The train was hard for me to see but have the particles made it much better but I still recommend making it a different color, giving it a clear outline or something. Also, play around with the display stretch settings so going full screen makes the play area bigger instead of just added a border (Project -> Project Settings -> Display | Window | Stretch)
Wow, that was such a cohesive experience! Definitely want to take a nap. The only two, very minor technical things are the text would sometimes shift slightly. Since I don’t know exactly how you did it, you might try, Visible Character Behavior=After Shaping on the label. Also the spoon collision felt weird, but letting go of it in the pot, then grabbing it again seemed to always stir correctly after that. Again, very minor. Now time for that nap.
I loved this! I often struggle to get into deck builders but this totally hit the sweet spot! My only issue is there’s some bug with directing cards, I made it through the first 10ish battle without ever attacking because when I first tried, it didn’t work, despite the arrow being the attack color. Same for movement, after playing for 20min, I thought “why can’t I move my cells?” and tried some more and then it actually worked. Once I knew that I had to just keep dragging for attack/move, it was fine (never had problems with attack cards).
A few other minor points, when ending a battle, it would often scroll a bunch to the bottom, making scroll-edge-detect a little tighter, as well as coloring the path taken so it’s easier to get back to where I was.
Design-wise, I loved how the enemies responded to each move. It was a little confusing at first, but once I understood it, it really opened up a lot of strategy anticipating enemy behavior. I do wish mouse-over had some extra detail, like attack values and abilities, so I didn’t have to memorize them but it certainly makes sense with jam time-frame.
Also, love the cells traveling the lines! Would love an update with more levels.
I love the idea, this was really funny but dang, it was sooooo haaaard! I think the is good and it’s mostly tuning.
- Ingredients felt completely random so I caught them when I could and placed them on the table, not realizing I then couldn’t remove them. Let them be removed so I can prep on one table and assemble on the other.
- Also, having cut items slow orbit would have been great.
- Favor spawning the required ingredients. The extra mile would be an area of things within reach to also detect the item made it in. Several times what I needed hit something else and never made it close enough.
- I’d try an infinite knife block, it always has on ready.
The IK worked really well and I think it’s a great take on the theme as well as cooking games.
This was such a delight! Loved the writing, loved the movement mechanics. My only complaint is that I accidentally finished the game too quickly and the controls where then backwards, I wanted to just swing around but couldn’t. Since it’s so short, it was fun to just go back and swing around.
Not that I have a mac, but I’m curious why not provide one? I normally note that only windows has been tested but in my experience, godot is great at exporting everything.
Nice work! It felt really good when things got rolling, though I never broke 20. I love that you get the enemy sights. My main issues were needing some texture on the rooftop so you know you’re moving and the initial hitches. If you have all your particles play on the title screen, they’ll compile so they won’t hitch later. Sometimes it takes extra shenanigans to get it work right.
I second having the music, which I really liked, continue after dying, which I did a lot. I 100% would love to see this with some upgrades, like brief post dash invincibility, leaving damage zones, decreasing the dash cooldown etc.
This is a super cool take on “momentum”, I really enjoyed it even though I’m really at a loss on how to beat the slime. I had an awful first run with an ice block almost immediately which took forever. Also, turning was off, not rotating 90 degrees but maybe 75ish. I don’t think it affect the gameplay but was… off-puting.
In case you didn’t know, Godot has 3 renderers, Forward+, mobile and compatibility (default in the top right of the editor). Desktops can run any of them, Forward+ being the most feature rich but web can only run compatibility, and will automatically do so. My guess is you’re using some Foward+ features in the env that aren’t supported in compatibility. If you switch it in editor, you’ll see what web looks like, as well as get warnings for features that don’t work.
You should have named it “Distressingly Accurate Parcel Delivery”. Made it to the hard mode level but it was too much for me but still a fun experience. I really appreciate the trajectory line. It took me a few levels to realize it was the durability meter on top of the parcel; I think having it as a fixed element (and given it a label) would have made the actual play area cleaner/clearer.
lowered the score they give relative to the speed bonuses
Yeah, we didn’t have a lot of time to tune things. I placed a lot of the fish (but not all) and my focus was to make sure they were all obtainable. I also tried to place a few at the beginnings of ramps to help compensate for camera angle. Had there been more time, I wanted to try to figure out the best lines to take, and maybe have alternate versions where the fish are in the worst spots. But you clearly demonstrated that I’m not actually that great at the game :)
Really cute game, love animations! Aside from the brutal forest area, the thing that would help a lot is not zooming in so much on landing/relaunch, it was so painful to just start getting speed but hit something because I didn’t have time to react. I think there was also something a bit weird with turning, sometimes I’d turn and would be soooooo slowwwwww but once I straightened out, rigth into zipping along.
This was fantastic. At first it felt like some of the puzzles were impossible and I felt kinda bad skipping some but then after getting the abilities, all was clear. The physics nature was mostly good, resetting was fast, which I really appreciate but the directions for clearing the web didn’t work for me and you only get to see them once so I always just had to leave the room.
I really enjoyed everything until the final key to the boss and the boss itself. It was sooooo easy for any number of things to go wrong for no reason (several time the key simply hitting my web would cause it to despawn!) It was probably 20 min. Initial tries were fine but it really got tedious. Then the boss, after the pain of unlocking the door, I just couldn’t move fast enough; the lizard would take a “trapped” box and I’d have to reset. Having the walk through was super nice so at least I know I really did make it right to the end.
Loved having gamepad support. Great puzzles and foreshadowing, after getting the cube ability and realizing its full behavior, I felt so smart thinking how to use it. Loved the unique abilities.
A comic side effect is how much of a struggle it’s been typing this up, I keep wanting to tilt the screen to move the cursor around.
Again, great work!
Excellent work! I’m not certain, but I think I noticed the floor-trap tell, and if I’m right, feel like a champ skimming the other comments (though several did get me). Big thanks for gamepad, this was great to play on the couch. I really dig the music, though as has been noted, sometime it went away oddly, then game back in full force, which wasn’t really probably but didn’t feel intentional.
My main complaint that I don’t know if I missed something or not. In the bottom left corner, one room right, is an area with a worm entrance that I couldn’t use. Related, sometimes my hair ability didn’t work (in that same area).
The ending was abrupt but it was an ending, which is more than I can say for myself! Would love to see a more fleshed out version, I can see some fun storytelling/drama as the queen turns to beast but you further meld yourself.
It took a few tries to get the hang of it but it was fun once I did. I think my biggest issues is I didn’t remember the formulas (plus the invincible enemy bug) and I never really got time to rest and and think. I didn’t really feel the metroidvania-ness, but maybe it’s because I couldn’t make it very far, but I 100% love it as a tower-defense game and definitely would play more.
I don’t think you intended it, but gamepad mostly worked, I just couldn’t use it to close the forumula.




















