That's amazing! So many new features, improvements...Man that new animation system and the new inspector are AWESOME!!!
Congrats to the whole community. I can't wait ™ for 3.2 already xD
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Yeah!, Also note that you can use the "Autoslice" on the Texture Region tab so Godot identifies the pieces of your texture and lets you select which piece shall be assigned to the selected Sprite node, very convenient!
Awesome, keep up the good work. This towards/away option will be really awesome to have. You could even have both. If the mouse event happend above the character it is towards, if it is below the character it is away.
I must say, I didn't like it. It doesn't make too much sense, suddenly I stopped shooting, there were no visible, or at least intuitive, way to know how many...arrows (?) I had available.
I just replayed again and seems like "people" is equivalent to "ammo"? But is also recovers health...
Sound effect is quite annoying as well, maybe you could use AudioSampleRandomPitch to break the monotony.
Congratulations on finishing it! It's a really accomplishment and I'm sure you learned a lot.
I really liked it! The puzzle elements are cool and the emergency feeling due to the jumps limit is cool as well.
The UI could be better placed tho, maybe make it horizontal below the character since it is there where the impulse force is applied.
Hey! Thanks for the support!
Unfortunately there is no ETA by now. The project is slowly growing both in features and solidity. It currently depends on the Godot 3.1 release due to changes in the KinematicBody2D that will demand changes in the base structure of the project.
But I'm always updating everyone with the current state sending early access versions through emails. In the last update it was already able to do small platform projects. May I invite you to our discord channel, so I can send you the latest early version?
Thanks for the feedback! Regarding the physics:
"the velocity made no physical sense" and "If you turned left, the forward momentum also turned left, which meant that you were going forward even though you turned around" are kinda of contradictory statements, don't you think? If the spaceship keep moving onward when you turned left, that means that there are steering forces and inertia going on, while the opposite would be totally non physically accurate :P. But nonetheless it's a stylized physics, right? Although I do agree that it feels bad, especially when you are trying to shoot on comets and always lose that target because of the inertia.
Thanks for the compliments on graphics! The style is called flat design, and was inspired mostly by Kurzgesagt,, although I use this style broadly in my games since the first of them, Moon Cheeser. Most of the art reference came from this image:
Although I know and really admire Kenney's assets as well!
Regarding sound, yeah, I actually think we don't even deserve anything above 1 star, and this star being granted only due to the try of adding sound :P
About the gameplay, are you sure you couldn't harvest the planets? It is an automatic action which happens as long as you stand within a planet boundaries, and by the way you can't harvest the same planet twice. We did a check on this report, and at least this is working as it should :/
Well, if the problem persists, please tell us, it is indeed a major bug, I'd say even a blocker if this isn't working.
Anyway, thanks a lot for taking the time for giving such a good feedback, I really appreciate this <3
Ohh noes, sorry so much about that! The boss thing was made poorly because as you saw I wouldn't even made it in time! But I already worked on that on the next day lol
Although I'm still working on sound :P
I loved the concept! A small improvement in gameplay I can suggest, if you want to take this project a bit further, is to match "genes". I mean, you can mate with a flying being, then your next generation will have wings, then this generation mate with a horn being, the next gen has wings and horn, and so on...kinda of stacking the features.
Also, I dunno if the level design was made by hand, congrats on that! Something I'd suggest to avoid: large non "game-ish" parts. What I mean is that there are a lot of walking and nothing happening. Remember Scott Rogers tips on level design: "walking is not a mechanic" :P maybe a smaller level or even some enemies could help you fix that.
Also, thanks for the mention! Tell me what you think about the platform mechanics when you have some time <3
I think it may have something to do with the actual web export, try the standalone one. Itch.io's app uses chromium based browser which are known for having a hateful relationship with Godot :P
Interesting concept, but I think it needs a better feedback loop. What about adding something to trick the players? Maybe there can be collectibles that lure the player (each can increase their score). This adds a layer of complexity:
- Player has to think if he/she can collect, increase their score or
- Stop collecting and safe guard on a lower tile (1, 2, 3...depending on the opponent tile)
Well, just a suggestion for the gameplay design, congrats on yet another published game <3
Woah, the game looks awesome!! The art is really catchy, congrats to whoever designed and draw it, really talented.
Also, cool thing this daily challenge, it will sure increase retention, nice choice.
Hey thanks so much for the support,
I'll also wait a little until the new KinematicBody2D, currently in Master on GitHub, becom stable to fix some character movement.
Meanwhile I'll work on other features, specially for level design (ice floor, etc...).
Hopefully the current version(actually on alpha) helps you achieve your goals already! <3
Thanks for the feedback!
Yee, unfortunately this is a known bug, we couldn't track what causes it, but we are really digging into our base code to fix it, as soon as possible we will fix and emit a patch updating the game. So if you happen to be playing the game through itch.io app you will receive the update automatically soon :3
I hope you enjoyed the game <3
Hey Cheeseness! Thank you so much for such a rich feedback <3
What a coincidence, I just released a feature freeze version yesterday with a whole month of improvements. We took especially your feedback on the live you guys made reviewing the games, and I decided to take rid of mouse inputs. This will allow so many new features later on further development cycles, that it wouldn't make sense to keep this approach from the first prototype. For example:
- You can play the game using only game controllers now
- Reconfig controls giving more freedom to players to set their own actions layout
- By keeping mouse inputs, a local multiplayer would be hard to design (nearly to impossible if we'd like to keep single player mechanics)
- So now we can add split screen multiplayer which accepts any combinations of controllers and keyboards
- Also, it allows both co-op and versus multiplayer modes
Due to this design decision we implemented another mechanic which, besides not inovative or revolutionary, fitted the game's gameplay, and allowed for, imo, a better experience.
I mean... what am I giving my unilateral opinion xD
What about you play it when you have some time available? If you installed through itch.io's app it should be up to date already. Anyway, thank you guys for this amazing jam! It was a good opportunity to try some new approaches to gamedev and design! <3
Cant's this downside you presented (other people selling game better than me) be used as an advantage? I mean...it's like a marketing AB test to see which landing page have more retantion, but in this case it can actually be proved better because it is already selling.
I mean, Moon Cheeser has a mod that someone else did and published on playstore, and after nearly 6 months of publish Moon Cheeser latest version has, it is still the game which profited more of my library (I did sell a "developer" bundle with editable source files for assets and source code) and I got surprised that the 4th in rank of trafic (below even itch) was a referal link to the mod on Playstore and 5th is a referal to the mod's page on itch.
So I learned some valuable things there, and it's something that I can keep implementing both on old games (through new development cycles) and to new games.
But something you talked that I did realize it should take carefully is the actual packaging of the games, for this to work, as you pointed, my versions shall always be the best they can, and taking the risk to lose, let's say, 20% of sales to another page elsewhere because they do better packages controlling the comparison...is a huge risk which can cost a whole development cycle.
I shall work on that before releasing a big project
I dunno if it's me (by reading the comments it seems to be) but I'm unable to use the crane ;-;
I go to the crane machine, tried the controls (keyboard) but nothing happens. I'm at game 249171, version #856822 using itch.io app, and stuck at the very first level where the crane machine is presented after we actually enter it.
Awesome entry! Congratulations on that, buddy. Really well polished, I can't wait to see more.
The game is so well designed that the "How to Play" session is...unnecessary, everything is just very intuitive. Do you plan a mobile version on that?
I think that this "ease" is up to the player, I decided to stay in the middle of the screen on purpose just to feel the bullet hell urge tapping left right left right to avoid the bullets :P
Awesome entry! I really enjoyed playing it. The bullet hell mix is awesome, the visual feedback for damage on both player and boss is good, a very satisfying boss battle. It woul be a bit more satisfying if the tank keeps shooting when holding the mouse LMB, but awesome job you did, congrats :3
Hmm, the controls are very either confusing or not well implemented/explained. When I hold space (to run) the character starts jumping after (I think) the running animation finishes. I wasn't able to go through the top part of the first level because I didn't understand what was happening :(
I liked the overall level design, with collectables and such, but the controls doesn't help :( my suggestions is that you add a way to control the jump and wall jump, like...if I release the jump button the character starts falling, this by itself would solve 90% of the problems I ran into while playing.
Hey guys, sorry for the inconvenient, but I'd like to make a disclaimer!
Please judge the game by the "linux game jam" build available on the game's description (also links below).
The one available in itch.io (v0.1.0) is a 48h entry for JimJam. After the 48h of JimJam I wasn't able to push a build to Linux Game Jam until April's 17th, when the entry time was already over. So I made a build in GitHub special for Linux Game Jam with lots of new features, please check the links below:
That's it, thank you so much <3