Very fun for only being made in 3 hours!
Plide
Creator of
Recent community posts
Since I've commented on every other submission, I'll use this comment to share some development fun facts of this project.
1. This game was originally going to be a stage play.
Like Super Mario Bros. 3 was! In the end, I decided not to because it be such a let-down and make everything feel pointless. Besides, stage plays aren't combat focused like this game is!
2. The final boss was going to be a dragon.
Originally, there was going to be a fight against a dragon who would have been assembled from background tiles! And even a space shooter section where Brad got in a jet and chased after it! Needless to say, this didn't happen due to the scope, time crunch and lack of motivation. It was also going to break into a bunch of wooden boards to reveal it was just a cutout, then reveal the gimmick that it was originally a stage play.
3. There is an unused kiss sound in the game's sound effects.
I originally used a quick kiss sound on freesound.org, then converted it to 1-bit dpcm in Dn-Famitracker. However, the sound would be unrecognizable as dpcm compresses higher frequencies poorly. So, I tried adding a low-pass to the sound before converting and it sounded slightly better, but still unrecognizable. So I scrapped using a sample. Instead I made a very short blip with a pulse channel and a hardware pitch slide up, and it actually worked pretty well! But, went unused. Originally, Brad and Sela were going to kiss at some point in the ending. This was scrapped due to laziness and the original joke that was going to be done would no longer work since I scrapped the stage play gimmick.
The project files also contain the .dnm files (Dn-Famitracker modules) used to make the music and sound effects if you want to download Dn-Famitracker and see how the sound channels are used.
Rock Paper Scissors!! Having the different algorithms is nice. Though, with no knowledge on how CPU Rock Paper Scissors algorithms works, I just ended up mashing 1, 2 and 3. If you want suggestions on controller bindings, I would recommend top face button (Y) for rock, right face button (B) for paper and bottom face button (A) for scissors. I love the CRT effect used in this game! Legend has it if you play long enough on Cheat Mode, you may eventually win!
The Windows / Linux downloads are just project files, but even then, it is missing the project.godot file. Even when I attempt to add a project.godot file from another project and then load this, it still does not work. I am on Linux (Artix), which according to install instructions, it "works on Linux", but there isn't even any sort of executable to be downloaded. Are you sure you zipped up the right files?
The bottom of the screen is cutoff in browser and I was going crazy trying to figure out the password. Was it hidden in a subtle color? Was it it circled somewhere in the description? "cedits" didn't work. Does asterisk have some alternate meaning I don't know? Nah, I just had to zoom the page in so it displayed the full screen.
It doesn't seem to be that there is any hint on where to find the bunkers, so I just ended randomly guessing as fast as possible by just mashing right and enter until I ran out of guesses. One attempt I got 2, one I got 0, but one time I got really lucky and got 12.
Besides that, I love the retro computer aesthetic! The keyboard sounds, the ambient hum, the CRT effect, the green color... Love it! I'm a 2000's kid and yet it really makes me feel like I am back in the 80's!
I had a fun time buying ice cream, paying attention to demand and making milkshakes, then adjusting the price up if I start running out, down if I had a really good supply. I do wish the controls were simpler. Moving around with WASD, while also having to open the menu with CTRL, using said menu with the mouse, while the mouse is used to move the camera, so you have to press CTRL again to hide the menu. I just ended up keeping the menu open the whole time and didn't move the camera, as everything is usable with the same angle, though the strafing speed is so fast, I often overshot the milkshake machines. Control gripes aside, I love the retro diner setting! Even though I'm a 2000's kid, it still feels nostalgic!
Pretty fun game. I love the weighty controls of the ship and the automatically aiming turrets are great! I do wish the enemies were a bit smarter, because even with almost no ships in my fleet, I can beat the Enage (250 Ships) mission no problem: Just move around a bit and they all cluster up, making circle camping them all trivial! I also have no idea how this fits the theme "Back to the 80's," as it seems very futuristic. Perhaps it's 2080's? There also seems to be bugs with how counting destroyed ships on both your own fleet and the enemies. Often, there will be negative ships in my fleet and negative enemies remaining! I enjoy watching my fleet destroy the enemies, and getting more is fun!
This is brutally difficult! Mostly because the tank's projectiles move extremely slow and seem to be affected by the tank's movement in an unintuitive way, so I would aim blindly in the direction of the enemies and hope I hit. I could only get as far as the brown buildings shown in the 3rd screenshot (yXvBuY.png). The war setting is a creative interpretation of the 80's theme! I also love the simple low-poly terrain and models!
Creative use of the theme to have this be a haunted lost game from the past! However, the gameplay gets quite tedious and the high-score is set far too high. Each enemy only gives 100 points and you need 100,000 points, meaning you need to kill 1,000 enemies... Well, in practice, not quite as many since if you spam a few shots really fast, you can hit the enemy's death sprite for additional points (probably a bug). I can usually score about 400 points on each enemy doing this, but it still takes a really long time. The game does a good job at being unsettling with its background effects!
Very funny modern humor! Yet, it references many things from well past the year the game takes place in: 1984, making it only feel like an 80's game because the game said so, not showed so. I imagine the future references were meant to be ironic. Some sort of UI for knowing how much of each resource you have would be extremely helpful. That, and making some of the music quieter and or adding subtitles when listening to the speaker would also be greatly appreciated, as sometimes I cannot hear him and most go out of my way to listen. That aside, I love the self-aware personality of the voice and the off-the-walls humor! Despite the name of the disease being pretty obvious, the ending was very funny!
Really enjoyed the art! The characters and environments look amazing! The boss theme was a perfectly goofy theme, so I love it. Admittedly, the boss has way too much HP. 20 hits with periodic exposure with hard to aim fruit is a bit much! Once I figured out the strategy, it ended up being a slow battle of attrition. The exploration was very fun, though! I loved some of the areas, like the part where you do a big jump as the fox to then have the squirrel do a maze. I did get stuck on the jump to it for a bit though, because there's no hint to use the SHIFT key to run faster, which the jump is impossible without. I love the bit where the squirrel runs on the planks high up in the air!
Not sure if this game has an ending. I got to a level where the red robot immediately falls if you don't hold the thruster and right, then I had to jump off a buddy onto a higher ledge with a lever on the top right. Whenever I touched the bottom-right corner, the level simply reset. I tried a bunch more times, but it always just reset. Simple yet fun concept, though!
Love the art! The red dragon is quite hard to control, though. The red dragon moves much slower than the big blue dragon (who you'd expect to be the slower of the two) often getting his tail stuck and refusing to turn around, something usually effortless in most games! There were some nicely done button challenges!
Thanks for your feedback! This was most of the team's first project and many merge errors happened! One of the programmers had a really cool version of the boss, but unfortunately, it wasn't merged correctly and I had about an hour to fix the minimum viable product's boss. That aside, if I were more of a programmer for this project rather than the sound designer, I'd have loved to have added much more!
The music I composed for this was also all used in different contexts than originally composed for. The home music was more expected for inside the home rather than outside, the "forest" music was meant for more of a dense forest where you'd progress through many enemies and the boss music was originally supposed to be music for attacking or sneaking your way though the bandit hideout.
Thank you for playing!
This comment contains spoilers for those yet to play!
I really enjoy the cleverness of some of the puzzles, like the ones where you mix colors! Though, what did seem very strange was that the giant skull blocking the door had to be purple for some reason in order to progress. The button is red with the tiniest purple tint, so I assumed the skull had to be red. Moving around super fast with the characters is also funny, so I love it!
I really enjoy being able to shop and buy items on the fly! Having to decide between saving up for more powerful armor to benefit in the long run or choosing to splurge on single-use items when needed is a great choice! I do think the movement speed is far too slow, though, and the item that DOES increase movement speed lasts for a comically short time-- much of the game is spent walking in empty halls! That and WASD + VB seems like an odd control scheme. I played this game by myself, so the weird claw grip I had to do to have access to movement, attacking and NAVI was uncomfortable. Having an extra bind to space and shift would be great so Rickard can be controlled with a single hand! I also encountered a lot of audio stuttering on the web build since it was exported without threads. If in import settings you enable threads and on itch.io enable SharedArrayBuffer support, you can get a build without audio crackling. I do love exploring, though! It's such a pleasant surprise to find the bow/sword upgrades!
Cool exploration! Though, I did find a soft-lock on my first attempt. I pushed the button next to the lift that makes it go down, then I pushed the other button that makes it go up when I wasn't on the lift. After pressing the other button again to lower the lift, the lift would never raise again, no matter which buttons I pressed.
Fun game! Reminds me of Fire Boy and Water Girl. I played this by myself and found that for the most part, the best way to progress was to simply group the characters together. It'd be cool if more levels made use of things that required separation, like jumping on top of each other or working like a bungee! I love the D.I.Y feel to the sound effects, like how some of them are made with mouth, or the best one of all: "KEY ACQUIRED."
I have an idea to make a game like Faceball 2000, which was a first-person-shooter on the Game Boy. Obviously, I'll keep in mind all of the limitations, like the controls being up/down to move forward/backwards, left/right to turn and B to shoot. There'll be no shading to match how Faceball 2000 looks and a shader to quantize colors to just 4. If this is allowed, what'd be allowed in terms of frame rate? Faceball 2000 ran at around 5 FPS, which I know many people cannot tolerate, but would 20 FPS be ok? 30? 60? Uncapped?
I love the movement mechanics. They remind me quite a bit of Mega Man X and Zero! I love chaining dashes together and especially dash jumping! Only feedback I have is that it seems like the music doesn't follow the NES limitations accurately, as there seems to be FM synthesis in the Music, something the Genesis was capable of, but not the NES (it has 2 pulse channels, a triangle channel, a noise channel and a DPCM sample channel.) Slashing enemies feels great, and thanks to the forgiving hitboxes and great movement, you can kill most weaker enemies without breaking the pace. So satisfying!
To be honest, I'm not too sure what the slide was meant for either. The lead developer told me to add crouching sprites and I programmed in the crouch, then he later told me to add sliding sprites, so I replaced the crouching sprites with sliding sprites. The crouching sprites end up going unused for this reason. Maybe he had plans for later on that weren't communicated, but I didn't have any ideas for the slide either, so it's kinda just left in as an unfinished mechanic.
I had a fun time shooting the drones! My final wave was 8 with 215 drones killed. A mouse sensitivity option would be great, since even at highest DPI of my mouse, it feels quite slow. There's also lag whenever I am shooting bullets. It's still a perfectly playable framerate on my computer, but not quite ideal. It may be because I still use a slow hard disk for storage or some issue with Wine running this game on Linux. If they aren't already, do make sure the bullets are being instantiated with preload() instead of load(). Moving the cannon feels great and it's really fun watching the drones blow up! Great use of the theme, too!
Thanks for your appreciation! Fun fact: It's more specically a Game Boy Color styled game since the vertical resoultion is 144 pixels and the music and menu sounds use the wavetable channel (unlike the NES' triangle channel), as well has hardware pitch sweeps for some sound effects. They're just tehnicalities at the end of the day though. Thank you very much for playing our game!
Huh, I've never noticed it during testing, would changing loading the scenes (the individual attacks are scenes) from load() to preload() fix it? I'll upload the updated version (fixes lots of bugs players have found) after the jam voting period ends as well as the project files. Otherwise, do you have any tips to avoid preinstancing stutters?
Do you mean the black screen that happens before the boss? That's due to rendering a frame including all shaders (while the screen is fully black to hide this) to prevent stutters when she does each attack for the first time. I forgot to make the object responsible for pre-loading the shaders queue_free() after the fade in starts, so there is some additional lag on lower-end devices for 4 seconds (that's how long each effect is active for). I'll fix this in the post jam version. Thank you for playing!
Thanks for letting me know! I was able to complete all levels! One thing that may need to be fixed is that the game's speed is extremely slow if you run it at 60FPS, but it's nice and fast with an uncapped framerate. I haven't used Unity in a long time, but I believe you can just put the ball's scripts in FixedUpdate() instead of Update(), or multiply everything by Time.deltaTime to have the speed not depend on the frame-rate.
It's ambitious and impressive to see a multi-phase boss in a game jam! I do feel like the attacks need more telegraphs, since I pretty much had to just take random hits due to the lack of cue for any of the attacks (slowing down the projectile speed or making the player's movement more responsive could be a good alternative). 100 HP for the player does seem excessive at first, but with the lack of cues for the attacks, I only had like 15 or so HP by the end, so I guess it was actually a fair choice. Would love to see some audio, there are some websites that have public domain (free to use) sound effects and music if you don't feel like making your own! jsfxr is also an easy-to-use web tool for generating sound effects. Really enjoyed the creativity with some of the attacks, like the one that flips the screen, the pushing walls or especially the lava crushers!










