Starting from Godot 4.3 you can turn off "use threads" when exporting for the web, that way you won't need SharedArrayBuffers.
popcar2
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Thanks for the really in-depth review! I've taken note of some of this and gotten great feedback from others as well which I'll work on if I ever continue working on the game (or join the next jam).
Also, congratulations on being one of the few that liked the difficulty haha. The #1 complaint I get is that it's too difficult, unfair, or infuriating.
There actually were plans to make it way more complex but time definitely got to me, I was in a local game jam at the same time where I had to travel to a different city so I didn't have much time to work on them. The idea was to have enemies sometimes interrupt their attacks sometimes and force you to dodge backwards, or shoot arrows that you have to attack right before they reach you. Of course an endless mode too would've been nice. Maybe I'll work on these in the future, if I have the time.
Again, thanks for the detailed feedback!
It's definitely not you, the harsh difficulty curve was because I ran out of time, sadly! I was planning on way more but unfortunately I had a different game jam at the same time.
So only 2 fights made it in. I decided to make the latter difficult to give players a bit of a challenge before the game ends. Definitely something I hope to fix in the future with more content and an easier on-boarding, but thanks for playing regardless.
Thanks for the feedback. The changes in tempo were meant to make the game more like a rhythm game rather than just memorizing directions. I totally get that it's not as intuitive as it should be, and may be too difficult to get used to. Hopefully I can amend some of that and polish the game more in a future update.
Hilarious idea, great execution. I love that you lose by getting bribed. The hammer is also so satisfying to use.
The enemies are my only real complaint. You don't get any feedback when you get hit so sometimes I would lose not understanding where I'm getting hit from. Enemy movement is also pretty buggy. Still great for a game jam though.
Unfortunately there's no way to do that, the game is hard coded to use its own folder. This was intentional to protect your files since the file manager I built could have bugs in it, and the 2nd update actually fixes one where you could corrupt your files by copying them.
You can do the opposite though: Copy your folder into GodotOS' files and work with it from there.
This is actually a bug on itch's end because the buttons on the top right of the page might block the mouse input.
You can try fullscreening GodotOS itself (F11) or zooming out your browser and you should be able to click the buttons.
I reported it yesterday: https://github.com/itchio/itch.io/issues/1536
This is a pretty neat platformer! I did feel like the walljump was very inconsistent which made me die a lot more than I feel I should have though. Sometimes it launches me up, sometimes it doesn't and just sends me horizontally, sometimes I walljump before I hit the wall which causes weird behavior. Not sure what was going on there.
Quite fun! This character controller is better than most I've seen in the jam, it felt very responsive and smooth. I felt the camera was a little too zoomed in, which caused some jumps to feel a little blind especially when falling down. I also felt like the "pickup" and "add rune" keys could've been combined into one interact button.
Really impressive for a game jam, nice work!
Thanks for the feedback! I definitely wanted to do a bit more with enemies and have them bump into walls/mines like you do, but alas I ran out of time. I tried to make them less action focused by making them have smaller detection radiuses. You can ALWAYS see them before they see you, and if you move slowly and carefully you can often shoot them before they even start moving. I was hoping they wouldn't be too frustrating.
Simple concept but really lovely execution. I liked how polished everything was and the whole diorama aesthetic was great.
The chest in the ship on the 3rd level blended in a little too well, I was stumped for a bit because I thought the moving pirate ship had something to do with a solution. Great game!
Oh man I really loved this and have a lot to say about it. First of all, I'm amazed how big it is. The map is HUGE and there really is a lot to explore! I loved all the tools you need to collect and use, and I really liked all the fluff text when you cross near enemies. I loved my time and it deserves my 5/5.
A few notes though:
- It wasn't immediately obvious I can pass through the broken prison bar texture. From the get-go I felt a bit lost until I reached the first chest.
- Finding the red key was very difficult. The wall in the 2nd room blended in so much with the rest of the walls, it took quite a few loops for me to notice it! I would've appreciated if breakable walls were colored differently.
- The enemy dialogue popup would override the one showing you what you got from chests. I often had to guess what I just received because I didn't see the message for it. I didn't know there was an inventory in the pause menu.
- This is a silly complaint but I would've liked being able to use the arrow keys to move rather than WASD.
- Your game lacks visibility, man! You could gain more players by having a web build (which is easy in Unity), and also by improving the presentation of your itch.io page. That mainly includes creating a proper thumbnail for your page.
RIP to that guy who took an arrow to the knee and got decapitated. Happens to the best of us. Great job with this game.