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Potato Sack Games

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A member registered Sep 18, 2023 · View creator page →

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Yeah, it's a hard level!

Thanks such a huge compliment, thank you!

Ha, does it actually? I've never considered getting into a mine cart in real life for any reason whatsoever. 😅

Yeah! I was really happy when our artist/designer added that, it turned out perfectly and was a big upgrade! Thanks!

Agreed! I wanted to add them, warnings of a sort, but just ran out of time. But it was fun to program, so I'm happy with the result. Thanks for the kind words! Being compared to DKC in any way at all, one of the best games ever made, is the highlight for my day.

Thanks!

Very cool, thanks for the comment!

Ah, good call! I had the idea for visual feedback when your speed is low, but it should have also had when the timer was low too, very true. I'll try to remember that for future reference! Thanks!

Thanks, that's literally exactly what we were going for! I (the programmer) am somewhat obsessed with one-button games, so this was pretty similar and fun to make, albeit two buttons. 😅

We really appreciate it! I (the programmer) was very surprised to get such good control from a RigidBody2D, but it worked well. Thanks for the comment!

Our artist and musicians are very good! Thanks for the comment!

Ohh, that's a good call! I (the programmer) didn't think of that, that's a very good point. Dang! Thanks for the comment!

Yes, I think the team agrees in large part. Actually, we had the camera even closer originally and it was almost impossible, but then moved it back and it was better. We did have some signage, but more is always better! Thank you for the thoughtful comment!

I think this game would have benefitted from two improvements: one, scale it up using Godot's standard approach by defining the resolution in the project settings, but then setting the window size to large than that. I think probably your resolution was a tad too big, so the scale that ended up happening was small or non-existent. I tend to set the resolution to 320 x 180, then the window size to 1280 x 720. It's not perfect, but it seems to fit on most screens decently well and still have enough room for players to see most of the screen at once.

Secondly, some of the art kind of blurred together due to the stippling or the dithering. Over-dithering can distort the look of an entire piece, making the art look messier and harder to read. I find dithering to be powerful when used in moderation.

Both of these things are actually pretty minor to me, just thought they'd be helpful for you.

Overall, the game was pretty complete and fun! I'm very impressed that this was your first jam, genuinely very good submission for that, and I really hope to see more of you in the future!

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There's a bug in Firefox (if you want to call it that) where they won't support "Shared Buffer Arrays." I think it's actually a decision on their part because Shared Buffer Arrays can be a bit sketchy in terms of security. Chrome, however, supports them. In Itch, the problem is that you can't tell it to selectively pick whether or not to support Shared Buffer Arrays: you have a project that either supports it or not. I could have just uploaded a version without support for Shared Buffer Arrays that works in both Chrome and Firefox, but I prefer the higher fidelity audio that you get in Chrome (which is what I use) due to the Shared Buffer Arrays, so I tend to upload two different projects.

The reason this happens is Godot itself has the ability to do multithreading and it's an option you check when exporting, but if you check it, you have to have the Shared Buffer Array support, or it won't run in your page. So I have two web exports: one for with Threading and one without, and then upload to two different pages. Multithreading in web exports is used to make the audio fidelity much higher, with less crackling.

I'm genuinely glad to know people are taking advantage of that, though! Maybe in the future Itch will give us the option to autodetect via the browser choice, and have two different uploads depending on which is found.

In addition to Gamma's comment, I wanted to add that, as the Forge was my responsibility, I had a lot of trouble with how I'd originally coded the faces and the dice and stuff. Because of some issues with duplicating them (or not) when I needed to, what you saw with the Forge locking out the die after one change was due to one of those bugs, where if you selected the die a second time, it would not have the updated faces. That was found approximately five minutes before the end of the jam, and I was only barely able to upload a version with the lockout as a kind of fix. It was not fun. :P Of course, I also managed to upload an unrelated bug at the same time with a refactor I'd been doing, so we ended up having to fix that with a ticket to the admin team, because it was a showstopper at the time.


Thank you so much for the kind and thoughtful/constructive criticism. It is incredibly helpful to us, and inspiring. You may not always feel like it when giving a long response like that on the internet, but for many of us, it really does matter and really does help us try to do our best. Thanks again!

Hm. They were working for me. I will have to double-check that, sorry about that.