The right choice at the time. :) Thanks for the reply.
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While this is an impressive submission the fact that the web version is a post-jam release and the advisory about this fact isn't visible above the game (and thus easy to miss until after playing) makes it difficult to know how to fairly rate the game.
I'd encourage you to consider making post-jam releases more obvious in future. (Ideally itch.io would make it easier to handle this kind of situation since I imagine it's quite common & knowing that the original is "locked in" would probably encourage people to update their games after jams more often.)
In terms of game play I think the game would definitely benefit from more guidance (one suggestion was to add one "module" to the machine at a time) at the beginning. From reading the comments/blog posts it seems there was a lot of additional machine "functionality" available than was obvious--and even when "successfully" completing a task (e.g. creating a word) it wasn't entirely clear if that was all that was required (or, more so, how all the individual elements of the game related to each other).
Definitely a very distinctive aesthetic and an entry which clearly has had a lot of effort put into it.
It just occurred to me that the graph-based interface from your Volcano Game could be a cool way to navigate "rooms" that were made up of source code files/sections to be "fallen through" as monster battles. So, you could work your way through a code base, retreating where necessary. :) (Maybe, as an educational possibility, even following program control flow? Getting flashbacks to 90s Cyber/Hacker movie VR now! :D )
Like many others, I really like this concept and the execution was somewhere between "challenging" and "slow down it's too difficult too soon!". :D
My anonymous co-reviewer said: "really cool concept, difficulty/speed/progression could use some work".
The combination of repetition and ability to supply custom levels makes me curious if there's potential educational applications here (e.g. via "spaced repetition") and what other text-based media might work well for levels (e.g. Tweets? The "classic code" mentioned below? News articles? Classic poetry/literature? Text books? This comment?!)
Definitely a cool entry.
You have created some really nice, distinct & personable characters (particularly the very sympathetic lead character) from a very restricted graphic/audio palette. Nice work.
The animation/sound design of the "chomper" is particularly visceral! *shudder* :)
In terms of game play it was quite engaging, particularly initially. I feel like there were places later in the game where "what to do next" could have been a little more obvious--sometimes the guidance was a little *too* minimal. Eventually I found the re-tracing of steps a bit too repetitive for my tastes--particularly when it wasn't always clear if I could pick up the "shiny thing" with my current skills or had to wait until later.
One major bug encountered while playing was that after gaining the "jump/jetpack" skill the character somehow got "stuck under the ground" where it could move but couldn't return to the proper play area. It wasn't obvious at first that this was a bug which made it even more confusing! Had to restart the game to proceed.
Overall, you did really well at communicating with minimal use of text--I particularly like the "next level/power-up" indicator on the rocket ship.
Clearly you put a lot of time & effort into getting the game into a well executed package--and doing the programming, graphics & music yourself makes it even more impressive.
P.S. Nice to see people using LMMS. :)
You & me both wish there was more to it. :)
This was my first jam so my primary goal was to get *something* submitted even if it wasn't quite as extensive as the vision. :D
Thanks for taking the time to try out the game & for your positive feedback.
What is the current wall you've hit? And is it related to collision detection? :D
More seriously, have you tried posting on one of the Godot-related forums/boards listed on https://godotengine.org/community?
Learning new things/engines can definitely be frustrating--so that feeling is completely normal. :)
Alternatively, could you work on a different part of the game and return to the current roadblock later? Maybe focus on something different related to one of the five specific judging criteria to get re-invigorated?