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Redoxeide

108
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A member registered Feb 17, 2021 · View creator page →

Creator of

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(1 edit)

Very fun game!

Shooting from afar is so satisfying. I also really liked the graphics and the sound effects, especially when getting hit. I also liked the detail of enemies destroyed far away making a different explosion sound.

As for improvement opportunities, I think the HUD could use a health bar, or some other graphic that better displays remaining health. Most of the time I didn't notice when I was about to lose during combat, so I wouldn't retreat and try to heal. You could even make the graphic shake and/or flash red whenever the player gets hit to add to the immersion.

Anyway, nice job!

Very nice visuals. The crt effect is very good.

I did manage to finish the game, but I did find the beginning to be a little too hard on the player.

I think it's very important to let the player get used to your game's physics and collision boxes before putting too many obstacles in front of them. Specially for the kind of platformer that you are going for. The first couple levels felt a little too hard in my opinion. Maybe, instead of having double saw blades first thing of the first level, you could, for example, start with single blades on the floor, so that the player can get used to the movement of the game.

The physics are not bad in my opinion. Maybe the player character could be a little less slippery on the ground, but I think it's fine as it is. I really think my only complaint would be the initial difficulty. Oh, and someone mentioned resetting level elements on player restart and I agree on that. I think resetting elements would let the player develop a muscle memory for the level.

Other than that, I actually enjoyed the game once I got the hang of it!

Well done! I really enjoyed playing!

The orange footprints getting close to me and then just leaving if I stay quiet is such a good detail.

Just a minor detail as feedback: The first couple of levels had many perfectly rectangular walls. I think it would add a lot of flavor if the walls were more irregular or had irregular accents (at least visually) to better represent the cave. The same goes for the death zones and the water. It felt a little weird to "see" perfectly rectangular death zones in a cave. I don't know if the player would be able to walk as freely if the death zones aren't rectangles though. Would need playtesting I think. Just a thought.

Amazing work!

Thank you for playing! Yes, you can get 3 stars on all levels!

Thank you for playing! I am glad you liked the scoring system!

Thank you for playing! Yeah, I think the controls would adapt well to a mobile game too.

Thank you for playing!

Thank you for playing! I had a lot of fun coming up with the concept!

Thank you for playing!

Thank you for playing!

Thank you for playing!

This game is a lot of fun! Well done!

I like the change of music when the yellow zones start moving. It's a very nice detail.

I agree with the other comment; spamming spacebar would be even better. I would suggest adding some sound effects on spacebar press and when the line enters the yellow zone. The highlight of the yellow zone when the line enters could also be more noticeable.

Nice job!

No problem, it's understandable. I tried it on chrome today. I was able to play from start to finish, so the problem seems to be at least with Firefox in case you want to solve it.

Once again, nice job on the game!

Nice game!

Unfortunately, the game crashed three times on me. The first one was when putting away the cat's dish during the tutorial. The second one was when putting away the cat's dish after feeding it for the first time. And the third time was when trying to give the cat medicine (bottle) the morning after the screen shows a static effect (trying not to spoil anything). I am playing on Firefox if that helps.

What I did manage to play was pretty cool. It's a very ambitious project for a 10 day jam. Nice job!

Very interesting idea!

One little detail is that clicking middle mouse on web causes the scrolling mode to start. I think it would be better if the "obtain color" action was bound to something else like spacebar.

Very nice for your first game. Keep it up!

Well done!

I think the concept is very good. The laser having the ability to destroy blocks and healing stations is a good tie to the theme.

The environment looks so good too, with all the details like cables, plants and machines. One thing I would point out though, is that I think the background is a little too busy with some of the background tiles being just as prominent as the actual solid tiles. Sometimes it was hard to tell what was a solid tile and what was background. Maybe lowering the contrast between the colors on the background tiles would help.

I noticed some stutter the first time I shot the laser and the first time I hit some of the blocks I think it was. This makes me think this is caused by godot's shader caching (it also affects particles) and it is specially noticeable on lower-spec systems on web. What I usually do to avoid this stutter, is hide a subviewport containing these particles and shader materials behind a loading screen. The subviewport must be visible at some point for the shaders to be cached though, so I tend to make it tiny (2x2 px). When the loading screen fade out starts, the particles are "shown" for a split second, getting cached, while not really being visible to the player.

There might be other ways to go about it, but this has worked for me so far. You can look up Godot Shader pre-caching if you want to read more about it.

Other than that, nice job! I enjoyed playing your game!

The past/present mechanic is a very clever way to interpret the theme, nice job!

It's a shame there is no sound effects or music. Audio really gives life to games. There are free tools available online that can help you generate/create simple sound effects for your games (mainly thinking about sfxr and successors). I would recommend researching that when you can!

Keep it up!

Interesting interpretation of the theme, especially the quest system. The combat system is very cool with the classes having different abilities.

As feedback on the art style: some of your UI elements are scaled differently than others making them look weird. I would recommend trying to keep the same aspect ratio on all images.

Nice job!

Thank you for playing and for the feedback! 

Thank you for playing!

Thank you for playing!

Thank you for playing!

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Thank you for playing and for the feedback!

I actually thought of your first two suggestions during the jam, but time was not enough to implement it.

About the repetitiveness, I actually had more tiles, events and a leveling system in mind for the tiles, but as you said, time limits what you can do for these games.

I will probably add these features in a future version though.

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Thank you for playing! I agree on the tile swap. I actually planned on popping up a prompt asking if the player wanted to swap tiles. but some other features took precedence and I couldn't get it in in time without proper testing.

Thank you for the feedback!

Thank you for playing!

Thank you for playing!

Thank you for playing! I had some ideas on how to make the gameplay be less repetitive late game, but the time wasn't enough to implement them and really test them.

Thank you for playing!

Thank you for playing!

Thank you for playing!

Thank you for playing and for the feedback!

Haha, sorry, but I do not have a pizza shop or plan on opening one, but thank you for the interest!

Nice graphics and sound effects!

One point of feedback: having all the labels that say for example "T-Tea Rivals", etc. shown through the walls all the time takes away from the polish of the game for me. I would suggest hiding those labels until the player has direct line of sight to them. I think that would make the game look even more polished.

Keep it up!

Thank you for playing!

- "Did you implement any optimization techniques, or did you choose to use only in-engine optimizations?"

As far as optimizations, I manually disable the processing of instances that are not in use, such as the player's tools. I also chose to draw circle primitives instead of using a sprite for each "splash" of the pizza sauce. Other than that, the game is very lightweight on calculations and graphical effects (made this way because of the necessity of running the game on web).

- "What engine and tools did you use to create your game, including the graphics?"

Engine: Godot 4.1.2.

Graphics: Made using Aseprite

Sound effects: Recorded with Audacity

Music: Made using lmms

- "How challenging was it to develop your game? Did you face any significant obstacles?"

The game has 5 different steps to the process of making a pizza. Each step presented a challenge on its own since I had to come up with a way to represent each in-game and to calculate a score based on how well the player performed each of them.

I would say coming up with a way to calculate the spread of the pizza sauce and the toppings was a pretty significant challenge. In the end, the solution I came up with was, I think, very satisfying.

- "What inspired your game idea and gameplay? Could you share the story behind the game's name?"

I got the idea by watching someone make tortillas on the second day of the jam. I thought I could make a game about the rivalry of two pizza chefs, where the player would make the pizzas from start to finish and try to gain the favor of their clients over the course of the game. I also thought the idea fit perfectly with the companion since, in some pizzerias, there is usually one person working on the dough, another on the sauce and toppings, and another on the oven. In the game, this is represented by the player controlling two characters, each one in charge of a half of the process.

- "How did you get into video game development?"

I've always liked making games of all kinds; board games, physical games, etc. I've also always liked programming and video games, so I had to try making them myself. I looked for an engine, which at the time I chose Gamemaker Studio, and that's how I started.

Once again, thank you for playing!

Really nice game!

The animations and the environments are so well made!

It was fun to kite the zombies around the city, and the titan is pretty cool!

You already know this, but some satisfying sound effects would really add a lot more polish to this game.

The only other point of feedback I could give is that, on my second run, it felt a little weird that the first weapon available to me was the rocket launcher for 2k. If random weapon spawns are necessary, maybe limiting what kind of weapons appear in spawn could be a good idea.

Other than that, it's a very solid game. Nice job!

I am glad you liked the artstyle!

I watched a lot of pizza restaurant videos to get references for the art and the pizza making steps, so it's good to hear them being well received.

Yes, it is a solo project.

Thank you for playing!

Thank you for playing!

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Very interesting idea for a game!

Two points of feedback that I noticed during my gameplay:

- There where moments when I was a little far away from the tower and couldn't tell it was being attacked. I think having the tower's hp always visible on the player's HUD would help with this. A warning could also be good.

- Some players might not notice that they are unlocking attacks every wave. I think showing the available magic attacks on the player's HUD would also be cool. A simple sprite with the button would be enough to show the player what they can do.

Other than that, well done! I really liked the art for the companion and the throwable potions and arm cannons are so satisfying to use.

Nice job!

Thank you for playing! I can see the similarities in the topping step. It seems that Good Pizza, Great Pizza focuses mostly on that part of the process, at least from the gameplay I found. Seems like a nice game!