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Rob Ruana

19
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4
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A member registered Mar 31, 2021 · View creator page →

Creator of

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I think multiples of 16 is what you want (16, 32, 48, etc…)

Thanks for playing, I’m glad you enjoyed it! Balancing the difficulty curve is always a tough problem.

(2 edits)

Sorry to report the “HD Terrain” toggle doesn’t seem to make any difference ¯\_(ツ)_/¯

Oh, wait. The terrain is rendering as water! That makes perfect sense. Here’s a screenshot of my system info:

I don’t think it’s a rendering issue. Everything seems to be rendering correctly (as far as I can tell). I can place spread bulbs without issue. I just can’t place the water collector.

Thanks for the feedback! Thank you for noticing the indicators, I wasn’t sure if they would be worth the extra effort. I’m glad you liked it.

Thank you very much! It feels great to have a real game finished and submitted to a game jam :)

Thanks!

Yeah, it can definitely get repetitive. I spent a lot of time polishing the core gameplay. I think there’s a lot of room to expand into new mechanics.

I really tried to take the theme in an unexpected direction :)

I’m glad you like it :)

Thank you!

Try running this command against the unpackaged app (fixed it for me):

attr -dr com.apple.quarantine ‘Godot Wild Jam 36.app’

Wow, what a fantastic interpretation of the theme! I really love the minimalist aesthetic. I think analogue game sticks would be the ideal controls for this game. Some audio would also make a great addition, but overall just superb!

I can’t figure out how to build water collectors! What am I missing here?

Game seems to run fine on MacOS. Resolution is fixed at 1920x1080 (I think?), which overflowed my laptop screen until I resized my display resolution. I suggest trying a “viewport” display mode under “Project -> Project Settings -> Display -> Window -> Stretch -> Mode”.

It’s very easy to get lost at sea. Maybe add some indicators on the edge of the screen which direction you should be headed if you get too far off track?

My only suggestion would be to avoid mixing pixel sizes in the pixel art. The text and the background art use different pixel sizes, and the outlines of the text boxes appear to be high resolution (not pixelated at all). Strictly a consistency thing, awesome work regardless.

Pow! Right in the feels!

Thanks for this submission, really great work.

(3 edits)

Unfortunately the Mac version seems to be corrupt!

EDIT: I got it working! To anyone else running into issues with the Mac version, try running this command:

xattr -dr com.apple.quarantine ‘Godot Wild Jam.app’