Checked the repository out and imported it into Godot v3.5.2. Godot informs me that your project was created with a newer version. Would you mind to share what version you used?
I can run another version in parallel.
There might come a cooperation with https://doubi88.itch.io/fediexpress as a result of this jam. We’ll see.
Looking forward to that. You can ping me here (I have e-mail notifications to notice them) or on https://fedi.jaenis.ch/@andre (I also am the person behind @games if you prefer that one).
Hm, good question. Since I took the physics engine from another project (under Public Domain, but credited) I feel like I would first submit some improvements to it. I know them from js13kgames resp. GameDevJS jams (the latter being hosted on itch!).
My main goal was really to bring together the fediverse with a jam. In a way it is reminding on those Social Games on Facebook a few decades ago (no idea whether they’re still a thing).
Once I figured out how to read from the Fediverse my thoughts went: now what? When joining it I learned that the community there values consent. So I needed to find a way to pick up interactions while preventing to display messages in unexpected places. Since the fedi.jaenis.ch is run all by myself, showing my own toots is okay. That leaves me with the usual „vanity metrics” (favs, boosts, replies).
I want to emphasise interactions and look at the number of different instances across them. But I also want to deemphasise large instances, so I clamp the values. All in all I’m okay with that part.
The interaction within the game is quite limited. But that’s okay for something that actually only got working together in the last 48 hours :)
To answer your question: I will likely pick the lessons learned here to next iterations of the jam series. The code is public (see description on the initial page). I hope to find more people picking up the groundwork I did and remix it with their ideas.
It doesn’t have to be an in-game counter. A progress bar that tells me how far I’m away for the end would be sufficient.
At first I thought about the letters flying around as kind of debris and tried to click the feather with the cursor (the windmill thingy).
If there were some wavy lines to indicate that the feather is controlled by the windmill, it should be easier to grasp.
Regarding the tutorial, while close to the house some words would make it more obvious. Perhaps an „Today I’m writing you…“ catched earlier and moved to a letter before the feather goes on its journey? (Because having a scene inhouse would be too much effort?)
I played with the mouse (and skipped right into the game so I initially did not read the instructions). After moving back to the description page I learned about the aim of the game.
Really amazing that you added an accessibility page to the options!
I collected 59 words. Were quite tough using a mouse.
I would have wished there was a progress meter to help me gauge my current state.
I absolutely love how you finished up the level. Great job!
I’m sorry to be the messenger of bad news, but I suspect this work will not be finished by him:
https://www.davidrevoy.com/article1021/goodbye-craig-maloney