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I was thinking about doing a game jam during the US road trip, and seems that now we're in San Frisco, the time is right because at least here I have working internets. However, this "W" is giving me trouble. Should have been little creatures or something. XD
(Streaming intermittently from https://www.twitch.tv/comedyreflux (connection not always stable))
Pretty cool. I would think that if I have two cards with chain, I could add in a third, but this didn't seem to work. Perhaps it would be nice to have some text somewhere you could click to get more info on what effects the card you played had. Also idle animations for the characters would be nice addition. :-)
Yeah, I ran out of time to put a label there to tell you to press either enter or spacebar, but that's how you start this litle QWOP-like experience. :-)
I think it's been the way to start most of the games I made that had a start screen, so handy to keep in mind for the future as well. Thanks for checking it out!
After just playing fear and reading Ending, I presume my eyes were still trying to move fast, and I had a visual haluciation of the game box seemingly expanding. Don't waste your money on acid, play "falling in sorrow". :-)
The theme's "Messy Business" (see the "title" in the main page description). It's usually pinned down on Friday. I'd suggest asking the RockNightStudios guys on their stream for next week? (This is a weekly event) Monday evening they stream the games from the Jam. You could also jam on Sunday and send them the game you make. It won't be in the Jam overview, but they still play it on stream normally. https://www.twitch.tv/rocknightstudios
Another idea, since moving the jam this late could be troublesome: you do the jam at an earlier time, but only take three hours (+30 mins), and then submit it when the jam's live? You could stream it for extra flavor.
Thanks for the comment. Yeah, I guess I should have made the last jump a bit less difficult. A game jam does make for limited testing however, and after a while you presume everyone will "feel" the physics like you as dev do, which of course is not the case. I did also include a second level, where the first jump is one of the most difficult in there. Seems like difficulty ramping is something I have difficulty with in the games I make in general, ah well, time should make me better in finding the right balance. :-)
Just like you I've always liked trial bike games a lot (began with flash games as well), and wanted to see if I understood Godot enough to make one.
I have confirmation the non-mono version I added does work. I have changed nothing to this build, besides using the regular Godot to build it instead of the mono (which supports C# but then apparently adds extra depencies).
Also, I have the mono build of Godot, so as to be able to use C#, but this seems to lead to extra dependencies, so that might be the problem. I'll see if I can upload it with other Godot version