Thank you! I reused a lot of code/assets from my other games so it's not exactly made in 3 days ^^;; I mainly wanted to take the opportunity to prototype some new ideas. Thanks for playing!
ShenTzu Games
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Neat little game, though my hand definitely felt it by the time I finished xD Everything was pretty intuitive except for what the middle upgrade was. My best guess is that it's crit damage or crit chance? There was a level up perk for crit too, though it wasn't clear if it was damage or rate (or both) either. An addition to the stat block would be helpful in clearing things up there. Either way, keep up the good work!
Great concept of needing to program your moves! I saw in your response to another comment that you didn't have time to properly indicate how far the robot will go, which is perfectly understandable. I think you can mitigate the frustration from that by allowing players to submit/run commands more than once so they don't have to write the perfect block of command to win. Or maybe that was intended and I just ran into a bug? The second level (where you first get MoveLeft) had an issue where I couldn't reset the level and had to refresh the page. It seemed to run my "MoveRight" command more than I told it to too, and the robot was running into the wall for longer than expected before moving left. Fortunately I didn't run into any problems after that, and was able to finish the game and have fun with it. Good work!
This game has a lot of potential! Unfortunately progression is far too slow to be enjoyable, it took me a long time (upwards of an hour I think) to "max out" (have two god gears, blowtorch ++, and an extreme gear), and I spent most of it babying the extreme gear. Some intermediate "global upgrades", such as increasing overall money gain rate or reducing the deterioration rate of gears, would go a long way to helping things. Other ideas such as a bit of automation would help too, but I understand would be a bit much for a game jam. Keep up the good work!
The gameplay is barebones, but still pretty engaging with the mystery, and the reveal/ending hit pretty well. The art is nice too, and the paper crumpling is a great effect to reflect the player character's state of mind. I think the best way to approach this game as a player is to see it as a visual novel instead of as a rpg or action game like the other entries in this jam. Good work!
Fun little game, though it could use a little polish. The main thing is that gears block your shots, so if the lead zombie in a swarm drops one, all the zombies behind him are shielded. You can fix this by putting pickups and drops in separate groups (select the mob/pickup scene's root node, click the node tab in the inspector, then switch to Groups), and setting the bullet collision to only trigger if it collides with something in the mob group (i.e. if collision_body.is_in_group("mob"): trigger_collision). Other things I noticed is that the shield doesn't seem to work either, and you can keep buying heals when you're already at full HP. Keep up the good work!
Great concept with your capabilities being limited by what body parts you have! Some of the puzzles were a little tricky, and I had to use momentum to "throw" my body parts past some blockers (don't know if that's intended, but if so, great creativity!). Only thing I'd change is letting the player keep the ears in stages that don't need it, just so there's more sound. I initially thought there just wasn't any in the game. Good work!
While the game isn't particularly polished, I understand it's probably a case not having enough time in a game jam, so please take these more as suggestions! The interchangeable parts concept and vehicle building have great potential, but is a bit confusing right now. It's not immediately clear what each of the parts are until I put them on the slots, and I don't see the changes I made reflected on my tank in game. Keep up the good work!
Thank you! As I said in the page description, I used a lot of stuff from my previous games so I actually had a lot more time to work on those. If you're interested in the story, feel free to check out the game where it came from, Fuchian Chronicles!
Thanks! They came from this pack! https://matty77.itch.io/explosion-sprite-asset-pack
Thanks for the feedback! Yeah, the portrait in the options menu is meant for fan-service, which is not something I usually add so I wanted to give it a try xD I did have ideas to fit the theme more, such as an upgrade for destructible side armour to fit the "parts" part, but unfortunately ran out of time. Thanks again!
Love the art/animations! As others have said, having sound would be a great addition, and I'd add that being able to restart the game would be helpful too. Also I don't know if it's intended, but I couldn't jump and shoot at the same time, but I can shoot while falling, which slows my fall dramatically. Keep it up!
Thank you for playing/streaming my game, and I'm glad you liked it! I'd say almost everything in this game came from my previous work. Ship/character/lore design came from Fuchian Chronicles, the main game, while code/menu/systems come from from The Last Fox Fighter, a mini game set in the same universe I made to practice Godot (you can find both on itch.io/Steam!). For this game jam I mainly wanted to prototype some ideas I had for a sequel (specifically playing as a frigate instead of a fighter), hence the reworks.
Also, watching your stream it looked like the game behaved a bit strangely for you. For example, what you thought were mines were actually supposed to move forward like the other attacks, and you seemingly went from stage 1 directly to stage 3 (the boss stage). I couldn't replicate those issues playing in browser on my end though, so I'll need to look into it at some point. Thanks again for playing!