Unfortunately, uploads are disabled during the voting for this game jam. I have started work on a fix for some of the technical and UI issues. I tried looking into the issue you looked into, which appears to be a little bug involving the scenetree in Godot. It was rarely occuring to me, but I am hoping the workaround I found should be good enough to fix the issue for you when uploads are allowed again.
Sirrah025
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Oh that is what I did for keyframing animations for individual actions. Beyond that was the tools for blending animations, animation states, and trees which I was learning how to use fully. Plus I had all these animation ideas for car crashes, running pedestrians that I start to become overwhelmed by and realize how much coordination would need to happen to synchronize them while not taking away player agency, which was a design question I should have considered sooner.
The points about scope and the theme is on the head there. I had initial ideas about not just tricks and a score system but also complex animations that I realize would be difficult to implement with the time I had for the jam. The original idea would surround around the kick-off causing a disaster which would then lead to further accidents down the line that you have to avoid. However, it was only after fully learning Godot's animation tools and how much time it took to animate the Doki model that I realize how much of the ideas had to be pared down. I can see that I needed to do better on budgeting my time and figuring a more feasible game idea very early on.
And thank you for pointing out that rule. I hadn't noticed that under the rules and used CC0 assets to help with modeling. But, I have updated the game page with all third party assets used in the game.
Thank you for all the feedback, some stuff that clearly needs some work and appreciate someone pointing them out.
Very simple game. I am intrigued by the concept of a game about social engineering. The ASCI graphics were nice. The puzzles made sense.
The game could use a bit of polish. It is possible to restart the dialogue by moving to the object again. Plus, the screen's position does not reset when I restart the game.
Creative idea. The idea of being the combat mechanic itself is creative, and the design took it to some creative elements. The focus on the mechanics of combat is interesting and got my brain thinking. I do think having the numbers for damage, at least the range of damage, would help in the design to focus on weighing the expenditure and gain of AP. But I can understand why that was not a priority in development.
I like the simplicity of the UI, it works well with the concept. My gripe with it, unfortunately, is that the UI becomes white text over white-grey text over a black background, which made some of the text harder to look at and read. I think the game would have benefited from more purposeful use of font shadow, dialogue boxes, and such to make the text more readable.
Another nitpick I have is that it may have been helpful to have some in game manual that can help explain some of the stats and how they impact the combat. Otherwise, it became a guessing game based off of previous experiences with RPGs.
This game is rough in a couple areas, but it is an interesting and engaging game.
Very creative idea, I love the artstyle. The pixel graphic characters plus the UI makes this game feel very polished. The music is good. It's fun without distracting from the gameplay.
The gameplay is pretty difficult in the early stage. The player character moves at such a breakneck speed that it is hard to learn to control at first. I start to adapt to it, though I notice some bugs in the game. Like the bee dying because they hit the enemy twice despite passing through the enemy.
Fun game that could really just use some polish but that is just about it.
I like the feel of the game. It is definitely hard to master, but easy to pick up. Nice artstyle, reminds me of the old Cartoon Network flash games.
Only feedback I have is for the levels to include a timer, at least as an option so players can be aware of their time during the level. I notice some levels where the tilesets are missing some corner pieces. The bottom right seems to be a missed corner piece.
Other than that, really good game, would gladly try and beat the developer time.






