Thanks! balancing probably was the hardest part.
Sisyphus game development
Creator of
Recent community posts
combining resource gathering / crafting and shooter, that's a really nice idea, even though the game is pretty raw, i would definently play it again in the future if you update it!
I found an infinite hp glitch: if you have crafted armor, and have enough material to craft it again, you click the craft button and gain free HP, you could click it as much as you want
this game is very original, the cutting system works really nice, and is actually interesting, even though i didn't understand what the "make another cut" button does, and i figured out the rotation after about seven orders, so i think the game could use some tutorial. i really wanna see it grow as a big steam game. One suggestion would be to make an inventory/storage system, so you could grab a bunch of gems in one go, and store them somewhere at the house, then go into mines again, once you run out of that. But that's just a suggestion!
had alot of fun playing your game and beating all levels! i really love speedruning games with sliding like this. although, i didn't understand the grav whip mechanic, liked the idea, it just felt random and disorienting to use
beat Tutorial level3 in 10 seconds, and Tutorial level2 in 7.5 seconds, idk if i should be proud about it, but i am)
Spoilers ahead!
Good old ant simulation, it was the least thing i expected to see in this jam! not only you managed to nicely implement it, you also appended it with the warrior ant, and by adding the pheromone brush, you turned it into strategic game. genius!
there are a few frustrating moments there, like ants with and without food would form loops, that are hard to break, sometimes ants would not listen to pheromones and just proceed to die at the altar or in lava, right when you need them most.
Game is very good, i really liked the idea, and i didn't see any bugs (in-game, that is)
spoilers ahead
but UI is a bit off, on my monitor most dialogues look like this, and i can't even click anything, resulting in softlocks after almost any dialogue
also, once you get the old guy mine ost upgrades, you can gain slaves by mining the surface, is this intended? it feels pretty OP
had a lot of fun beating the game, it was fun, enjoyable, and original. game felt complete, dialogs were silly and funny.
one note: rats were getting stuck all the time, to avoid that, i suggest using 'Navigation2D' it's pretty simple to set up and use, once you have set it up (there are plenty of tutorials online) you can write something like
'var direction = ( nav.get_simple_path(global_position, player.global_position)[1] - global_position ).normalized()' in the enemy code
I really enjoyed the game! it was fun, the graphics are awesome, and the atmosphere consumed me!
one serious problem: object aren't rotated towards the player, so it's often impossible to tell is there's something coming, wich leads to taking damage from thin air.
dev-to-dev suggestion: line 'look_at(Vector2(player.global_position.x, global_position.y))' in every object's '_process' function should fix it
I really enjoyed this demo, very exited for the full game!
a few suggestions: make the text not time based, especially since the font is pretty challenging to read (for me, that is). make the cards drag-and-dropable. make the overworld boat follow the cursor when button is held, so you don't have to click so much to get around
had some fun playing! got a high score of 202
any way, here are a few suggestions:
- you should work one the audio, voiced effects were the funniest part, but you need to balance them as some were too loud and other were to quiet
- also the ammo mechanic is a bit out of place, cuz you can just get a new weapon before the current one runs out, in fact, i noticed the ammo label only on my 3 try)
EDIT: looked at the source, good job on the strong typing and OOP
did you know that you can use 'class_name' keyword to name your class, and then use that name in the 'extends' directive, instead of using the file path
just makes things look better, and won't break if you change the file path