Thank you! Will give it a try :)
Skels
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Its alright, no offence caused 😁
I miiiiight develop this game a bit further - possibly - more levels, make the mana system more relevant, maybe add some actual platforming - because although I am doing another project thats very big in scale, I find it useful to have A and B projects I can alternate on, helps with some of my attention span issues. No promises, though 😛 (except the fix, that is)
Thank you! Aw theyre little devils though, get too close and they fly right at ya and take off some of your health! Haha 😅
Yes, this is my first in-browser game made with Godot! But I have had similar experiences with lag in Godot even for downloadable games (oh god, in my unfinished game Morning Never Comes I had a REAL issue with this), due to shader and particle compilation only upon it being seen by the camera. I did actually do as you suggested, however - just probably not for enough of the particles & materials if its still lagging! In the 1.1v build, the camera sees the magic projectile particles, the cottage smoke, steam particles from the pie and several other shadermaterials for a few moments before the transition fades on and the camera pans over.
No idea why its still being so laggy, though I really should of done the same thing with the particles and VFX sprite material that appears when you kill a ghostie, as that... *really* slows things down.
Btw - if youre interested, and have accees to a keyboard with an "Insert" key - try pressing that to see a "secret" debug mode ;-)
You got this error after *downloading* it?! Huh well... that's new. Sorry about that! Yeah, the game lags a lot in browser, although apparently some browsers are worse than others for web games.
BTW, have you played any other downloadable Godot games on that system? I'd be interested to know if it's my game only or if it's all Godot games. Wiggly Candy Hand is another one that's made in Godot. give it a try and let me know if you get a similar bug... it'd help me narrow it down to if it's an engine thing or specifically just my one!
A text based, hand drawn game! Very unique. This is the first time since I was... what, 12, 13 years old that I played an HTML/CSS based game? Haha. I dig it! The artwork is charming, and I liked the mechanic where you don't get a second choice at the berry bushes, like that when you go back the berries aren't available to pick. I ended up playing very cautiously, but ended up dying at the headless horseman. Still, a great little experience!
The visuals of this one are fantastic, though it could only get about 10 FPS max on my machine (laptop, not a great one either so not a shocker tbh). The audio is great, but could use some contrast - it's always loud, *all* the time, so when I'm being chased it doesn't sound too different. But the environment design alone, along with the unique visuals make this one a must-try for me!
I really liked this one! The gameplay was a little slow for my tastes but the vibes are immaculate, like you really used Godots lighting engine well and it was very moody, and communicated themes very well. Visual design wise it was good too, I could understand exactly what I needed to do to get through sections without any direct instructions, which is always good. The start of the nightmare sequence really fucked with me as well, made me think a little of the nightmare sequence from the first Max Payne game. Good job!
Thanks for letting me know. Apparently it's an issue that you can run into with Godot projects if you're trying to run the game in Safari, but there *is* a plugin I can use in future versions to prevent this error happening - only thing is, we're past the one extra day allocated to allow modifications to our games now, so I'll have to wait until the end of the judging period to try to fix it (I'm actually looking at doing a Mac one for when that period ends as well). For now, if you wanna play it, you might have to download it. Sorry about that! It does run MUCH better downloaded, though. There are a few lag issues with the in-browser version.
Well presented, nice graphical style, and easy to control! Could of done with a beeping sounds when scanning an item to let you know you'd scanned it properly. My only real issue was that after that one... strange customer turned up, I couldn't scan their item and I had to Alt F4 out of the game to quit. But a good effort! :D
Hooray, I won, I wooonn! Loved this little game, though not too scary (the Synty assets didn't help because I recognised the style, but for budget assets they're great - I used some in a game of mine a little while back, totally get why you used them, making all of a house that detailed from scratch would just of been impossible in the timeframe!). The ghoul management mechanic was fun, at times it felt more like I was playing some weird kind of horror management sim, which could be a genre all in itself. The only issue I had is that sometimes when going up and down steps or the doorways from the upstairs, occasionally the charecter collider would get stuck - felt like maybe it could of used a little invisible ramp there to make it simpler to navigate. Otherwise though, really good :)
I agree with J, the school is definitely the creepier setting - but I feel like that's likely because it had more work put into it? If there's one thing you nailed, it's the sound design, that was great. I feel like the indoor areas could of done with some distance fog, but as a fellow Godot developer, I understand that the basic Z-fogging has become so much harder to use in recent versions (no idea *why* they made that decision, but alas it's one we have to live with for now).
It does feel weird, however, that you've got this lovely narrative intro (great job on that, by the way!) - and then you have a choice of three settings for the next part. It feels like you bit off more than you could chew, or at least that you gave yourself a way bigger workload than you needed to? On top of that, the genre you picked - again, not the easiest thing for a one week game jam, but you clearly love the genre and wanted it represented here. I picked collect-a-thon because I thought it'd be easier than something like this. But I can respect the ambition! Good job :D
Thank you very much! The aesthetic and the movement of the player charecter, those are the things I'm most proud of on this one. Yes, the mana system is, upon reflection, not even required to complete the game - originally I'd planned on having areas that you had to destroy the barriers to (wooden boards, old vines, etc) to get to some pumpkins using your spells, but that didn't get implemented; as it is the boost mechanic was only implemented on the very last day...! If this were a month long game jam, I would of added so much more. Thanks for the feedback!
Btw - GREAT job on your entry. Followed you on here, I'm eager to see what happens in the future regarding it. :D
This was great. I'd LOVE to see this continued, reminded me of games like Lone Survivor and Neverending Nightmares (which were both very successful games in their own right). It saddens me that this game jam (and tbh, none of the ones I've seen so far) don't have a ranking system for "Future Potential", because if they did, this game would score the highest possible marks. The mechanic of aiming your flashlight up and down is interesting and I'd love to see more done with it (maybe highlighting items that can be picked up?), the sound design was unnerving, the hand drawn art is brilliant especially for the allotted time (good job on picking the setting of train tunnels as it means you can easily reuse art assets ;-) ) - seriously, really good job.