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SkotDude

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A member registered Jan 16, 2022 · View creator page →

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A game made the creator of The Stanley Parable, and is a really good thing to play for any content creator.

https://skotdude.itch.io/caves-of-goo/devlog/673979/procedural-generation

You did leave a comment! The jam submission and game pages have their own comment sections. Thanks for the extra comment though.
I was toying around with the idea of rewarding clearing out all the goo, however there is a bug that occasionally hides goo under the walls, related to the slimes getting out of bounds. I can only imagine the rage it would cause to get 99.99% of all the goo and not be able to find the last piece. Either way I ran out of time, but I will definitely want to add this

Thanks a bunch! It's a combination of something I came up with myself, and a couple of ideas I read about that was used by the dev of Tiny Keep. I go into it a bit in the design doc, but I'm gonna do a more in depth write up about it soon, and probably put it here on itch as a devlog entry. I'll get back to you on it soon.

Thank! I adore procedural generation. 

Variety of enemies is absolutely on my list.

I have some ideas to improve performance,  the code is spaghetti right now. Thanks for the encouragement. 

Thank you for playing! 

Thanks so much for the feedback about the feedback.

I set out to make something that feels like a game, and I met that goal. It took sacrifice and going forward in game dev I will have to learn to balance the other responsibilities in my life. The last 48 hours of work were intense and honestly a helluva rush. Getting feedback from people playing my game is totally addictive, and I fear I may become a clout goblin. Try my game, please. 

https://skotdude.itch.io/caves-of-goo

Super Mario Sunshine and Power Washing Simulator were huge inspirations. It's a part of the game that will be receiving a lot of attention in the future, really try to squeeze as much satisfaction out of it as possible.

Thanks so much!

That's a great idea, there isn't much in the way of feed back right now when you hit them, the sounds are too... smooshed together. Thanks for the encouragement, I'll definitely work on this game more.

This game is so chill, and I like the idea, like a twist on Reversi. Would love to see previews of the growth pattern each type of mushroom has, maybe like a fading out highlight that shows it's potential spread for the next 2 turns?

The juice and feel is so spot on.

Awesome atmosphere, good tutorials. Actually disappointed when I finished it. Was so ready for the next level. I did find myself constantly scrolling to zoom in and out, only for the screen to go up and down, but I could get used to that.

Really nice game and the concept allows for so much.

I totally feel you on the need for a dodge, it gets hectic sometimes. I was going for added intensity by adding the limited water I think maybe it went a bit too far. Maybe some more fine tuning. I don't think I'm done with this game for sure.

When you land from a jump and immediately jump again, it's inclined to move in the same direction you were already moving, as opposed to the keys I'm butterfingering in another direction. It's more realistic the way you've done it, but for some reason I was expecting to be able to change my direction completely, or at least wanted the direction of the jump to match the direction I press.

My guess is that your jump takes the direction you're moving in when you press space to set the direction of the jump, rather than the direction inputs from the player.

The way your character handles is absolutely something I could get used to, and is part of the flavour of your game, I think I've just been playing a few too many precision platformer submissions.

As soon as it was in a playable state, my kids played it for every major change. They were very supportive and a major influence on the visual design. They suck at games though, lol.

This is really slick. The art, the music, the sounds all mesh really well. I did not much like the inertia on the character, but that's because I suck at platformers. I got stuck on level 6. Very cool.

I really like the atmosphere, shame about the bug stopping progress, it was really going somewhere. Kind of reminds me of Yahtzee's 5 Days a Stranger and sequels, which really speaks to  me.  Thanks for including the godot project, was interesting too look through. Your code is so much neater than mine.

Thank you for playing!

Absolutely what I was going for.

That started to bug me too, will definitely have to make it require more deliberate input.

Thanks so much for playing.

Love the style, played for way longer than I expected to. It might just be me, but I couldn't seem to get the wall jumps to work consistently and it can feel just a little unfair sometimes with the collisions on the attack. Other than that is is a really well tuned, polished game.

I like the aesthetic though the black and white does make it a little hard to interpret what the tiles are. Over all it's kinda easy, but very chill. I would love to see more added and I could see myself playing it for hours.

Pretty fun, I like the moving truck and painting the seagulls way more than is healthy.

Mine! lol.

Thanks for playing and the kind words.  I was worried about it being too easy, so I made the things hurt more, but I should have done more playtesting because it really ramps up as more dudes show up.

I love this method of story telling, The game is way more of an unforgiving precision platformer than the aesthetic would have you think. Maybe a little too slippery? But that's something I could get used to. Very polished, visually appealing and both cozy and intense at the same time.

Very cute. The fire reminds me of Calcifer.
Don't feed dogs grapes, though. 

Every few hours I refresh it, yeah. I'm surprised at the feelings it brings up, like feeling invisible. 

I played The Beginner's Guide on Thor's recommendation recently, and I'm really glad I did. It's helping me understand these feelings a little better. I keep telling myself it was all about the learning process, but still I feel a need for people the see my work, to have fun with my game, to tell me "good job, man" or "when are you gonna make more?"

I'll be adding a number to your analytics.

I spent almost the whole first week on the procedural level generation, which was good because I learned a few new "cool math tricks", but it left little time for the rest of the game, which left it very... lacking in features. I had less time to polish, less time to fight the game engine to make it do what I wanted. I crunched the last 2 days, which literally meant no sleep, because I have kids to also raise. 


It was absolutely exhilarating,  will be jamming again soon.

This thread made me compile and add a web version of my submission. It was already in the back of my mind but I was worried I wouldn't have time to learn how to do it/had problems doing so before. Turns out it's pretty darn easy in godot.

I almost gave up like a 100 times. I'm the full time caregiver of three demanding children amd school just started for the year. My house is an absolute mess and I gave up a lot of sleep to put out something I was proud of. Stressful but the rush was actually exhilarating.