Ohohoho this is peak. Nearly 5/5 on all of marks. This is great. Looked at the innocent bystanders for a good minute before I think I realized I had to shoot them? I thought it would be cooler if they ran around and then you had to shoot baddies in between them or something. Maybe that came later, because I shot myself in the head. Oh well. I don't have much else to say. Maybe the camera animation of pulling out the gun is unneeded. Otherwise, yeah, as I said. Peak. My personal winner.
Anthony
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Straightforward approach to the theming. One of my teammates actually had this idea, but I was too much of a coward to make it. What could've been, huh... Anyway, I think there's definitely something inventive about slowly adding more and more parts to the wheel. But yeah, biggest shame is that you don't get anything for getting the prize! GRRRRRR
I think one of the control nodes is eating the Mouse Input. Maybe you put a panel in front of the first UI? Maybe you accidentally made the label cover the entire screen, and also eat
Usually ColorRects eat mouse input, and labels don't. But because it's the Godot default UI theming, it looks like the buttons don't even react to the mouse hovering over. In Properties it's under Control > Mouse > Filter.
Godot default UI theme my beloved <3
Maybe scrollwheel to help with panning?
Loved this. Really like incremental games, I'm sure this could be iterated on and get to a decent point. Art is nice. The circles around clickable stuff is a nice a touch. Really love that you straight up just slap them. Like this is completely polish-polish levels of polish, for when you slap: tween the progressbar number to visually bounce/shake. Maybe use Tween.Elastic for that. I know it's already communicated with the wheel going faster, but I think it could be a nice touch.
Good on you for also disclaiming in the text (instead of only the "More information" bit) about using AI. I didn't get the theme until I pressed whatever button it was that activated the spinning wheel. Really reminded me of Megabonk. I love the animations for that. I also think it's a nice touch that you have to dodge instead of just purely hitting each little critter.
Could use some performance boost, the first 3 kills stuttered for me.
Holy! This could probably turn into a real commercial game. Not a platformer guy, but I can see the appeal. Personally, each time I used the yoyo I always felt like I needed to go further but I only went a small amount. Also some platformers start their game by quickly showing the entire level, it's a bit hard to gauge, even after one walkthrough, where the better routes are. Maybe that's the intended design.
Also the visuals is an easy 5/5, parallax city, that stuff is PEAK.
I would suggest make the default jump a bit taller and less fast. Skill issue on my part, but every second attempt at flying in the air failed because I landed straight away. Otherwise, the game looked good. Some readability issues with the spikes on the last level at the top. But I can see what loop you're going for. Cool!
Haha this was the first thing I've ever exported and I had like 6 minutes, so I just thought it was "just click export and you're done" type affair. But I'm working on it. In discord you told me how to do it, but I'm working on implementing more things. And yeah, I don't want to "pollute" the ratings of the game, I guess. Not that the final version will be any better, it's a just pretty simple space shooter :D
Shoot on LMB, change weapon on RMB, dash on shift, WASD for movement. And yeah, the player can't die. The initial concept was that the player would "ram/spin" into the enemies once they had 0 hp/were disabled, but I didn't get to do that. Otherwise it is pretty straightforward top down space shooter. Minus the part about not dying, and the mob spawner not having a curve.
