Thanks for the feedback! Yes, I realized that the peasant rush strategy was too strong during development, but it seemed I didn't nerf it enough. I also could definitely have done a better job with the enemy waves. I only had about two hours to tune the difficulty, so I did what I could.
StarlightLacuna
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I like the premise of this game! The annoyance meter adds a nice bit of tension to doing the tasks and fits well with the game jam theme. The task system is solid and a good base to build on if you choose to develop the game further. The way the villagers wandered around the village was a nice touch.
That said, there is definitely room for improvement. Others have already pointed out the strange way the houses are placed, but I also noticed that the trees have a much smaller collision box than their sprites. Did you mean to set up Y-sort on the tree sprites? That would prevent the player sprite from rendering in front of the leaves. I also encountered a bug where object interaction text appears even if the objects aren't visible or interactable:
Overall, I liked the game. Good job on the submission!
Really cool game! It's well polished, and art and audio are fantastic (maybe even magnificent!). I love how you tied in the theme of the game jam by deducting points for collateral damage; the player gets to choose how much risk they take by balancing their safety vs. their final score. I also liked the enemies, though I wish the ground ones had a better indicator of when they're about to attack. It's difficult to see the dotted line when I'm up close to them while melee attacking.
Nice shooter game! It's a simple idea that was executed well. The controls feel good, and there are a nice variety of enemies. I'm really impressed by how you made all the assets yourself; the art and audio work well together. I appreciate the auto fire, though I think I would have liked to see one or two more kinds of weapons to add some variety in gameplay.
Fun game! I like the art style and the music; they give the game a lot of charm. It's really impressive how fleshed out the dungeons are, and the puzzles gave me the nice "Aha!" moments when I figured them out. The sword swinging could be better, as others have pointed out, but it wasn't too big an issue for me.
This was a lot of fun to play! The different modes were really amusing to discover; I certainly didn't expect to be playing so many different genres in the span of about ten minutes. The only real trouble spot for me during my playthrough was the vehicle section, since I kept getting tossed in the air and flipping over. Thankfully, the respawns were quick enough that it wasn't annoying to try again. Also, I don't know if this is a problem on my machine only, but I felt like the mouse sensitivity was too high on the FPS section. It would have been nice to be able to adjust it in-game.
Well done on the game! It was a good time all the way to the end.
Awesome puzzle game! The visuals were nice and the music immediately put me in the puzzle-solving zone. The puzzles themselves had a nice difficulty curve that kept me engaged all the way to the end. I was able to solve some of the levels without using up all the allotted moves, so it was cool to see that there is some room for different solutions.
All of the concerns I have were already mentioned in the other comments, though I do want to reiterate that the UI could be a bit bigger, particularly the hints at the top right corner.
Nice work on this submission! It gave my brain a nice workout.
This is a neat arcade game! The graphics and audio work well together to evoke a retro feel. I particularly liked the simple grid background since it gives a reference frame for player movement unlike a blank background. The random power ups that the enemies get when the player gets a boost was a nice way to tie in the jam theme. The difficulty was a bit high for me and I died a few times, but I managed to complete all the stages. I think the way the projectiles are almost as fast as the player was the reason; it was tricky dodging all the beams and missiles.
Nice work! I had fun playing it.
This is an incredibly charming game! I love the art, and the little bits of story and lore presented in the random events was fun to read. Lately, I've been playing a lot of Cute Knight and Long Live the Queen, so this game was right up my alley in terms of gameplay. I had to replay a few times and take a lot of notes, but eventually my dragon was dubbed "Bestest Dragon in the Realm".
One small thing though that I think could be improved: I noticed that the text of some of the events are long enough to overflow the text box. As a result, the player has to scroll down to read the entire text. It would be better to avoid this and have each snippet of text be viewable in its entirety.
I really like this game! The shield mechanic is clever, and replaying the game to get the different endings made me notice and appreciate details like how the opening lines of dialog explain why Aiden's ship stalled in the asteroid field. The music and sounds were great too--they're perfect for a heart-to-heart in space.
The only thing I can think of that the game needs is a way to replay at the end so we don't have to close and reopen the game to get the different endings.
Well done on this submission! It gave me a lot to think about regarding game design.
Thanks for the feedback!
As for my background, I do have some experience in game dev with Unity. Most of it came from taking a couple online courses over the past few years, but only recently (last month) did I start actually making games on my own. I'm sorry if I misrepresented my experience; I didn't mean to do that, but I really did just start using Godot this past week.
This is a fun defense game! I like the combination of shooting arrows and building defenses; it reminds me of the games Orcs Must Die and Dungeon Defenders. The sprites look amazing, and the other existing assets you used match the aesthetic really well. The gameplay is also solid, though I must admit that I expected the arrows to be affected by gravity instead of flying straight (I think it would be a neat addition if you choose to develop the game further!).
This is a top-notch game! It's incredibly polished--much closer to a release game than a jam game. The movement and attacking feel great, though they would benefit from gamepad controls (I saw you already mentioned in another comment that the game had this but it wasn't working for this submission). One thing I encountered that might be a bug though is that when attacking while standing still, the character steps forward only either left or right (depending on the sprite facing) even if the attack itself is pointing up or down.
Excellent work! I had a lot of fun playing.
This is a cool defense game! The art, music, and sound are really good. At first, I wasn't too excited about how there was a significant chance of missing each shot. Then I read the comment about how the accuracy works, and I liked the deep-dive into the math behind it. It made me better appreciate the design decisions you made; they heighten the tension and contribute to the last stand theme. Nice work!
This is a neat shooter game! I like how movement feels, and having to stop to shoot arrows adds a nice bit of tension when you're trying to kite the enemies. I had some difficulty with the shooting controls, but I see from the other comments that you already intend to address that. I also ran into a minor audio bug where if you press space quickly, the shooting sound plays multiple times even though you only shoot one arrow.
Overall, nice work!
I love the atmosphere of this game! The story is simple, but it's interesting and presented really well. Having the different monster parts correspond to different cookie ingredients is a neat twist on the serving gameplay. I would love to see the game expanded to have more monsters and cookies (maybe even other kinds of offerings).
This is a cool survival game! I really like the tap and hold mechanic. It's deceptively simple, but the strategy lies in timing the pulses correctly. I can see it being extended to different patterns or even different notes/buttons if this game gets further development.
Other folks have already mentioned it, but it would be nice to have some sort of indication of how long to hold the button for the long note. I feel like it's important for when different types of enemies attack simultaneously so the player can sequence their pulses correctly.
Excellent work on this submission!
This is an awesome game! I really like the story presented at the start about how the player came to manage the last hotdog stand. The sounds are also great; they took me back to all those times I walked around the city and passed by the street food vendors.
I skimmed through all the previous comments and pretty much all my concerns have already been raised (mainly the non-pausing timer and customers during the tutorial as well as the kind of sluggish early game). Despite those, this game was a gem that I enjoyed playing.
This is a nice arcadey game! It has a simple and fun gameplay loop. I like how cohesive all the art is, and the music is catchy. I kept losing because I didn't expect how big the bomb explosions were and how long they remain on the field. I had a good time after I learned how they worked though. Well done!
The music in this game is awesome! The platforming was really tricky, and the falling eggs really liked to just casually nudge me in all the wrong directions. It didn't help that jumping down slopes didn't always work. I had to try multiple times, but I eventually got to see the egg wizard himself in all his yolky glory. Overall, it was a fun time!
I quite like this game! The concept is great, and I found it very engaging to read the rumors and try to figure out which weapons to stock. The weapon stand is also decorated well, though it was hard to see which weapons I could click on at first. Having labels or some other way of making them visually distinct from the decorations would help. Also, some text didn't have backgrounds, making them a little hard to read. They could benefit from the same style of backgrounds used in the popups when you hover the mouse over the weapons. Overall, nice work!