Thanks for playing! The Brat physics was kind of a late addition so admittedly I didn't manage to get it working quite as well as I wanted. The hitboxes in general is something I'll be fine tuning for the post jam update. The threat tracking is also something I'm still working on a solution for so thanks for the minimap suggestion!
Thefre
Creator of
Recent community posts
Thank you for the detailed analysis! I think several of the issues you encountered stem from the fact that I didn't make it clear that the interaction point is from the center of the camera rather than from Bae's facing. I did add a small dot crosshair but when I added in the Bae model afterwards I realized a bit too late that it blends right into her hat. I hope once I make some changes it'll become clear that picking up things and interacting with nodes is solely determined by pointing and click on them.
As for the mouse sensitivity slider, there actually is one if you hit escape while in play. I should have added a settings button on the main title screen but it was one of the many things I ran out of time for.
Great catch on the play time on defeat bug! I forgot to hook the resetting of it up so that will be fixed in the post jam update. I do agree that the defeat screen should have more stats on it. I had considered adding some kinda high score board but in its current state I wasn't exactly sure what to measure. I do have some ideas for it in the future though. Thank you very much for playing!
Thanks for playing! I do agree that tracking what all was going on was more difficult than I'd like. I think making you fuel the warp drive to progress added just one too many things vying for your attention, so I think one of the major shifts I'm going to make is to just have the warp drive charge itself automatically so that I can focus all of the player's attention on repairs and managing the Brats.
I'm glad you liked the Bae model! I had to make compromises to get it done within the time frame, but I'm currently doing a makeover on it now to get more fidelity in and I'm pretty happy with its progress. I have a lot of ideas I'm excited to try out so I'm looking forward to the post jam update!
I think that's an idea worth trying out! I originally thought that since you can stack repairs with multiple brats that the timer running down while repair might add some decision making over whether to ride the timer out or to try and get more repairs, but I think with as frantic as things get this kinda decision making never really plays out. Thanks very much for the suggestion and for playing!
Thanks for the detailed review and congrats on beating it! I ran out of time to do a proper tutorial so I had hoped that things were intuitive enough to understand and seems like you nailed it!
I think aiming at things will be easier when I change the crosshair to be more noticeable, I might offset the camera to the side so that Bae is not blocking what you're trying to grab as well. As for grabbing bouncing brats, it was originally much more difficult because the hitbox was the size of their body. I enlarged it to be the a bit larger than the actual model, but it's definitely still difficult to grab them while they're bouncing. Though a thought just occurred to me to make it so that holding click could put you into a catch mode so you can sweep up nearby moving brats.
Labeling the dispensers was something that I had intended but again ran out of time for. At first I was thinking of making them also able to break in which they wouldn't fabricate anything until repaired, but I think with the hectic pacing of the game it would've been too difficult to lose such important assets.
As for the QoL suggestion, that is an interesting way to add a diegetic means of tracking broken panels. I was thinking of making the wrench something you could pull out and it'd pop up arrows showing where the broken panels were, similar to how it worked in Warframe's Railjack mode. Losing track of what panels were broken is something that I ran into a lot too, which is why on loss it snaps the camera to look at the panel that ran out of timer. I mainly did this to make sure that losses came from actual timeouts and not some bug.
Thank you very much for playing my game! I'm glad you had fun!
It seems that users have reported issues with that version with specifically Godot's Forward+ renderer, which is what I used. Do you know if you've played any other game that uses Godot's Forward+? I'm curious if it's just that entire renderer or if maybe it's something more specific to my project. Though I don't believe I'm using any special shaders. Allegedly there's a version 25.12.1 of the AMD Adrenalin driver that's supposed to solve this issue. Alternatively rolling back to 25.9.2 or 25.6.1 reportedly also solves the issue.
I think I understand where your frustrations are coming from. The interactions are based on the center of camera which I tried to highlight with a dot crosshair, but I made a poor choice of color of it being white and blending into Bae's hat. I see now that it would be likely that players would assume that interactions should be based on Bae's facing instead. I should have either offset the camera to the side and changed the color the crosshair. Was this the issue you had or am I misreading the problem? Either way, thanks for giving my game a try and sharing your experience!
Thanks for the details! It sounds like it might be a GPU driver issue. Could you let me know which graphics card you use, and if possible what version driver you're running? Seems like there's been reports of newer AMD drivers breaking Godot's 3D rendering so I'm curious if that might be the issue here. This game was made using Godot's forward+ renderer so if your driver has compatibility issues with Vulkan-based renderers then that might be an issue too.
Any additional info you can provide is greatly appreciated! Thanks again for taking the time to troubleshoot with me.

