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tohu

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A member registered Aug 14, 2023 · View creator page →

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(1 edit)

Intriguing screenshots, looks pretty interesting. Looks like you've submitted this to quite a few game jams already and have probably received plenty of feedback on the game. Nice job with the first impression and conveying the ideas of your game through the screenshots on the landing page. Thank you for making this playable in the browser as well, I overlooked that at first. Pressing 'A' on the desktop web build did not start the level as the instructions indicated, but the spacebar worked. I like that the overall concept is a framework for multiple mini-games. Looks like there are a few infinite runners in there, a flappy bird kinda game, and so on. It's a cool idea because you can expand it as you please with new islands. The Minimal3D game is broken in the web player, and not only that, but it's the one game so far where I can't hit the escape key and go back to the main menu. In any case, I realize you probably posted here to gain exposure more than for the Game-A-Week feedback, so I'll leave it at that.

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A bit rough. While I was able to run this in the browser (and thank you for making it a WebGL build), the mouse sensitivity is insanely high. I was able to destroy the cubes (trash) that seemed to spawn endlessly, but I'm not sure what else there was to do. I noticed that there was a counter to indicate how many cubes I had clicked, but I didn't see a timer or anything to challenge me other than the hypersensitive mouse. I did notice that you had some simulated buoyancy or water behavior going on, nicely done there (or maybe it was just my imagination and the water texture just overlapped the cubes). In any case, even a simple 60 second timer and a high score would at least make this feel like there is at least one more replay to be had. If you wanted to lean into the climate resilience theme, you could compare the amount of trash destroyed to the size of various real-world objects or as a percentage of the Great Pacific Garbage Patch (if you really like small fractions anyway). In terms of adding additional challenge, you could add civilian boats or wildlife that the player should avoid clicking on. In any case, congrats on the submission, as it's still more than I built for this jam.

Edit: also, congrats on sharing your first game with the world. Looking forward to what you make next!

This was fun. I like the aesthetic -- the font, the game sprites, and the color palette all appeared to work well together. The core gameplay loop feels like Flappy Bird, but nothing wrong with that if your goal is implementing mechanics rather than producing something original. I was a bit confused when my flower projectiles started shooting to the pipes underneath me instead of above me, but once I tried to figure out what the up arrow meant on the UI, I figured out the three-jump limit and how that worked.

A couple of notes to improve this project: fix the pipes that spawn overlapping each other, and the '5' in the font is a bit hard to read, could be mistaken for a '6'. Overall, a clean build and gameplay loop that works without any noticeable bugs. Thank you for making this playable in the browser as well. The highest score I was able to get to before I quit was 37.

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I realize this is a game jam submission so take my feedback with a grain of salt. Congrats on the submission!

Edit: Please tell me you won all of the prizes from the Time Pass Game Jam 2023 -- you were the only submission. De facto winner!

PROS:

  • Enjoyed the splash screens
  • I always enjoy a good leaderboard!
  • I like how the user can tap to set the player's path, that was intuitive and seemed to work well
  • I like the concept, a race against time to harvest fruit.
  • It appears that account creation works, nicely done
  • I like that you have different features between offline and online mode, like the "news" section
  • This is a complete game concept with heavyweight infrastructure built around it, certainly feels like more than just a demo or jam submission because of that

CONS:

  • Difficulty settings were hard to select in the scrollbar window because they are squished at the bottom of the screen (a scrollbar here would be unnecessary if the element was higher on the screen).
  • Volume slider doesn't seem to work
  • No immediate feedback on what differences there are when choosing different Visuals settings (might be nice to show an example of the differences when picking each option)
  • Fruit was sometimes generated in impossible locations to access
  • Clicking on tree canopies is possible and prevents clicking on the ground beneath for movement
  • Countdown timer should stop when the game is won
  • Looks like I got two wins on the board after winning one game (Easy mode)
  • Provide feedback to the user on the account Sign Up page (both for errors and on successful registration).
    • For example, I could not click "Sign Up" because my password was too short, but I had no indication that it was a problem.
    • Once I signed up, nothing happened. Clicking Sign Up again informed me that the name was not available, which suggests that my previous submission worked.
    • Might want to do email validation, since I just entered a random email address.
  • Scrolling or "typewriter" text in the news section... I personally find typewriter text annoying and harder to read than if it was all just displayed at once.
  • I was not able to play a game in online mode. I clicked Play Game and it did not load,  but all buttons were disabled.

RECOMMENDATIONS:

  • Make UI components larger for mobile devices (e.g. the buttons, the volume slider in Settings)
  • Remove components that do nothing (e.g. volume slider) until implemented - users will react more negatively to broken features than missing features.
  • Consider releasing game jam entries as playable in the browser. Installing a .apk file from an untrusted source is a high barrier for most potential users, and in order to run the app you have to allow untrusted files to be run from Chrome, which is a huge security vulnerability. If the user allows this, they must explicitly disable that again after installing, or their device will remain vulnerable.

Project files loaded with no issue for me in Godot 4.1.1. I tried it in an older version (3.4.4) but that failed to load. Anyways, running the scene is smooth on my machine (GTX 750, Intel i5 CPU) with 75 FPS on the display. Interpolation is a useful tool to have in the kit! The code is legible too, for what it's worth. Thanks for sharing.