"Thrive is an open-source game..."
me when I see the price -|-
Wow! that was terrifying! The sounds reinforced the feeling of being trapped portrayed by how huge everything is around you. I'm excited to know that other people also like to go for more of an experience than a game. I think that video games can be interpreted however we want and therefore they are a way of communicating kind of like art :)
Cool! Thanks! The thing with experiences is that they really have to be on point in order to be impactful and believable... I think that I spent too much time on mostly insignificant details and left some pretty big issues in the game because of that. But, if you can manage priorities, making an actually good and detailed experience "game" is possible for a game jam, I think.
Thanks for your kind words :)
I have to say that I struggled making the actual game world and gameplay (little that there is) because of endless fine tuning. For example, I wanted to make smooth scene transitions to not break the atmosphere, but I ended up using the simplest solution because it was taking up too much time and wasn't working. Unlike NaissanceE, you pretty much only have one way to go, which isn't ideal considering the initial game plan.
So yeah, kinda smashed together at the deadline unfortunately...
Hey! I just wanted to say that, reading through your devlogs, being able to write down your thoughts, feelings and plans throughout the jam is awsome. Sometimes, game jams make you loose track of the initial goal : having fun making games. So, keeping a record of why you're participating, your initial hopes for the jam and worries along the way is very helpful. Thanks for sharing!
I'm a fan of open source games. Maybe it could fit this game because every planet has the potential for uniqueness. Therefore, the addition of as much content as possible from multiple contributors could be great for Moonlander. To me, since I'm getting the same vibes as Lethal Company, multiplayer support would be great. More enemy types, more equipments, more loot etc. The possibilities are endless!
I'm a fan of open source games. Maybe it could fit this game because every planet has the potential for uniqueness. Therefore, the addition of as much content as possible from multiple contributors could be great for Moonlander. To me, since I'm getting the same vibes as Lethal Company, multiplayer support would be great. More enemy types, more equipments, more loot etc. The possibilities are endless!
Great to hear! We were 3 on this project and when we played the vertical room, we looked the guy who made it and said like : "it's crazy how unsatisfying it is, we should get ride of that room". And he repeated to us : "you just need some practice and you'll get good at it". It's funny how it is also one of the rooms with the most bugs and time consumption. Removing it would not only have made the game more fun but also easier to complete (even myself I had to try around 10 times to complete it) and less buggy.
Oh I get it : I was playing on firefox... I tried to play the game on chrome and I was able to experience the beauty of the design of your game! In terms of puzzle, it was a charm. I could find by myself the mechanics of the red door levels and some from the blue one which provided me great satisfaction :) There is just one thing which I think could have been a time saver : include the controls in the description because at first I didn't know what was interactable and with which button. (then I remembered the pokemon emulator I played which used almost the same configuration) Also, what is the solution to the blue level with the two bubbles and many traps in a row? I have to say that this one had me thinking.
It gave me this error when I tried to run the game. I don't know how to fix it.
"
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
"
Actually it was way more enjoyable than the classic brainless and skill less hit the ball and see what it does. In your game, the player is more active because he has to follow the ball and successfully orientate the car to hit the tiles which is a layer of interactivity that classic brick breakers don't have
Actually it was way more enjoyable than the classic brainless and skill less hit the ball and see what it does. In your game, the player is more active because he has to follow the ball and successfully orientate the car to hit the tiles which is a layer of interactivity that classic brick breakers don't have.
Yeah... I kind of knew that it was going to be an issue but at the time I didn't have any ideas excepted the reward for killing plants and to use the mowers which would force you to attack one row two times )because it would kill every zombies in a row), but the game doesn't have real-time zombie placement so you can't attack two different times in one row. Now that the jam is over, I realized there is actually an official game mode in pvz that is exactly like my game... but better. They solved the problem by changing the win condition to having to reach the end in all rows forcing you to attack in all of them.
In fact, it is quit easy to beat the game with the current win condition... I thought of making it so that you have to defeat all plants to actually succeed a level instead of just having to reach the house like in the real game. This would have unlocked quite a hole lot of new level design questions which I had no time for unfortunately...