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G. Carbonell
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Same thoughts but hand't time to put human like figures. I wanted to have agents with random generated names :.) I added the How To Play button as well but should have placed it first in the menu! Hinting the available actions when hovering the figures, besides of marking available movements with particles and a little particle effect when moving was something I felt I had to do because, indeed, without them the game made veeery little sense.
Godot is node-based, which means everything is a part of a giant tree. You build branches and then you put all the tree together. It's free software and you've got a great community and a lot of documentation. You can get it here. It compiles for windows, gnu/linux, html5 and mac. I'd say that it is the greatest competitor to Unreal and Unity nowadays. It helps you build from the bottom up and everything that works can be easily re-used in your next games. LLM's such as ChatGPT make the workflow very agile. IMO, as I tried other engines, this has the best workflow anyways. A good chance to try it in your incoming jam! You can have a glimpse of what you can get here ;)
Art is awesome and its vibe is hilarious. Game closed unexpectedly after failing at talk, but the three ways of getting clues through minigames along with the diversity of characters in the "world map" made it worth trying. Besides, I love how it is scripted: Futurama, One Piece, etc. Awesome again!
I love the retro vibe and graphics are incredibly polished! Keyboard controls were a bit uncomfortable, tho, although gameplay is very clear. Was surprised of the result when cameras got me. It get very thrilling. I had the feeling that I could escape fireballs but that I was f*cked up at the same time.
Given how soon you published it (maybe you were busy, no disrespect!) I think that you could have tuned third-party assets a bit more. The game runs smooth and controls are clear, which is a plus. Having you used RPG Maker, I would have created a bit more events around, so you can read boards on the wall and inspect some other details around; whilst this is not inherently necessary, "overloading" the player with such information would have propelled world-building. Great job!
This gave me N64's 007 vibes :) I love the execution _although_ I think that you should set the Godot project to a full-screen scale; it's pretty easy and your idea will bright even more. also, remember that Godot exports to GNU/Linux effortlessly! Regarding the game itself: I loved graphics and how polished mechanics are, along with the audio. (Using a muffler can't be beaten, hehe. Phew! Phew! Corpses fall to the ground. Phew! Phew!)
This gave me N64's 007 vibes :) I love the execution _although_ I think that you should set the Godot project to a full-screen scale; it's pretty easy and your idea will bright even more. also, remember that Godot exports to GNU/Linux effortlessly! Regarding the game itself: I loved graphics and how polished mechanics are, along with the audio. (Using a muffler can't be beaten, hehe. Phew! Phew! Corpses fall to the ground. Phew! Phew!)
As I said on Discord, I love the line work! It really shows enjoyment on the process of drawing. It feels like when I was a kid, drawing in class; the main priority was to get swollen into my fantasies, to feel such fictions. Here you built your own universe of soldiers with great personalities. Good vibes overall!
This game reminded me of Little Big Adventure. Although controls are a bit wacky (it may need a bit more polish on this), it looks like you put a lot of effort on coherent infiltration mechanics. Regarding graphics, they are cool and consistent along with the interface and this helped me get immersed into the experience.
This reminded me of the Commandos saga! Curious that you used GDevelop, I didn't know about it. Beyond that, puzzles are clear and challenge is easy to understand. I encourage you to go for Godot Engine next, I think the talent you put here would be enhance with a little more parametric control. Great job!
In spite I tried to make it run on EndeavourOS, I couldn't make the menu work :( The game looks like a lot of work, tho. I was amazed by how many people took part on it. If I had to criticize anything, I'd say that giving the demon-twist, it could have been a bit darker, but that's it. Presenting the spy as a demon is a great idea, IMO; it feels like you wanted to work on such direction and the jam gave you a reason to put the concept to work through espionage. Summing it up, it feels like the convergence of very different mindsets into a coherent, concrete concept.
Great balance among difficulty and reward. Playing this game implies failing a lot, but as much as you fail, you learn and progress. I liked the bold use of the skate board as a base mechanic, and how it relates to avoiding enemies. Ninja stars feel like a skip-token for such mechanic, which is a great asset regarding the one-hit policy and the overall difficulty. There happened a little bug to me (for the record so you can review it): if you go upstairs without getting the device, the map will not change once you go down to get it and get up again, not until you die and repeat the level.
Thanks! The jam was just an excuse, I must confess! But as I progressed, I really enjoyed giving it that tactic-vibe of spionage, thinking of pieces as agents rather than mere pieces. That's why, for example, instead of "spawn, move, kill and extract", I shifted to "deploy, advance, eliminate and extract". Regarding the theme, it is clearly more focused on cost-of-opportunity and wise choices rather than stealth and infiltration.
At first I was afraid of pushing the pedal but then I saw the flags and the time counter and the gear and decided to trust the process. It ended up with my child not being orphan and it kinda felt epic to see the kid there, sitting, puffing his joint next to the dispenser. He's just like his father!
I wanted to get back into Godot 4 after more than a year away from it — and oh my, it feels like coming home. It really brought me back to myself. Thanks for organizing the jam. I took its theme and ran with one of the earliest games in human history: tossing stones into a pond.
Since my weekend is packed, I'm sharing the result now. Here’s a glimpse of the joy from these past few days.
(The browser version is quite glitchy — it’s better played on Linux or directly through the Godot project.)
Looking forward to seeing what you’ve been working on soon
https://itch.io/jam/mini-gim-5/rate/3658050

I'd say that you could understand it that way.
It may also have to do with doing barrel-rolls, or some other kind of special movement. In my experience, game jam themes are not there to restrict you, but to see how far people can stretch them without losing them. Bold interpretations, if get to fit the theme, are best (IMO) than the most obvious ones.
In this case, the theme is quite explicit, tho. But, why not to implement the roll within the game itself, so it accomplishes the three themes at once? I still think there is room to be playful.
Welcome!
We will not be many this time but I hope this jam gives you opportunity to shine and build some enticing portfolio ;)
I will try it to be relaxed enough so you can adapt it to the GGJ, or even go beyond the traditional idea of "videogame" and build an experience/demo/whatever.
Again, thanks and welcome!
Wow! This is quite challenging. Although I still have some difficult discerning when what will turn what (does only change what is behind, not at the sides?), its mechanic is quite original and it is able to elicit quite a lot of complexity from very simple rules. If feels like a very cohesive experience, and it accomplishes my "to-go" rule: would I like this to be packed in a GNU/Linux distro? Yes!
The visuals of this game are rad! I love the desktop at the beginning, as much as the brutalist looks overall. Good old times, the '90. It really sparkler my nostalgia.
Ignoring the performance issues, I think that not much can be say against the gameplay. Although it is odd and annoying, even corrupted, that was the intended feeling and it fits perfectly with the voice of the hero, who sounds pretty wasted (and careless, to the extent of ripping his heart off).
I ignore if the right mouse button could have been used to pick the objects (of course, cooking the grenade should have been change to holding the left button). This might have improved the way you use your heart. Anyway, this game got me by its looks and that brief moment I was transported to the past!
I think you tacked the visual aspect. Details like drawing the valley puts the player in context without noticing, and it is a good starting point for a platform such as a Game Boy, which nature didn't allow it to render very complex graphics.
The idea pretty clear, although I would have places the FISH button before the FIGHT button. As we usually read from left to right, users will be prone to hit the left button first. As it is to the interest of the player that Agros is as strong as possible, having a tendency to train it first instead of throwing it against the enemies seems coherent.
It took me a while to get the fishing mechanic. I though it was about luck, like a casino game. It would be better to change the way the player fishes to a more dynamic, visual output. Maybe one of those bars with a moving marker, which compel you to press the button when they are at a given stage of the line. Something like this, being << the moving marker:
[:::::::::::[HIT HERE]::::::::::::::::::::::<<::::::::::::]
While fighting, you would copy Pokemon and give some input about the result of the attacks. So if an attack fails, make the "You fail" redundant. When you hit, it could say how much damage you made. So the player has an idea of what is going on under the hood ;)









