Thank you! I really enjoyed the knockback effect on this one too =)
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Oh dont I know it, I just finished another jam where I had almost no tutorials. Felt like the polar opposit of this.
I may or may not re-visit the project for some kind of re balance but chances are decent it stays in this state unless people are playing it still after the jam for some reason. Thanks for the ideas tho
Also don't worry Im not being hard on myself about old Billy's game. I learned a lot of invaluable lessons here about handling resources, using constructor functions, and ai decision making. Each jam game I enter has a specific learning goal and Billy's main job was to teach me, then entertain.
I bought this game off some guy on the street selling old travel brochures and empty gum wrappers out of the back of a wagon he was pulling with his tricycle. He said it was one of those hit indie games everyone's jiving about where the main character cries about his mom. It was a decent game, I even managed to become master of the fecal funny by playing.
Thank you for your feedback!
I agree about the dice, it was one of those "Why don't I do this" ideas that ended up not feeling great but by the time everything was in place I didn't have time to re-evaluate the resources system. There were mechanics for re-rolling and adding dice to your pool that help the balancing but it doesn't do enough to offset the frustration imo. Also I want to personally apologize for the tutorial. I had thrown it in last minute when it occurred to me I had to explain the game's rules so that wasn't ideal xD
Thanks, I was going for similar but different. When I heard the theme one of my first thoughts was a horde that gets bigger. My main goal was a ton of AI operating at once, I'm actually really proud of the enemy pooling system that does that ( you can be surrounded by a horde of up to 200 =D ). Survivors style fit into that "there is a ton of enemies with basic logic" idea so I rolled with that.
hehe, yeah the cutlery was my personal favorite so it got the most QA from the dev (sorry) I wanted everything to be balanced of course but at least each weapon is a viable option. I actually had to cut a whole slew of weapons and an entire upgrade section for decorations ( hence the computer UI is so empty ), I originally wanted the player to decorate their apartment and receive buffs based on what they decorated with.
Happy to, and I'm glad!
I always over-scope my jam games, so I've started coming up with my "I would like to do this" idea and then selecting 1 mechanic at a time, starting with the fundamental ones like movement if that's involved, then to the ones I don't know how to do yet. I never meet the scope of my original idea, but with this approach by the last few days it is pretty clear to me which mechanics get cut and what needs to be finished up to make it more game-like, and leaving things I know to do for last makes it more likely I know how much time I'll need to finish them.
This one was challenging, I enjoyed learning the strategy of which weapons to choose first ect. I gave it about 3 or 4 runs, I was trying to make it at least to my second ship upgrade but I always seemed to get obliterated by the time I had 41-48 crystals for the 50 upgrade. I still had fun, and overall though it plays smoothly, and the Artwork is top notch, well done!
Now this is my kinda game. I actually ran it 3 times since you gave me a special goal (I'm a bit of a completionist, trophies or no) and yes I made it through with 0 hits! I also started speed-running it halfway through run 2 when I realized I could avoid hits easier by not killing EVERYthing but I just loved those death animations so much. This is what its all about keep doing what you do. People like me need games where we run around sewers and fight rats with knives using a baseball bat. I loved the art, loved the design style, had a blast
Ah yes we've really uh *checks notes* "synergized zero-trust partnerships" Great work team! Cute submission, you really *checks notes* "delivered robust models"
Great job, and I have to note the UI design and pixel art is very crisp an' clean. Also I spent most of my day at work in the bathroom as always.
This one is actually kind of addictive, but I think that's because I use to do a *lot* of data entry (although I didn't work in such a peaceful void). This also taught me how often I use backspace, also I noticed something minor, but one of the words is Godot, and the shift press for the capitol killed my run xD. Overall very nice I went for 3 runs
I came for the thumbnail and the title, stayed for the RTS Zombie gameplay action. In all my years of gaming I have not played AS the zombie horde, I have to say it was way fun. I was able to actually plan and strategize ambushes and broke into a building before my horde got wiped out, great job!
Edit: Ok I did a follow up play because I couldn't leave my cat and that was a cute ending I liked it
With a name like that this is my cup of tea. I feel like there's speed-running potential in the way you're doing the movement mechanics for that crane, I don't know why, just somethin' about that crane-bucket tech. Nice job, fun and cute! The descriptions for the weight of the barge were a nice touch
I had fun with this one, its simple and cute, I like the style and highlight shader. The game had me wondering what was gonna go down at this office,
A little bit of feedback from my experience:
I would of loved to know what the issues the employees had were, or even had to go grab something from the office and bring it back to them. That could make the issue resolution more engaging, while still using systems already at play: text and the pickup/throw system.
One other thing to report from my experience is the very beginning when you're locked to looking towards the instructions made me think something was wrong with my mouse or something, I actually reset the page before realizing walking would free me. Not so much a problem as just confusing, to at least one person
I don't want to spoil anything but I'll say I like how you chose to handle the losing condition when the issues pile up. Good job!
I was curious so I looked it up, and I should let you know this is actually a bug with Godot, apparently there are issues rendering the particles with AMD graphics cards (which I have) so likely this isn't even your issue but something to be aware of. Apparently they have a fix that just isn't pushed to stable.
https://forum.godotengine.org/t/cpuparticles2d-is-not-running-on-html5-builds/78...
Clean looking style, well put together, my biggest complaint was the frustration that comes with being pushed back from the wall so hard when I bump it. Having every mistake launch me back so much was a bit discouraging. I wanted to see more of the game but I found the frustration hard to overcome. Overall, the style is great! Good job with the art and sound design
Cute platformer! The difficulty really ramps up after the 2nd level, I could only get so far after the wind picked up. A few pieces of feedback going through my mind:
It would be nice to have some indicator of the wind for the player, to show its direction and strength. This would make the wind jumps less of a guessing game.
Another thing I found myself wanting was for the character to have essentially 2 states of jumping, the first which would feel closer too normal and have more weight and then after double tapping jump having the player open their cloak to catch the wind and glide. Overall good job!



