I will probably make the glass stuff easier by giving it some multiplier. You're not the only one struggling.
Wackytoaster
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Seems like a charming game. Is the jump really that powerful that it needs a 10 second cooldown? I also got confused at the shadow guy outright killing you if you get too close, it happened on the second run and I thought it was bugged at first. Also getting stuck between the piggus is nasty they just sort of stunlock you hard, if only my jump didn't have a 10 second cooldown. Some text for the abilities would be great, what do I get, what does it mean, what will I get if I pick an upgrade over a new ability?
This one feels juicy. The asteroids shattering is awesome, but I'm not the biggest fan of the spaceship controls. The gravity shield is super annoying, I'd expect that to be more in the later levels.
It has this pixeljitter effect with the camera movement, maybe you can find anything that helps here https://github.com/godotengine/godot-proposals/discussions/9256 I don't use godot so I cannot tell. Rest assured, the issue also exists in other engines, it's usually tied to smooth (sub-pixel) camera movement and pixel-perfect rendering iirc. It's also part of the reason why I don't use pixel-perfect rendering in my game.
When I saw the turns passing I initially thought of DOTage, but it is obvously different. What I can say is that I'm usually not a fan of what I'd call empty turns, where I just click the pass turn button repeatedly to pass more time until I have X wood or whatever. Imo in turn-based games every turn should encompass an impactful decision that is made. Waiting can be one of these decisions, but in most cases it isn't. Plain waiting for enough resources to be gathered is not interesting, so there should be some other decisions I can make while also waiting for the resources on the side.
I did indeed shove a puck. Controls were not explained so I kinda had to figure out how I actually do shove the puck. Once I managed to shove the puck properly it was alright. I did think the power bar as the classic automatic one where you time it would be more fun. I'm also sad that I cannot do wall bounces, but I think that's intended.
I only played the prologue but I had fun. The idea of the bullets filling up the room is interesting, is there a limit to this or could I fill a room so full that I softlock? I tried for a bit but it seems like you've taken that into account. It seems that especially when aiming up I'm not actually shooting at the crosshair but rather slightly left/right of it, which is kinda odd. I also quite quickly figured out I can kick projectiles in air before the tutorial told me, which is a plus. The bossfight was ok, although for the most part jumpkicking the guy seemed like the best strategy, but I still felt kinda like I'm just randomly flailing about without much intend or thought behind it.
I'm not sure where I could start with feedback since it is indeed very barebones. A map would be nice and also do I ever have a reason to specifically attack with the sclera of my left eye or something? I think this could be cool in some way if certain enemies are specifically vulnerable to that but at the same time maybe it's a bit too much detail?
Game plays like a not evil version of Flappy Bird.
Heh, that's exactly what I had in mind.
a button to "lock" the big flower (temporarily prevent interaction)?
I've been thinking on how I could achive this in a good way but I'm not 100% certain. I don't exactly want to add a button. Maybe I could make it timed so the player has to sit on the flower for a second or so before it triggers the goal but that also has it's downsides. It's less about the difficulty and more about making it as simple as possible. No extra UI, no waiting, just touch flower. I might keep it this way but make it so that it's a bit more out of the way and easier to avoid dropping in on accident.
- show the stage number when a level starts? It has to be an intentional part of the aesthetic that there are no numbers on-screen except on the stage select menu, eh?
Yeah the idea is to keep it as minimal as possible. Showing a level number somewhere would be fine though, I'll put it on the list. I also thought about naming levels and such but I'd prefer to avoid text as much as possible just for the sake of not having to translate anything.
100%. ~1 hour (about 45 minutes spent on stages 1-24; like 15 minutes to clear stage 25 alone).
Damn stage 25 got hands. It's actually intended to be stage 35 or something, I just shifted it back for the demo, but reading this I might have to put near the very end.
Thanks for the detailed feedback :)
I also got filtered at that castle level with the two sawblades, way too frustrating. The bounce when falling a big height is a cute touch. Like your rival gob (I think I missed that storyline) this game could benefit from the classic QOL adjustments like coyote time and corner push. And the character could use a bit more deceleration, getting to a stop feels like attempting to stop a bowling ball.
Works decently well, but has a similar issue as many submissions I've tried where it has to load sprites or sounds or something on the fly and it hangs the game briefly, which gets better after some time when the stuff is already loaded. Is there a reason I start out without a weapon or a spell? I'd prefer to start out with something since punching goblins as a witch doesn't make that much sense.
At the beginning there's lots of stuttering when shooting, but it seems to settle quickly. I wonder if it is because you're not preloading the sounds or something. I feel like I should be able to shoot faster though both guns feel so slow. And maybe the enemies need some better pathfinding because once you have the highground you can artillery strick everything with basically no risk.
I like it in concept but I think the flashlight could maybe light up more of the room (bounce light?) Unless you plan on adding some intentional mechanic behind it, but as it is right now limiting my view like that is at best just a nuisance. Also unequipping the flashlight seems pointless because then you cannot see anything at all?
I feel like the axe should take more than two swings to break. I think there's some cool stuff going on, like how you can grab multiple items at once and how you place them, but it doesn't feel snappy yet, just kind of floaty. And the whole thing with pressing/holding E and such... not sure if there's a better solution for this.