Thanks so much for the kind words! It is definitely tricky and could do for some more balancing. I’ll keep working on the game and update it soon after the jam ends. Thanks for playing and commenting!
whataboi
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wow, thanks for the high praise! I did spend a lot of time on polishing it. I chose to sacrifice a few other common things like custom animations in order to get what I already had as polished as I could. I have been and plan to keep working on this and both seeing where you are, and moving the map are on my todo list. Thanks for playing and commenting!
Thanks! I'm glad you enjoyed it :) Yes the font makes many sacrifices in order to achieve the pixel look. This is something I plan to update post jam. As for balance, this will definitely need lots of more work. I have several new ideas and ways to balance without running out of options. I appreciate you taking the time to play it!
Thanks so much! I'm glad you enjoyed it but the tutorial could have been much more in depth. I wish I had the time to make more of a guided walkthrough instead but had to cut down to essentially an overlayed slideshow lol. I have made a much more comprehensive version already and plan to update it soon after voting ends.
Wow, thanks so much for the kind words! I'm glad you liked the sound effects, I spent several hours just listening to different snap and click sounds, looking for the perfect one lol. I do plan on developing it further, I have already added a few things and will update it soon after voting ends. It actually works on mobile already but its a little odd to play. Thanks for taking the time to play and review it :)
Cool game! As others mentioned, the controls were good until getting on the edge or in a corner and then it was a bit touchy, but you can just shoot into the wall and bounce off. I really liked the style and the retro noises. Also a very unique idea and gameplay. The sprites were very well done and I liked the creepy little hand animations of the viruses. Overall, well done!
Nice game you got here! I enjoyed the cute ending and it was a nice touch :) I actually did enjoy the jump in difficulty with the skeleton level even though it was quite a leap. I always love more challenge but that might just be me. I would have loved some more sounds, maybe a walking sound and then something like a staticy or firey hum for the AoE spell. Overall though, nice work! Thanks for making and sharing it :)
Nice job on your first game! As others have said, the last ravioli also did not want to be friends with me haha. I think scooting the camera back a bit or just angling it down a tad would help with determining if I was over a platform or not. Overall though, well done! This is solid work for you first one, you should be proud!
Cool game! Interesting way to use the theme and wild cards, didn't expect a game like this. I was a bit confused on how the scoring system worked. Was there an NPC or guided route I was supposed to beat? The later levels were cool, I enjoyed trying to look at the map and figure out the best ways to get to the end. Overall, well done! Thanks for making and sharing it :)
Very solid and complete game you got here! Good gameplay loop that is natural for anyone whos plays games, varied obstacles and a clear indicator for how long you got let. I think you could interlace the obstacles with each other as you progress between areas, might make for some interesting challenges there. But overall, well done! You should be proud :)
Thanks for playing it and for the kind words! Yes I sacrificed a few things to just continue to polish what I already had. Like I didn't even make animations for this one. I had hoped to give each tile a unique placement animation, like birds flying out of the forest, rocks tumbling down the mountain, but I cut that so I could polish everything else. Interesting about the bonus. If you are talking about the encounters on the terrain, its just a chance to get either one except for the plains and forest which predetermined. All the terrains tell you percentage of the most likely encounter type above the cards tool tip. It's kind of hard to spot since that was a later addition based on play testers feedback. I'm glad you enjoyed it!
Thanks for checking it out! Yes, the hand size and hand management was probably the number 1 most challenging thing in terms of balancing when making it. Originally, I had it just draw a card every turn but that removed any planning at all. Then it went to only the location rewards gave cards, but that made it too hard to draw and I was never making it past like 7 or so tiles. Then I came up with the adjacency thing which turned the game from more of a card game rogue like to a bit of a puzzle game. The game does end super abruptly, that's something that I will update post jam. I'm glad you enjoyed it :)
Nice entry! I actually made a very similar game for my first Godot Wild Jam back in October. You would switch masks and that would hide the old terrain and reveal the new one, going back and forth mid level to get to the end. The gravity pads added an nice twist to it that felt really good. My main issue was the switch button being on E. I ran unto a similar problem when did it and ended putting that on left click so my other hand could be free to use the movement keys. Overall, well done! I enjoyed it, you should be proud :)
Very cool! I never actually played any of the pokemon games (I was a nintendogs player) but this gave off the nostalgic/retro vibe perfect! The gameboy overlay was a very nice touch. As I am not super familiar with pokemon games, I wasn't really sure what my different abilities did or when to use them so I just went back and forth between grapple and scratch. I did encounter a bug where I died with my inventory open and it stayed upon all the way through the death and main screen. Overall, well done! You should be proud :)
Very interesting and unique concept. Having to map out the levels as I play them is a cool idea, never played something like it before. I do wish there was some kind of indicator, or maybe an upgrade or if an enemy looks at where a trap is. Something so I don't need to walk over every tile, but maybe thats the point and the cooperate overlords are just that evil. If so, also very cool! Well done overall and thanks for making it! :)
This was very cool and very unique. It plays like a roguelike and an incremental combined. Stacking up buffs and grinding out upgrades while also choosing the path you go down. Very cool mixture. I hope you continue to develop this because its already great and could continue to be much more. I'd love a few really OP buffs that could stack together to allow for crazy things. My favorite part in these games is stacking up some crazy stuff to watch the number sky rocket :) Well done! Thanks for making and sharing it!
Very nice entry! I think I maxed out everything and finished it and I had fun! The controls were very responsive and fair, the NPCs were silly and fun and the areas had some good terrain to jump around. Only wish I got to go jump over the volcano. Well done overall! Thanks for making and sharing it :)
Wow, the art in this one is beautiful! I can tell that a lot of time went into this. I also love the adventure/journey vibe with variable playthroughs and encounters. I do wish there was some more variations and some more strategic planning that went into what decisions I need to make at each location. There was also a time that I ran into the bandits and gave them the gold and I lost, but it says in the beginning that gold isn't required so I was confused by that. Well done overall, y'all should be proud :)
I'll leave mine here too if anyones interested :) https://itch.io/jam/godot-wild-jam-90/rate/4312725
This is awesome! Would love if you tried mine: https://itch.io/jam/godot-wild-jam-90/rate/4312725
Thanks for playing and your kind words! I'm glad you enjoyed it and that it lived up to your expectations :) It is difficult and the learning curve is steep. I wish I had the time to make more of a guided walkthrough instead of the tutorial but I just didn't have the time. I ended making something like that after the submission time and will update the game after voting ends.
I'm glad you enjoyed it and took the time to beat it :) Yes the first hand and following 7 or so cards are scripted. Originally it was all random but it lead to many runs being impossible after the first few cards or just immediately. I set it up it up in a way so that it gives you 1 of each card in order to kick you off, then after that its all RNG. In the future, I'd like it to be totally random but that would need a lot more balancing and time in designing card and their rewards.




