:o
Xenologos
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the idea with the blocks is something else to destroy and a way to open up alternate paths in a level. For the jam I ended up with a single level with most of the ideas I had time to implement, adapted from a test level and made more playable. In a full game I think a level that size would be a later level or spilt into three smaller levels. Spawning in a more central location would probably help, but I wanted to include at least a brief tutorial.
Glad you enjoyed it!
I liked the idea, but I felt like I had little depth perception on where the fish were. Maybe being able to rotate the view? Also, not having the camera swap back to the top view if I am fishing from the side would be nice. It would be interesting if making too many holes had a consequence other than score loss. liked the last level, but still being able to solve it with one hole was a little underwhelming. I think larger levels where you need to make multiple holes (min. 2 or 3) would be the most interesting, as I liked searching in the side view to find fish crossings but after making one hole the puzzle was solved and catching the fish became cleanup
I also liked some of the environment details in the underwater scenes
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very fun idea for the limitation. I did get tired of unloading every box after each level. maybe a single trash bag so you don't need to go back and forth. I also was disappointed that except for one time, the answer was just load up every box. made the house segments get a bit repetitive. Maybe it would require more level elements to work, but I think it would be interesting if you had to problem solve which elements actually needed to be loaded.
the first unloading message made me laugh. got the 16/16, good time
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well, that both was and wasn't what I expected, generally good in both respects. I also had some issues with the controls; I was generally holding LMB and dragging around to move, and I think the trees were registering the target position instead of the ground. I think the wide camera made it too simple. A camera closer to the ground might have felt like more of an exploration in the woods, though that might conflict with the click to move.
animal drawings and models were both cute. I would have liked to take my own pictures, maybe clicking the icon enters first person? idk if you would have had time though. music and other visuals were also charming, liked the glasses on the mc. I also thought the band-aid was her mouth for a bit, which made me chuckle
Hat mechanic was interesting, but felt inconsistent/difficult to control. I think mouse aiming gave too much variation in aiming, I never felt like I was able to consistently chain wall jumps. maybe just 8-way directional would be better? I never felt like I needed a full 360°s to aim, and it would still be a timing challenge. or maybe I need to get good...
The simple characters reminded me of old flash games and the end felt rather sudden, but I see in another comment that the game is unfinished. A shame, but I understand accidentally over-scoping.
really liked the vibe of the game, though I think I soft-locked near the end. after the screen transition after I got the crystal hat I fell through the world. Resetting would start me under the road and I would continue to fall.
did not like the camera transitions though. did not get lost, but the controls after the transition felt really awkward, especially since the robot would just stop in place even if I never let go of the button.
The song I picked up in the rafter section was a bop to fall through the world to though
movement and handling felt weird, probably because I used controller for overcooked. maybe having a keyboard key for an interact option would have fixed it, the rest of the movement felt fine. I liked the transition and air dropping the penguin into the kitchen, it felt familiar to something I played recently :o
Cute art and concept. I liked the music, very appropriate for the game. I'm not sure what the puzzles were though. I got all four stones to the end and everything bloomed, which seemed like the end. pushing the stones was way to slow, the pulling felt much better. I was also able to grab the stones from pretty far away (like 5 or 6 times farther than I'd expect), and might have glitched the stones over the bridges or the graphic disappears too quickly.
You mention further development of the concept in other comments. I think if you do so, more clarity on the puzzles will be helpful, and you don't need the areas to be so large when most of the space isn't needed. I wondered around for a bit, and it all looked nice but didn't need to be so big.
I concur with the different elements moving differently, either through different behavior after you push or different requirements to move. I think you could really invoke the elements that way. I think this is a good first project!
thanks for the advice. This was definitely a godot learning experience for us, and classes started for us on Monday so we didn't get to polish as much as we would have liked. In the end, we are proud that we were able to complete what we did. I know I am looking forward to more game work in the future.



