Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Zacksly

38
Posts
165
Followers
20
Following
A member registered Mar 30, 2020 · View creator page →

Creator of

Recent community posts

Thanks, and we are glad to hear you enjoyed it! Variable jump height is actually in the code. I went back to check, and it does appear to be bugged. It's supposed to reduce your upward speed by ~60% when you release space. We'll have to fix that post-jam.

Thanks for playing!

Thank you! We had some cat-related gimmicks that ended up on the cutting room floor.

You can find a box-gun in the game that was supposed to be able to attract enemies and pacify them since they are cats, but we didn't have time to implement it fully. Some dialog/story-related things that directly tied into the theme also had to be cut. So, that is a fair assessment. 

Our main priority was to make the gameplay solid. The jam is just for fun, so we wanted the most important thing to be that the game was fun rather than sacrificing the game's integrity for the cat-related gimmicks. 

Thanks for playing!

Creative Commons Attribution. The license is included in the download. Thanks for asking!

It is possible, and it happened! I even double-checked that it was right. I'm getting used to using OperaGX I think I used the upload from clipboard button on accident. Oops!

Hey, thanks for checking out the shader, and welcome to Godot! I have updated the asset with a Godot 4.x version. If you download the new file, it should work. Let me know if you need anything else! 

Yes, you can! Enjoy

(1 edit)

Thanks! Glad you enjoyed it! There is a music looping bug in the game. I didn't manage to catch it before release. For the art style, I used the Choma Noir asset pack by VEXED as a base and built new spritework on top of it. (For example signs, doors, crates, lava, animation frames, etc.)  It's nice to have a base as a reference so I can have a bit of art direction at the start and build on it. You can purchase it here: https://v3x3d.itch.io/chroma-noir

Also, your entry was fantastic! I have a segment from a stream where I played it. If you want to see how impressed I was here's the Twitch highlight https://www.twitch.tv/videos/1124397957

No problem! Enjoy! 🙂

(1 edit)

Okay, that's really weird. Apparently, the old file was still active. I manually deleted the old file and reuploaded with the correct one. Sorry about that. Not sure what happened there. I redownloaded from itch and tested it. I can confirm the correct one is active now.

(1 edit)

Alright, I just re-uploaded the project. I believe it should work the same at any location now. Thanks again for letting me know it needed fixed!

Thanks for the feedback! Another player mentioned that I asked a bit too much at the start as well. In the future I'll probably add a prologue section to the game where the player can get a feel for platformer controls and their movement set. Thanks for playing!

Thanks for letting me know. I'll look into it! 

Thanks for the feedback! I'm glad you enjoyed your time with the game! :) Yeah, the game was originally going to focus more on combat but I found the 64x64 resolution and specifically the square aspect ratio very limiting in terms of making combat feel fair. So I kept the "Follow the fun" philosophy and refocused the game on what worked best leaving the mechanics in to expand on in the future. So "largely superfluous" is totally accurate! Enemies all die in one hit because you just can't see them coming and keep them on-screen long enough for a fair heads up. Look ahead mode was added literally 30 hours before the end of the jam because I had it built for when you are aiming the bow and I thought some people would feel more confident if they could look ahead on some jumps without having to use the bow and have it in their inventory for it to work.

Much thanks comrade! We must represent the Godot motherland well!

Thanks for the feedback! It's very helpful! Glad you enjoyed it, sorry about the sound. I was going to have built-in audio sliders in case people found some of the sounds annoying but had to cut it due to time. A prologue that introduces basic movement controls would actually be a really cool idea for a future update! 

Thanks, that's good feedback! Button prompts would have really helped. I'll probably add them post-jam

Thanks! I noticed the web builds lose a lot of performance, and it's not the same for everyone.  On a native windows build I could get ~600 entities at 60fps but on the web, only ~120. I got some really weird performance results across devices. For example, my Chromebook could play the game, but my roommate's 2020 iPad could not despite being much more powerful. I wanted to see how far Godot HTML5 games could be pushed. And, for now, it seems things are not 100% stable. I was still pretty surprised how well it worked if you have a good CPU though. My pal has a 3080 and an i9, according to his analytics, it was quite a smooth experience lol. Sadly not everyone has that! 

Nope, it's GLES2. If you are on a windows pc, you can also download it. Not sure what's going on. None of the people I had playtest it had any problems. The only platform that we found had problems was iOS. What platform are you on?

Thanks for playing! Audio experience varies from pc to pc due to performance differences, it's the nature of Godot HTML5 games. It used to be a lot worse. haha anyways, thanks for the feedback!

Thanks for playing! I knew the music was a little repetitive. That's why I put in the option on the main menu to turn off the music. I was going to add more tracks but I didn't want to make the game too large and increase loading times.  It's interesting that it made you dizzy though. I wonder if there's a way to mitigate that effect 🤔

Here's the gotm.io link. It breaks the game though so don't use it. I'll put out an update to fix it post-jam. I found the solution after the jam ended
https://gotm.io/zacksly/galactic-horizons-planetary-defense

Thanks for the feedback, it's appreciated! I'll look into adding the additions you requested.  

I was going to add them in the original release but life had other plans. I'll be adding svg files to the pack soon™. I also want to eventually add an animated video version with a winking godot logo for extra pizazz.

Enjoyed my time with your game. Clever idea! Thanks for making it

You know, I thought about that part-way through development. It might be something I need to look into... thanks for playing! 

Thanks, and thanks for playing!

Thanks! About the keys deactivating, is it possible you pressed the alt key? The alt key turns all the activated keys off and all the deactivated keys back to on. If it's not the alt key there's a bug I need to fix hiding somewhere.

In-game lore wise the white enemies are guards. So they guard the loot room and the bosses. They attack faster, have more health and have the option of doing both a melee and ranged attack.

Thanks! As you can see from the submission time, we just barely got it done in time. It was a stressful but fun all-nighter!  

Lol thanks! I'm sure many games fell into that category!

I'm glad you enjoyed! Thanks for the feedback! 

Thanks! We were really pulling a lot of things together on the last day.  We had to cut our partially finished enemy models because we just didn't have time to fully implement them.  We decided it was better to just have capsules as enemies rather than just have half-finished buggy looking character models.

Glad you enjoyed it! 🙂

Thanks! Yeah, I wanted to do 3D since I don't see many people using Godot's 3D features that much. There's plenty I would have added if we had more than 9 days!

The builds are up now. Sorry about that! I couldn't find where it says in the rules we have to have a build for all three platforms. For future jams you may want to include a statement about multiple platforms in the official rules section so it can be seen more easily. I seems like I overlooked it completely. 

The blade of the sword is actually just made from the default spatial material using the following properties

  • Metalic (Metalic at .7, Specular at .31)
  • Roughness (Roughness set at 0)
  • Emission (Energy at 2.1)
  • Refraction (Scale at .13)

For breaking the sword I used the Grow parameter on the material this is the code 

It's surprisingly simple, the rest of the effects are just Godot's particle system. Hope this helps!  (Sorry if you don't use C#, it shouldn't be too hard to translate)

Yeah, at the moment we currently have a bug that prevents it from running on Mac and Linux. Once we patch it up, we'll release for other platforms. No source code for now. We may choose to release it later, but we still have plans to do some rewrites to our code after the judging is done and polish it up. We may choose to release something then.

Looks like the .pck file is missing, the .exe can't start :(