Thanks Lukas! I appreciate your feedback. It is definitely too much too fast, especially to learn it. The pausing is cumbersome and not a great solution to let the player catch their breath. Ideally we could have let the player dictate entirely how slow or fast they moved. But we didn't end up having time to implement it. So it could be almost turn based. I admit we didn't think of that, too much but I think it could be a good approach :). Although I did also like the idea of bag management and item usage being the core gameplay challenge too.
Hard agree on slowing the game down as a default though. Thats definitely the right call.
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Hi! The only controls are mouse dragging and sliding of items in your bag. You can't slide items past each other so, sometimes they get stuck, which can be frustrating but is also in a way the challenge. I agree its way too fast and overwhelming though. To use an item, you need to take it out of the box it spawns in, and into your bag (by dragging) and then dragging back into the box. Items get used up when they spend time in the box, but if they're never moved out of the box, they don't actually trigger their effect (usually).
The core game loop goes like "item spawns in bag, move item from box to the side to make room for the next item / for using items you need to use as your health, stamina drain (and to use weapons against the mobs)." Its pretty fast paced which makes learning this hard unfortunately. Hope this helps!
Thank you! The game is a little janky. I love the idea of a hand slot. I think that would have been our ideal but it didn't end up working out in development time. And Agreed that its too difficult because of how fast paced it is. I think if it was slower, the stamina and health depletion wouldn't be so overwhelming (as the items provided should be more than enough to finish if used effectively, which is again difficult due to how fast it is). I'm glad you think the premise has legs though!
I'm sorry about the frustrating experience. I agree the item usage was implemented in a way that caused frustration, and there was no good way of explaining it in words (that we could find at least). Needed much more playtesting time I think to catch and fix these problems before the deadline. Reliably using the items requires you to move them out of the box they spawn in (or generally spawn in if the box isn't full) and moving them into the box when you want it used. The items have an invisible resource bar that depending on the time spent in the box, will get used up (providing the effect) and then disappear. The score is related to how much health you have left + the gold and silver you manage to accumulate in your bag (which is otherwise useless, so extra bag complications in exchange for a higher score).
As I said elsewhere, ideally there would be multiple speeds controlled by the player. We couldn't get to that in time, but as a default this speed was way too fast. Also agree on your idea for more easily using items. Or more clearly.
Thank you! I think I fell into the trap of making a game and because I knew how it was supposed to work, not realizing how hard it was for someone with no context to learn it. When we eventually realized how frenetic it was, things were already sort of tied to the pace of the music, making it hard to change without changing too much. I regret that though, because it looks like it was too hard to enjoy.
This was really cute! I can tell this has the making of a fun puzzle platformer. I couldn't quite figure out how to escape the one of the first levels by tossing the stone up on the bridge though. Every time I tried to throw the stone up it wasn't quite high enough. I'm sure I missed something though.
Thanks to everyone who'se taken a look! I basically agree with all of you haha, there's a game in here that I wish we had the time to make which slowly teaches and transitions to be faster paced over time but we didn't end up getting around to that :'(.
But it should definitely have been slowed down. I was afraid it would be boring as a mechanic if it was slow but in the end it was too frenetic. Thanks to everyone for the great feedback.
Great job! The loop was really satisfying. I think I also ran into the issue where the enemies just walked at me. Actually at a certain point I became trapped by them and almost got soft locked hah but I was able to kill some of them (they were mostly too close to hit with my arrows). Some advice is that I had a hard time telling if my hits landed, I think some flashing red light on them or sound to indicate a successful hit would go a long way. But overall a very solid idea &I had fun playing.
Thank you! That's all really good advice. I was hoping to have more instructions in the game but I ran out of time :( so I left it in the description of the game on the page which, I dont think is the same as the gamejam description alas. But yea those are 2 critical pieces of information which should be communicated to the player for sure, I'm glad you were able to find it!. The mind one did work as you suggest though, yes, less bullets haha.
First of all thanks for making this tool! I really appreciate how easy to use it is.
Do you have any suggestions for someone trying to use it as the basis for an in-game level editor? Not sure if you’ve heard of someone do this or if you’ve thought about doing this yourself. I’m still a little new to Godot so I’m not super familiar with how easily or not development for the editor can be transferred into a game scene itself but theoretically it should be possible.
Thanks for your time!


