No problem! Thanks. It was an oversight on our part to not include a control scheme in-game, so thank you. We were overworked with art, level design, sound design, and programming. We submitted our final additions only a few minutes before the deadline and by then we were so sleep deprived that we just wanted to go to bed. If we weren't so tired, we would have remembered to implement one. The answer as to why we didn't is really that simple, we were sleepy and forgot, since our team usually prioritizes other things. Thank you for your criticism, hope you can still find some enjoyment in it!
Lastly: We did know the fact that a lot of people haven't played this genre, we weren't blind to that fact, it simply wasn't something we cared about. For this jam, we decided to primarily focus on developing our programming skills with the whole procedural world thing, but I appreciate your concern. We knew what we were getting into, but to avoid causing confusion we should probably prioritize the experience of unfamiliar players in the future.
zleze
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Arrow keys to shoot is pretty standard for arcade-like shooters. It was popularized in top-down rogue-likes by the Binding of Isaac, an incredibly influential game in the genre that set a lot of conventions and inspired other rogue-likes, including this one. We started the jam late and barely submitted in time, we were too busy implementing our final changes before the jam ended. We can't add controls in a patch as it would go against the spirit of the jam, since the 48 hour file unlock period is only for bug fixes. I understand that most people are going to rush through submissions, this is not our first game jam. To put this kindly, this game is not for those people, we made something we're proud on a technical level and wanted to put it out for our friends and like-minded people to try, if this is too unconventional or weird for you you're welcome to leave a negative rating.
I love the visuals and the concepts are intriguing, but there are some weird balancing quirks. I kept getting useless rewards from ruins, like I got regular dough and circular pans like 10 times, it really killed my enjoyment of the game. Money stopped feeling as rewarding when I realized that it was only used for buying ingredients, but I figure that's just a limitation of the whole jam thing. I could see this being a five star weird surreal indie game title with more time, so I'd give it an over all positive rating. If nothing else the amount of things in this game for the time limit is kind of insane, so you did very good work on that!
This was a fun lil experience. For some reason, there was no audio no matter what I did, I'm not sure why. The environment changing during the game was cool and caught be by surprise. Some of the enemies had kind of weird pathfinding and would get stuck trying to approach me but it wasn't a big deal.
There are controls and information in the game's description, we ran out of time to include an in-game help screen since this was our first time ever making a procedurally generated top-down shooter rogue-like, so most of our development type was spent doing things with rooms and enemies. Sorry that you had trouble, this is a very barebones prototype and assumes you are familiar with the genre.
This was a fun lil mini-game! Disco mode is awesome and is a cute way of adding a sort of panic button. I got to about 1:33 before calling it a day. I can't tell if there's any form of natural regeneration, but if there isn't, maybe having an occasional heal would have been nice. Not so common that it makes the game trivial, but one maybe ever 20-30 seconds or so. Either way, I had fun playing this.
Thanks! We actually do play a sound when your health is successful but it looks like we lowered the volume while testing and forgot to raise it back up. As for your other notes, I really appreciate them, we were going to add a game over screen and boss bars but ran out of time. The ghost boss's attack being impossible to dodge is unfortunate, her attack pattern bugs out sometimes so I'll see what I can do. I appreciate the kind words!
I have a weird issue where when I hold left-click on a note, even if I'm trying to drag it around, the note starts to slowly expand. It eventually takes up my entire screen and the only way to help is to either manually scale down the note in scale mode or close out of the note and bring it back up. This happens no matter why I'm left clicking: whether it's to edit the description, pin/unpin, or dragging the note around. Good app other than this issue!
Thank you! If everything was working correctly, you shouldn't have had to restart from level 1 every time you died if that's what you meant. There's an option to start the game from any level you've unlocked, so if you died on level 3 then you'd be able to start from level 3 again. Were there problems with that system?
thanks for the feedback! i attribute the lack of ratings to the lack of a web build in our case. we also haven't been rating many other games yet since we were recovering from the stress of the jam. (we were a bit too ambitious with this one and tired ourselves out)
i didn't think about randomizing radio placement, mainly because i wanted the players to get better by practicing levels multiple times, but perhaps randomized radio locations in hard mode would be a good idea, we didn't do that. thanks again for your kind words!
Thank you so much! Yeah, unfortunately there's no way to progress if you forgot the tray other than discarding what you're holding and grabbing an entry tray. I wanted to remedy this but ran out of time, so I didn't get to. If I had more time I probably would have taken the physics object route and let the player put objects wherever they wanted so that they wouldn't have to worry about inventory space. Thanks for your feedback, it means a lot. I'm glad you enjoyed the game!
Thanks. You're definitely right, the controls and gameplay were a bit of an afterthought as we scrambled to get all the assets and basic mechanics working. If I could start again, I might have gone for a more Papa's Pizzeria type game where the cooking was a bit more dynamic instead of just single-screen mini-games. In the end this turned out more like an interactive art project. Thanks for the kind words! :D
Loved this :0
Felt very satisfying to play. It struck a nice balance between being challenging and actually fun to play. I got to the end in about 12 minutes (I might just suck lol). It's got a nice atmosphere. With some sound effects this could really stand out.
(EDIT: comment posted twice so I had to delete my previous one)
Hello! If you're interested to see the direction this game goes in post-jam, we've uploaded our first devlog:
https://zleze.itch.io/klackaroo/devlog/909355/post-jam-progress-1
Thanks for leaving this review, it's what convinced us to go through with creating a post-jam version to begin with. :)
Thank you! This is the second comment we've gotten related to AZERTY keyboard layouts. I'm happy you offered to fix it, but I think we've got it under wraps for the post-jam version! The way we were handling the typing challenge before was not optimal, we created what is effectively our own version of a textbox instead of using the one provided for us by the engine. This was because of a massive oversight on how we could handle the text being displayed with the correct styling.
The new version I'm working on now makes use of Godot's TextEdit node, which I believe by default has support for different keyboard layouts. If it doesn't, I think we could figure it out from here. Thanks a lot for letting me know about your problems with AZERTY, it's helpful to know. Glad you enjoyed the bit that you got to play!
Love the concept and the sprites, but the physics could have used a lot of polish. I think they're way too snappy for a game like this, and the lack of coyote time is really felt, (if there is some, I think it's too subtle). One thing is that I think the map is too dense for such a high move speed. It feels like I can't make micro-adjustments to my position because of how tiny the tile size is and how fast I move relative to the tile size.
Over all though I had some fun, I just didn't end up finishing it cause the physics got more aggravating than fun after a while.




