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!
zleze
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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.
Ah, thank you! I had heard that there were problems on Opera GX. As for the AZERTY layout, we didn't test the game with anything but QWERTY, but that's most likely not a problem since our engine should support AZERTY. The problem is most likely with Opera, but we will have to consider testing other layouts when it comes to the post-jam version. Again, thanks for your reply.
Thank you so much! :)
Terry's model and animations were done by another contributor (Qordan). I did all the sprite animations and the enemy models + animations. In terms of how it was done, it was pretty basic blender modelling that you can learn anywhere else. I recommend you look into how to model low-poly character models in blender.
Learn the basics by replicating what other people have done, and then branch out slowly by making original character models. For the animation style on the models. we set the keyframe interpolation mode to "continuous" if i remember correctly. Glad you liked the game, I really appreciate the kind words!
This game's strength is definitely its visual identity. Silly game-jam game, not much to say about it, but I'd like to see more fully fleshed out games in this style, it's very pretty! Plus, the goats are very cute.
Gameplay wise, I think it just ended up getting too chaotic too quickly, maybe if the difficulty went up more gradually it'd be better.
Loved the artwork and concept, music was pretty good too. I don't actually mind the difficulty as much. My main gripes are this:
- The fact that the background is not parallax and is static makes it very hard to tell where I'm going, I actually thought the game was broken at first because it didn't look like i was moving. IDK if this was intended or not, I downloaded the executable to be sure and it was the same there.
- For such a fast-paced game where you're probably gonna die constantly early-on as you learn the ropes of the game, having the music reset every time you respawn can get quite annoying. I like the song, but hearing the first 15 seconds of it repeat constantly as I try to get used to the controls is not fun.
Other than that, I loved the concept, I like the idea of juggling between ship maintenance inside and ship navigation outside, It'd be nice to see that expanded with more polish! I also appreciate the asteroid density option, it's great for people who aren't into the difficulty, or even if for some reason they want it to be even harder.
Funnest game I've played so far in the jam. It's very simple but I think that's why I like it! A few notes I had:
- I think you get all the upgrades too fast, it took me like 4 rounds before getting everything, I'm not sure if that was intentional design decision though.
- I didn't feel too motivated to avoid hitting people, I was making bank anyway (probably because the upgrades weer so easy to get) so the people hardly mattered to me after first 2 or 3 rounds.
It was very fun! I think the audio could use a lot of work, but this game is very charming and has a unique identity. I love the combat mechanics, they're simple to understand but the combination of front and tail attacks as well as the careful timing is really clever. Even though I didn't care about hitting people, it was fun timing my attacks anyway so that I could hit a kaiju and the building at the same time while not hurting humans.
Overall great game. :)
(Oops I replied to the wrong comment, pretend I replied to your other reply lol)
Ah, that's unfortunate. It works fine on chrome and firefox, sorry it didn't work on opera. If it helps, there is an executable you can download if you want to experience the ending at some point! As for the models, I made the enemies and another contributor (qordan) modeled Terry. Glad you liked them. :)



