I should have done a tutorial like Helldivers did.
"That's right! Now you're ready for the real rEaL REAL DEAL!"
From what I could tell, right mouse didn't do anything. I could select food sources and say how many bugs to towards them, but nothing else. Meanwhile, there's an enemy growing without contesting me for resources.
Tooth and Tail may interest you, as it possesses a unique Flagbearer control method. It is still a rather brutal RTS, though.
It's all in the details. It looks like you were going for a visually stylistic fight scene, and if fights are expected to take time, visual appeal becomes very necessary. I would equate what's going on here to the sport of Boxing.
The high rate of random encounters comes three fold: a high tick rate, a probability that's not low enough, and a lack of immunity after each fight. To understand when the probability becomes unacceptable, you need to think about the probability of how many ticks would it take to reach a low probability of avoiding the encounter, which would be (9/10 ^ x). So, 0.9 * 0.9 = 0.81. Then, we say 0.81 * 0.9 = 0.729. The pattern would keep going until the probability becomes so low that you almost guarantee an encounter.
I think there is value in this exercise, as it will give me the chance to use the translation functions of Godot. However, I think where you:ll ultimately find real value is in the process of learning Kanji.
Also, I:m using the Kana Keyboard instead of the normal Romaji method. I believe if you:re typing にほんご、これはとてもはやいほうほうです。
Making the sizes different turned out to be a real difference-maker in the difficulty amping up, even though the speed was the lever used between opponents.
However, between having to squint and the use of this white backdrop, it's a little hard on my eyes.
Still, for what it was trying to be, it's well put-together.
A runner as a visualized soundscape. Huh...it kind of reminds me just a little bit of Thumper.
I could see this being a minigame played on mobile that sells really well. On a long commute by public transit, that's honestly all you want to do is drift off. When I was on public transit, it was nothing but sudoku.
My strategy was temps, syringes, and x-rays. After a few runs trying to get the hang of it, I had everything under control.
This game would benefit a lot from a story, similar to...what was it...doll factory, I think. Unlock endless run by having a story to tell. Alternatively, every bug, through the inspection process, might have their own story, or their own quirk. It would be an extra thing to make the game something special. Like Jorji Costavo from Papers Please.
It's a classic top-down stealth game. Not a bad way to do your first jam.
Something's strange about the audio slider. It does not smoothly adjust the audio, but instead jumps to various volumes. To correct this, use the slider's _value_changed() signal and use the audio server's set_bus_volume(master, linear_to_db(value)) function.
An honorable showcase of fidelity and smoothness to be expected from a proven veteran of GWJ.
A nitpick I have is that the picker interface, in my opinion, works best when the bugs are in very separate places. A good example of this use-case is Goodbye Deponia, in a section that has you control 3 clones operating in separate environments.
I'm curious of the resources you have used and what you did yourself.
I am sorry to say, but due to the confusion of the controls as well as a screen lock when attempting a retry, it could not pass muster.
The Shoot Power minigame seemed to not work correctly. I think you're supposed to get a certain amount of power based on the fill of the bar, but the hamster appeared to shoot with the same power whether the bar was full or empty.
Ambitious to run a physics-dependent system for your first run. You will go far as you get more practice.
This is the kind of game where details and fidelity matter a lot.
There is a similar game where you do a lot of watching: Do Not Feed the Monkeys. It's a puzzle game with lifestyle management thrown in, where you find the solutions to various situations by watching as much as you can.
I would expect this to be #1 for theme, based on the purity of the experience.
There's a point where it seems like you need to jump a long gap with a low ceiling. You can't wall jump or mid jump, so going over it isn't a solution. Without a mid jump, your head bonks on the low ceiling, so you go to the pit below, which appears to be a dead end.
That same dead end has the collision problem I was talking about.
If you don't know how to start, there's nothing like the humble platformer
That said, you'll want to pay attention to your collision boxes. They will always cover a little extra edge as a form of error proofing, which means gaps that exactly fit will not fit.
There was a point where I could not continue because I did not have a midair jump when I think I might need one.
Artwork was immersive and clean. Well done.
Audio did its job, no more and no less.
Gameplay involved taking a set of people according to their stats to achieve a success rate high enough that you don't miss too much in the masher part of the cycle. Items exist that create sacrifices to consolidate these stats.
In my own playthrough, I did not interact with the items as I felt they were too risky. Once I got to Azure Cave (9 success rate pips), I could not get through with 4/9 success rate, and so that's where it ended.
Each encounter has a major stat (shown) and a minor stat (not shown). In the starter set for mercenaries, you can always get 4 pips of success rate for 3 mercenaries.
If I were to play again, I would interact with items as soon as I could in order to consolidate as much as possible into 3 people, one for each stat. Would this necessarily result in victory? No, but it would get me a lot closer.
A masterful artistic showing by Kyveri, someone whom I've nitpicked in the past.
The slime's (frustrating) behavior for herding is also well done. I expect no less.
The Audio tied it all together to form a complete experience.
For my own experience, it was all for naught. While I applaud the technical prowess on display here, the premise itself is the problem, but that comes down to personal taste.
This appears to have been a more chill jam for the team, and I respect that.
The art style and music go together quite well, and the book rescuing is ok, but with no purpose, I quickly got bored.
For your first jam, though, the only described implementation I could not appreciate is the sorting mechanic. I just right clicked to delete things from the inventory, collected 5 more things, then right clicked 5 more times.
I believe you will succeed if you give yourself the patience and gusto to grow in your discipline.
I am most impressed by the voice actor and cinematics here. Perhaps this unique asset has lent itself to the visual theme. Most impressive indeed.
However, I thought I was still looking at a scene playing out while cards were piling up. Once I figured out my role in the game, I flung them like nobody's business. This seemed to be a winning strategy.
A great credit to the creative work done here. The game itself needs a little extra polish, but it's otherwise a strong entry.
This kind of game takes me back to the flash days of old, the series of "Do not press the button" where a hero button kills the dragon button, and is rewarded with endless supplies of Pie, to be indulged endlessly to a tune by System of a Down.
I consider audio the top performer of this production, and it used a clever trick to make the death sound: slowing down with death, speeding back up to normal with respawn. It's simple, but I can certainly appreciate it.
The dialogue's presentation is a weak point to tackle. For me, it was a slow moving unskippable text, working similarly to unskippable cutscenes especially when you have to repeat them. That said, this is a UX issue, and for your first jam, UX is hardly going to be something on your mind.
The artwork is the major selling point of this. The Pixel Artist did wonders for this production.
However, Theme and Accessibility are major weaknesses of this production. When considering the theme, it feels that there was no influence at all by the theme and that how it might tie in was merely a weak afterthought. In terms of Accessibility, while it is valid to put controls into the Game Page, Manual Reload was not amongst them, so I could only intuit that there were other controls besides these. It was the first thing I looked for when approaching the solution to level 3.
The solution to level 3 was a trick in the control scheme: jump from and pick up the package at close to the same time to get the jump height you need while still being able to pick up the package. From there, apply controls normally. You may consider it valid to have this trick in the game, it should not be a requirement for basic completion. When trying to speedrun a level, though, I'm all for it. Discovering tricks like that is what makes speedrunning fun.
Unfortunately, this game suffers from a lack of clarity across the experience. I don't know what the action cards are toggling between, it's hard to tell if the green/red arrows are indicating success or failure, and the card columns, while doing a lot of informational heavy lifting, still suffer from a lack of foundational information.
It seems like we switch off twice between punching and blocking. The green seems to indicate being a lighter action while the blue indicates a forced/heavy action.
Green arrows move into the two cards while the red arrow moves into the solo card. After thinking about it, it seems to me that red arrows indicate that the action you got was not what you commanded, but green arrows indicate that you did. But the enemy is on the right, so the red arrow into the solo column could be that the action beat the enemy's action.
This seemed like a cool concept to me, but I can't figure out what's happening. I am sorry.