I made a post jam update, the web version should work much better now. It should not crash or feel like crashing anymore.
Play the cow
JumpNFart's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #62 | 3.586 | 3.586 |
| Audio | #159 | 2.690 | 2.690 |
| Graphics | #161 | 2.828 | 2.828 |
| Fun | #177 | 2.414 | 2.414 |
| Overall | #186 | 2.611 | 2.611 |
| Accessibility | #195 | 2.276 | 2.276 |
| Controls | #220 | 2.138 | 2.138 |
| Theme | #224 | 2.345 | 2.345 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
All 3 - HEHE
Game Description
a silly platformer where you play a farting cow
How does your game tie into the theme?
there are 1) hidden / unseen platforms, and 2) later some eye enemies
Source(s)
added to downloads for now, repo will be added later
Discord Username(s)
rubberduck
Participation Level (GWJ Only)
2
Comments
I like really Fun idea, I think is a little strong the jump, but it’s ok because it’s not realistic game
I finally discovered the cause for the large loading lag. It is caused by one or multiple particle systems.
It is basically the same as https://github.com/godotengine/godot/issues/87843, but with GPUParticles3D
That was hilarious 😂 I think I got motion sickness but that's normal for me in these kind of games lol farting cow made me laugh, farting to select a target backwards was inconvenient but funny lol
I had lots of fun and really enjoyed this silly game!! I had a lot of performance issues on multiple browsers some would have issues from the start, while others only started after loading the levels. Besides that, it was super fun to play :)!
Yeah, the performance issue is well known, I think I just put too much shaders and geometry in.
Though the binaries (if you are not on a mac) for windows or linux should work much better.
Inititially I had even more complex geo and shaders in it.
In the last few hours before submitting, I already discovered some issues when testing, after which I did already some quick optimisations. So I guess the original version would have been worse. The version running in the browser is basically the same as the fallback binaries
In the web and fallback version for example I am using entirely the low poly version seen on the right, the original uses the left model for the close area where you can walk on, and the low poly for objects in the environment
it's good game man, but it's have performance issue, i think it's related with not support thread process in web export godot
I checked it, the verson I uploaded has thread support enabled and only runs with this experimental shared array buffers option.
So this doesn't seem to be the issue. I got even weirder, when I tried it on different machines in the browser, a laptop running linux where it runs smoothly, and a windows pc, encountering these performance issues.
I wonder, if I just went too high with shader complexity / geometry (polycount), particle effects and / or post processing.
For others: It works, but loading new stuff for the firs time freezes the browser for up to a minute. If you think it's crashed, try waiting for a while, it might come back.
Pretty fun but I have an issue where when I'm trying to reveal an hidden platform, it always appear RIGHT after I got low enough to pass through it. So for each platform, I gotta reveal it, fall, climb back all the way up, then repeat for next platform. Am I doing something wrong or is it a bug?
Yeah, I think I had something like this once when developing too, I thought it froze, but after a minute or so it worked.
And for the issue with inside the platforms, I had initially the issue that was able to get stuck inside if you are in there, so I had to do it so that the collision activates when the player is out of the collision zone. I really wanted to make them activatable if inside, by making the mesh already visible, so that the player knows it is activated.
Otherwise not beeing able to activate if inside felt even more strange and unwanted for me, resulting in more trial and error.
It is more or less the downside, that it is sometimes hard to activate. What I usually do is doing small jumps, not too far away from the platform I am standing, landing back on the platform, until I see that the platform was revealed. Basically controlled jumps back and forth trying not to fall down. And then I can safely jump on.
I simply had to try this game out after seeing the progress in Discord. The graphics and gameplay do deliver when it comes to humour. The UI element is very fun too, I like to tie-in to the wildcard. Unfortunately as others have said the game does seem to crash at random points, although I've spotted that you have potential fixes (thank you :) )
I managed to complete the first level but I unfortunately had an issue where I couldn't move when my cursor was grabbed. Although, I could move when I released it but then it was hard since my cursor would always get stuck on the side of my screen.
As I wrote somewhere before, I guess the crashes are caused by the high number of label3d elements to create the depth effect.
It seems to be a known issue too, I found a similar bug report: https://github.com/godotengine/godot/issues/66566
If you haven't done it already, download the fallback version, where I reduced the number of label elements used for the effect.
And if you want, try to play the tutorial level in both versions as many times you want as a benchmark, or compare it to other levels (the turorial level has by far the largest amount of 3D labels)
This game is unhinged lmao
Apart from being hilarious at first, unfortunately it was somewhat frustrating to play due to the invisible platforms and lag/crashing issues. (Although I get that you need some mechanic to tie into the "unseen" part.)
I loved using targets as farting practice to access the various areas, that was a clever design.
Yeah, I focused a lot on polishing graphics (which was also my aim to experiment here with the visuals, like what I can do with shaders or particle effects)
Additionally I have a strong computer / GPU, so I didn't have the lag / crash issues that much (except for the tutorial level, which even my computer wasn't able to handle in a few cases).
Also, I must say, especially the last 2-3 levels are really difficult. The very last even still for me.
Apart from jumping and farting the game included also collecting bells - truly unplayable!! Jk, it's a great game but it feels like the theme was implemented only after the start of the development and next time I would probably take more time to plan out the project rather than jumping straight into it . Otherwise good job!! Wish you luck on your game dev journey!!!
What’s truly Unseen is the contribution of cow fart methane on the global climate. Jk, I love a silly game concept!
totally true, only the idea with playing a farting cow came after I had the idea with invisible platforms.
It was born from random thoughts I had before the theme was announced, and I had other ideas related to cows because of the theme suggestion cow. I was heavily brainstorming days before, so I got the idea pretty quickly when the theme was announced.






I found another issue with the web version, that is related to the cursor problems you had. Usually 'esc' should open this pause menu, but this doesn't work in web, seems to be a keybinding conflict.
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