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A jam submission

Dropped In the DesertView game page

Submitted by savapowers18 — 30 minutes, 46 seconds before the deadline
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Dropped In the Desert's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#143.2353.235
Controls#323.2943.294
Audio#343.1763.176
Fun#363.2353.235
Overall#493.1093.109
Theme#593.2353.235
Graphics#623.0593.059
Originality#862.5292.529

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5

Theme Interpretation
It is a tiny journey in a desert landscape

Wildcards Used

Bullet Time

Add a triggered slow-mo effect to the game

Discord Username(s)
savapowers18

GWJ Participation Level
2

Team Size
1

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Comments

Submitted

I really enjoyed this game, but I see SOOO much missed potential with it and I hope to share my thoughts with you because you could very easily create some cool gameplay moments if you combined a few of the mechanics.

For example, having some platforms and then enemies drop onto the platforms, creating a mini kind of boss fight, or the player walking and then enemies drop on both sides of them to create some panic. 

That being said, I really enjoyed this game and hope to see you continue with it

Full review here

Developer

Thank you so much for taking the time to make a full video review! Yeah, I scrambled towards the end to get the existing systems working, but didn't put enough time into making the level design  itself complement the gameplay and reflect the title/ theme of the game. I appreciate your ideas on the platforms and having enemies dropping on both sides (as you pointed out, they mostly spawn on one side of the player, not really giving the  panic of being surrounded which would help with game feel).  Heck, even the two base enemies are using the same scripts to move and interact, just changing visuals and basic stats such as max_health, defense, move_speed, and attack_power (as well as a bunch more that aren't implemented exist in the game code    as I was running out of time to implement more). 

I think what I've learned most from these projects is that I'm getting more confident in the systems and mechanics and now   can work    on getting theming, game-feel, combining mechanics, and level/world-building   down. I have my next learning goals XD

Thanks again for playing and reviewing the game!

Submitted

Honestly mate I loved playing it and see so much potential, it's even inspired me to make my own combat platformer to test out what I'm saying. I'd say add "creating moments" to your goals, such as when the enemies drop down around the player creating that panic. It's fairly easy to do when you have the systems already working and it sticks with players (this is due to psychology which I won't go into but it's super easy to do). best of luck with your next projects, I'll defo be playing them <3

Submitted

The difficulty is optimal, so I completed the entire game. I wish I could play longer... Okay, it's a jam. I just liked playing.

Submitted

Gotta love 2D platformers with a little combat mixed in there. The tweens for mobs falling down was a nice touch too. The camera effects added a lot to the feel as well. 

Submitted

Fun little game - don't know why but from the title and itch page I was sure you would have a gun so was nicely surprised when it turned out to be melee combat.  I guess I've just been brainwashed into thinking desert games = cowboys = revolvers.

The enemy animations are really nice and the slowmo helps us appreciate them.  And scaling the enemies up (along with their healthbar) to show they are more powerful was a funny touch.

Submitted

The slow motion kill was super well done and the last portion where a million enemies dropped on my forehead was pretty funny too. Big fan!

Submitted

The slow-mo kill effect is very satisfying, especially when stacking up the enemies hehe. Well done!

Submitted

fun experience, the slow-mo is done really well

Developer

Glad you had fun and the slow-mo implementation worked as it did. Thanks for checking my game out!

Submitted

The game is fun and on-kill slow-mo is very satisfying. I was surprised when the big enemies appearaed, but I was glad for the thoughtful inclusion of the hint about not having to fight them.

Developer

Glad you liked the slow-mo effect. Yeah, with the big enemies' larger size, inflated health, longer reach, and faster movement, hit-and-run tactics weren't quite as reliable (still doable, just harder). Adding a little exploit hint so you can reach the end of the game felt like the way to go.

Submitted

The slow-mo parts were super fun! 

Developer

Glad you felt the slow-mo implementation was fun! A little slow-motion, zoom, and camera-shake goes a long way XD

Submitted

That slow-mo killing was so satisfying!! The effects around it were really well done and had me wanting more enemies to destroy!

I initially found the combat easy and was wanting a bit more challenge, which I received in later levels hahaha

Well done, really enjoyed your game and description. Good of you to credit the sand, it did a great job at being sand :)

Developer(+1)

Glad you enjoyed the slow-mo enemy destruction and    even went and read through my    goofy description!  Yes, the sand did good work too XD

I originally was thinking about adding    ability upgrades (like more jumps, dashing and maybe an associated dash-attack) and adding more enemy types for variation in combat, but unfortunately realized I was already running out of time while working on the other game systems and had to throw those out if I wanted to get this in a working state before submission time. Future project ideas, right?