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Godot Version
4.7.2
Theme Interpretation
You are in a tower that is crumbling, your doom is imminent, you either find a way out or face it.
Wildcards Used
Left Wildcard
Go Spinny - Use the mouse wheel in your game
Middle Wildcard
Perspective Shift - Combine 2D and 3D elements in the same game
Right Wildcard
Tag Along - The player character has a companion
Source
no
Discord Username(s)
mikal_hrms and mythical_mystic_
GWJ Participation Level
1
Team Size
2
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Awesome take on the wildcards. The perspective shifting using the scroll wheel is a great take on the first two wild cards. It's such a novel concept with a lot of possibilities. This is my favorite use of the wild cards I've seen so far.
That being said, I enjoyed this game in spite of the implementation of the main theme, not because of it. 4 minutes is not enough time to get through all the levels. A lot of games with timers have this issue. Eventually it stops adding suspense, and just gets frustrating. I think the easiest work around for this game would be to make a separate timer per floor, rather than one overall timer for all the floors. That would let you design each level with a specific time in mind.
The puzzles that involves trial and error to figure out the order to turn on buttons do not interact well with the time pressure. Some indication of order would be nice, like making them go from smallest to largest or having them blink in sequence like simon says.
Some other people had issues with F to shoot. I didn't personally, but I think the easiest fix to that would be making "left click" a shoot button too, since we're already using the mouse to play. My only other note would be to consider increasing the font size for dialog.
All that being said, I thought this was great. The concept is really fresh, and I especially loved the levels where I could move objects in sync with the scrolling. I appreciated the little flourishes too, like the parallax menu screen. Amazing job!
Thanks a lot on the thorough feedback!
Yeah time stuff ends up being hard to balance, I knew this would end up being a problem on the very moment we decided on doing it lol. to try to compensate a bit I made the game over not be very punishing, but oh well this is not the best solution. Your solution would be good and easier to balance indeed, thanks.
The puzzles are not trial and error but I agree the solution should have been more explicit (probably I could make the knight say something better). The solution to the first one is the tier of the enemies close to the switches is the order (with the statue being considered the last), but I agree that putting this without much indication was an error.
Yeah that is a good idea, but i am not sure if the problem people had was just with the button as with the hitboxes and attack speed among other possible problems.
Thanks a lot for playing, and I am glad you could enjoy it despite all the problems
We loved the concept, it's a really cool game, the amount of work that went into this woah, unreal. And it's very entertaining to top, it took us a couple of runs to see it through hehe Amazing job!
I am glad you enjoyed it, thanks a lot for playing
The controls were really hard to manage, but really interesting game. Very Zelda! Nice work.
Thanks
Very cool game, theme is perfect and it's a cool tribute to Zelda, the thing it could be better is in controls, it's very hard to control + the insane amount of information to process, I wish I could set mouse button to shoot the arrow, and I think the knight is kind of weak, how ould he deafeat the Evil King? hehe
Besides that, the scroll mehanic is very cool, congrats!
Thanks a lot for playing and for the feedback.
Oh the knight is a bit tired, against the Evil King he was moving like --spoilers-- the black knight in the end of the game.
But besides the jokes, yeah i didn't balance it well at the start, and it got worse as the levels went more complicated because godot path finding system (which i am unexperient with) + all the spinning made him pretty dumb at some points too lol.
I wanted to complain shooting arrows was to hard but being able to move projectiles while moving the tower was a nice mechanic that gave much more control. The idea is cool, the presentation is there, good job and congratulations
thanks!
And yeah the attack was a bit off by itself, partly a price that had to be paid for the retro vibes i wanted (though there would be ways to keep the vibe and avoid that, i couldn't come up with them), partly due to inexperience with working in 3d but keeping sprites 2d
That's smart
Thank you for all the fun - pretty nice writing too!
Thanks a lot for playing, i am glad that you enjoyed
Spinning mechanic was so cool and well implemented. I thought the way you used the 2D and 3D elements together for the puzzles was really original. Great retro vibes all round!
I am glad you enjoyed!
Zelda vibes
Absolutely love the main spinning mechanic of this game, the levels that played into that were super cool! I wish the player attack was a little better or friendly fire be disabled to compensate for the knight being pretty dumb. Would love to play an updated version that leans even further into some of the combat puzzles.
I am glad you enjoyed,
and thanks for the feedback. I didn't had much experience handling 3d hitboxes to get a 2d feel in this perspective, so the attacks did feel a bit off from what i wanted
Really neat idea and I liked the game play. I found the attack slightly frustrating to use but overall this was a lot of fun and a cool game
Thanks for playing my game
I tried making the attack feel good to use, but it can be a bit hard when you join all the 3d stuff with a style that is supposed to feel like those old school 2d zeldas, but thanks a lot for the feedback.
oh hey you have the exact same bug as my game, the first projectile makes the game lag for like 1 sec lol.
Very fun interpretation of the theme and the whole rotation thing works surprisingly well especially with the mouse wheel
The vibration might be too strong however ? adding a way to make it slightly less strong would be cool
the dialogues are fun tbh i didn't expect them to go on this long, kept me playing for a bit !
Thanks for playing my game
The bug is normally either due to particles or shaders taking in time to load and get buffered by the browser as the projectile spawns, there are a few solutions but i didn't really got to implementing them. One of them is spawning the projectiles during a loading screen under an overlay that still makes browser recognize them, so they get buffered and are ready to use when you actually use them, but tbh I actually forgot this was a problem lol.
Also thanks for the feedback on camera shake