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A jam submission

PondrView game page

A hidden object's matchmaking game.
Submitted by CorporateKoalaStudio — 14 hours, 38 minutes before the deadline
Rated by 17 people so far
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Pondr's itch.io page

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Godot Version
4.7.1

Theme Interpretation
It plays on a more literal idea of ‘sending signals’ when dating. These frogs are trying to attract a suitor and are looking for a partner who is sending the right signals to them; in this case, a signal flag that matches their desire.

Wildcards Used

Right Wildcard

The third wildcard (description pending)

Discord Username(s)
Laymansdecker

GWJ Participation Level
1

Team Size
1

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted

Super cute, i loved the art. I spent a good amount of time playing and had fun even though it’s not really my kind of game.  Also, the camera could be a little easier to move. However, it's a great game

Submitted

Super cute hidden object game. Everything was signaled (heh) well. Wish there were like 1 or 2 more levels but enjoyed my time with it nonetheless

Developer

Funny you say that about the levels, I would have loved to make more but I underestimated how long it would take me to draw all the assets. Next time I want to make a few smaller levels instead of one giant one. Thank you for playing!

Submitted

Super cute. It took me while to figure out that each frog had a different request. I thought I was still looking for a heart in the second section. Also, the camera controls could be improved as others have said. It would be nice to zoom in on the mouse cursor rather than the same location you zoomed out of.

Developer

Thank you for the feedback. You make good points, I should have made it more obvious in the tutorial level that you can get a clue from each of the frogs. I'll work to make it so you can zoom in on the mouse, I didn't even consider that was a more seamless way to zoom in and out. 

Submitted

Really nice job with the illustrations! Super cute vibe, nice music placement too. Some constructive criticism: In the future with a game like this I'd really seriously consider including a click and drag type of functionality to move the camera around, or at the very least have edge pan as an accessibility option to toggle off. I really don't think edge pan is an appropriate setting anywhere except for exclusive fullscreen, because of the way it interacts with multiple displays or in this game's case, a lack of a fullscreen mode. 

Also you have a bug that I know VERY well since I've also ended up with it in a game: Your camera seems to be following a position that isn't tied to the camera's bounds, so it gets "stuck" at the edge of the map but if you continue panning away, it'll seem unresponsive when you try to pan back. I've made this mistake a million times and my first reaction was still to think your game broke, even though this is such a common thing that can be worked around by the player. 

Anyway, really nice work, I hope to see more from you in the future! 

Developer(+1)

Thank you for the compliments and feedback!

I'm glad you explained the full screen panning issue, I didn't understand why that didn't work as nicely as I had hoped in the windowed mode. The combination of designing the art assets too small as well as my inexperience in designing the UI led to me removing the fullscreen option so the game worked. I plan to polish that function when I do this again. 

And thank you for pointing out the camera bug, I thought I had clamped the movement but that may not have been enough to keep it moving how I want it to. I'll try to replicate it myself and patch that up. 

Submitted

Of course! Getting feedback is one of my favorite parts of jams so I try to be as active as I can in the comments of games I get a chance to try. 

So for the camera bug, it does clamp to the edges, but I think it's storing the intended position variable separately from the camera node's actual position. Without seeing how your scene tree is organized it's hard to say exactly where the problem happens, but judging by how long it takes to regain control of the camera, I'm 100% sure that the camera's position is tracking a Vector2 that is not the camera's "position" value, trying to set its position to the second value, and then skipping it by snapping to the clamped value. My guess is that your controls are just adding a Vector2 * delta * rate or something, and then you only clamp the camera's position, not the variable that the camera is trying to follow. 

And yeah, Godot's UI system is a little confusing at first, but it's SO good once you get the hang of the containers and placements. I'd recommend downloading a few template projects and seeing how different people organize stuff, and getting the hang of anchors and min/max sizes for control nodes. It's really amazing what you can do with it once you get into the weeds with tweening your offset transforms and bringing everything to life. It'd work really well in a game like yours! 

Submitted (1 edit)

UAU! Acho que existem "poucos" sapos nesse mundo! legal!

Developer(+1)

Just a couple :)

Submitted

That's so cute! Thanks for the game—I had a great time

Developer

You're welcome, thanks for playing!

Submitted

The art is absolutely adorable <3  I think the level is a bit to big and sometimes it wasn't clear to me which frog i should pick (biggest crown for example), but judging by the nerd-frog with the number, it could have been obvious but I just didn't find it.

Developer

Yes, I definitely underestimated how a level of that size would feel. If I was to make a game like this again I would make a few smaller levels instead of just one larger one. Thank you for playing!

Submitted

Dylan and I played your game and really enjoyed the art style! We loved the “Where’s Waldo?” style gameplay, with the added twist of having a specific objective for each Frog. It was a fun way to put a spin on the concept.

Feedback: We found the audio a little loud and would love to see some audio settings added in the future, such as a volume slider. :)

Developer(+1)

Thanks for playing! Noted, I'll try to make time for some basic settings next time. My goal before my next jam is to improve on UI development.

Submitted(+1)

The art was so cute! and the theme interpretation was really unique. Good take on “signal”.

Developer

Thanks for trying it out!

Submitted

Amazing art and cool gameplay idea. I do have to say my attention is a bit bad so it took me a good while to find some frogs. I feel like it would be cool to be able to move around by mouse (click and drag), or keyboard. But great job!

Developer

In hindsight I should have made the level smaller. It might have allowed time for more that one map. But thank you for the feedback, I'll be sure to implement alternate movement schemes next time round. 

Submitted

Nice game! The way you navigate around the world felt a bit unusual to me. I think dragging the camera with the mouse and click would feel more natural, but I really liked how you put everything together. Loved it!

Developer

Thank you for playing! Dragging the camera with a mouse an click didn't even pop into my mind during the jam, but it's such an obvious solution. I want to make more games like this, so I'll include it in the future. 

Submitted (1 edit) (+1)

It's a really cozy game! But I think there are a bit too many frogs. 
Theme: 3/5 (Your interpretation is unique but you could replace "signal" with "preference" and it would still feel the same)
Fun: 3/5 (Again, the core concept is fun and relaxing, it's just too many frogs and I kinda have to click on all of them randomly. To add, it isn't clear which frog is the correct one at a glance until I just click them all)
Controls: 4/5 (I would like the mouse in the edges to move around, but itch.io is a bit finicky with it)
Graphics: 5/5 (Cooked.)
Audio: 5/5 (Cooked.)
Accessibility: 4/5 (No way to change how to move the camera, I think. A way to switch to WASD would be nice)
Originality: 4/5 (Certainly is original but the concept of pattern matching is quite common)

Developer

I really appreciate the breakdown of the vote, thank you. I'd make smaller and more levels next time, perhaps there are too many frogs.

Submitted(+1)

Using "sending signals" in the dating way is a creative take on the theme, nice! I didn't super click with moving the screen around by leaving the game window, but I really loved the art style and the presentation, it's very cute!

Developer

Thank you for the feedback! My goal was to try and keep controls constrained to just using the mouse, and the execution of that could have been better for sure. I was recommended to pan around the screen using hold + right click as an alternative which I'll try to do next time. 

Submitted(+1)

CUTE FROGSSSSS i love the new art they had when they were matched up!!

I think maybe fewer frogs within multiple smaller levels could have been a bit less intimidating! Especially for the king frog, thats alot of crowns to look for!! (Ok that might have been the point haha)

I really liked that they all had little personalities too!!

Very good work on your first wild jam!!

Developer

Thank you! That's a great suggestion on smaller levels, it would have been easier and quicker to make. 

Submitted(+1)

oh also that koala logo is INCREDIBLE hahaha

Developer

Haha than you, we were really trying to capture that 'corporate burnout' energy. 

Submitted(+1)

Cool game! I don't see the Signal Concept though...

Developer

Thanks for playing. I was going for 'sending signals' in the romantic/dating way. I really like the game you submitted!