love the hand-drawn style and the silly sound effects
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Godot Version
4.7.2
Theme Interpretation
The main objective is to deactivate a signal tower. Wildcards: You play a frog character, it can eat fireflies to act as a flashlight to grow mushrooms and the tongue can be used to eat different powerups and to travel
Wildcards Used
The first wildcard (description pending)
The second wildcard (description pending)
The third wildcard (description pending)
Source
no
GWJ Participation Level
1
Team Size
2
Generative AI Disclosure
Comments
I couldn't quite figure out the controls or collisions placements π
I see in the comments that I had to "eat" the dragonfly but I didn't figure out how to do it either π
In any case - it's great that you were able to make and submit your first game. It's a good start and you definitely capable of making good games - just don't stop here!
Hm we got this info 2 times during the jam, I have not been able to reproduce it yet π₯Ί
As far as I understand it, restarting and trying again may be the solution here, as it certainly doesn't happen every time π
I am sorry, you ran into this bug, we will further try to find it. As it is at the start of the second level, it would be really sad when players can't do the rest of the game, I had so much work drawing π€
Thank you for playing.
the hand drawn art and writing and overall style of this game was really cute and charming! the platforming and lil puzzles were clever and fun to navigate. though it could be a bit buggy, i still had a lot of fun with it! really good job!!
i did have the issue with the pippa dialogue not running and leaving you stuck, it seemed to be caused by hop having a charge jump queued while riding the dragonfly. on my third try, when i clicked again to get rid of the charge before triggering the dialogue, it worked just fine. felt like letting u know if you wanna look into it!
This is so charming. I had a lot of fun and finished the game. I loved the core mechanics and the colored pencil/crayon looking art. There were some glitchy things and some strange choices that felt like they may have been accidents (being able to charge up the jump and jump from the air felt weird in a "this might be an oversight" kind of way, for example), but very little of that actually ended up getting in the way of the good stuff. The only thing that I felt was a problem was the sound mix. I thought the sfx were charming but having every sound be such a different volume made me turn up my speakers and then get jump-scared by the loud sounds. If you decide to keep working on this game I'd be happy to help you get the audio cleaned up! But yeah, really great job, after opening it and seeing how unpolished it looked I was worried it was going to be bad, but I can assure you it was not.
Hey, glad that you could finish it, I hope you did see the (REALLY short!) cutscene when you don't hit replay π I didn't have that much time this time around, I started at sunday and lost tuesday, friday and saturday, so the polish wasn't as good as I wanted it to be. The air-jump was one of them, I used apply_impulse for movement and it didn't always worked as expected. Thats why the landing doesn't always work, the linear_velocity isn't always reaching Vector2.ZERO as expected, so I added it to the "do when you have implemented all features" list... which I did 4 minutes before the deadline, so no time for polish π The sound mix is something we didn't get right the last time and I have no idea why. We always drop the volume because it is super loud at our devices, but aways get feedback it isn't after release. Tips for godot or audacity are appreciated! Thank you for your comprehensive review
Audio is really hard unless you have a great system to check it on. I can usually get mine pretty good because I do audio stuff for work so I just make my games in my studio and can really tell what stuff sounds like even on a really short timeline. If you don't have that luxury you almost have to just send it to some friends to get that "it isn't quite right for xyz reason" feedback before you submit it. My biggest tip for using Audacity is "don't" but I do understand that it's free so that's a HUGE benefit. TBH unless you need custom sounds you may be better off using library sounds and finding a setting to "normalize" them so the source files all play at the same volume, and then controlling the volume in Godot. This isn't flawless, however, because of how humans perceive loudness; Loud dialogue sounds way louder than a loud rumble, for example, because our ears are tuned to focus on sounds similar to the ones we make. It'll get you part of the way there, though!
Anyway, like I said, great job. I really thought your entry was charming and in the context of a game jam I frankly prefer to see something unpolished like this more than something that looks and sounds amazing because it was created with premade assets.
A lot of heart in this game. I got stuck a bunch of times and felt like I had to restart, but overall really cute experience. As a note I think a charging arrow with the direction would have been more immediately intuitive. Very nice work!
Hi, I love the story telling and the art and music. Your game is very cute and fun. The home-made sfx is nice too ! I want to play the entire game but I keep dying after the first big jump (where there's the roses barrier and the dragonfly.
Maybe I'm just a dumb player but can you give me a tip so I can go further into the story ? :D
Also, I have to push my volume level to 100% to hear your music while I'm usually at 35%. But it's a minor detail (and I like the music too, it's cute and fits well with the art and plot).
Thank you π
In the first level you have to "eat" the dragonfly and enjoy the ride, it will drop you off at the second level.
It is strange, our last game hat the same issue, that on some devices the sounds were too low.
I kept lowering the music volume, because I wanted it in the background instead of "in your face", maybe I overdid it π«£
The art and the sounds are definitely the highlights! They are so cute and fun!
Really cool the sound effects being voices!!! I will tell you guys a tip tho, you can reduce the noise of the mic in audacity so that the voice comes clear, the art is also amazing and it's a nice story, I was just lost on what to on the last part but after messing around I could make it! Congrats on the game!
Amazing, I really liked the art and the sound effects. The mechanics are very well done and creative
Very cute art style and theme! I couldn't quite figure out the controls unfortunately D:
The controls were confusing at first. I didn't realize I had to click in the direction I wanted to hop. Also the audio was very quiet, which resulted in a jumpscare from the "trumpet" noise at the beginning lol. Otherwise wonderful graphics and cool game :)
We wanted it to be able to be played on mobile so the controls are completely mouse driven, it may take a little getting used to, I admit.
Audio was done in the very last hour during bugfixing π
Maybe it is my fault, I wanted the music to be lower and lower in the background, it is possible that I overdid it l, sorry for the jumpscare π«£
I like the story aspect and the sound affects where pretty funny. Although the controller felt weird and 1 bug I encountered was being able to charge up in the air.
Aww this is so cute. I love the art style, I can't imagine how long that must have taken you! The sound effects are really charming as well :) So well done, great job!
The art style was good. But the I couldn't get far. Please play and rate my game : /jam/godot-wild-jam-98/rate/5155444
I didn't get very far, but the artstyle is really, really charming.
This is a very beautiful game. I wonder how you make it look like this, its really nice. Goodjob!


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