The game is lots of fun and amazingly well polished. This feels too good for a game jam game. Very impressed
bigmonmulgrew
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Love the audio and art. Fun idea for a game. The low poly reminds me of a low poly lighthouse tutorial I did once,
I did find managing so many ships frustrating as they immediately turn back. I think it would be nice if they maintain their direction for a short while or slowly arc back to their original course, allowing easier management of multiple ships.
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
Hey guys check your itch IO settings, there's a box you need to tick somewhere to make games run in browser.
That's a good shout.
My original plan was to allow the player to knock over and break individual pots but since it was Sunday already I realised that was far too ambitious.
I probably could have made the stack a single mesh too.
They caused so many problems in testing. Although it was quite funny. First time I set them up I put the rigidbody and mesh in the wrong place in the hierarchy and the models stayed in place but the rigidbody fell on the floor. After I enabled collision boxes in debug settings it was quite funny seeing hundreds of them all on the floor but invisible to the player.
Hi, it's nice to get someone recognising the extra issues with organising a team. I appreciate that a lot. We are all game dev students and team projects are mandatory, this is our way to smoothe out team dynamics. Also all of us are new to Godot.
Unforunately the pots have been a recurring problem what's rather frustrating is I tested that part quite a lot. But then made a small edit to the character collider, hence the issue.
One of the fun and challenging things about the game jam is cutting those corners and having limited time. Great learning experience.
Thanks for playing
This is a good moment to discuss some of the things we left off the feature list and other plans for the game and how we approached things.
Mouse sensitivity is a fair comment. Adding controls for that was discussed. But it's a game jam not a AAA game. We had higher priorities. It will be in the DX version we planned for after this.
My mouse is set to 2850 dpi and I also found it a bit high the first time on that level. It was double what it's set to now. I'm guessing you also have a high dpi mouse, mine goes up to 8000 and that was certainly not playable.
We also discussed adding some disappearing panels inside the vent that would make it easier. Again that was left off for time in favour of more important features.
I do think that the difficulty scaling could do with tweaking. Level 1 would benefit from some more time to learn the mechanics and get comfortable before adding a hard jump.
That said I think most of our team are dark souls fans and are of the view that as the industry trends towards easier games we have lost something of value that makes games so enjoyable and memorable.
A note to future players. The game has controller support and the control stick settings are much more forgiving.
Your comments have been shared withh our team, thank you for taking the time to play. I do hope you consider trying with controller.
Ok a few points, enjoyed the game, reminds me of Smash TV. Also this feels very much like revenge of the blender default cubes to me
The hitbox of enemies seems rather small, either that or theres very little visual feedback that enemies are being hit. I have good eyesight but my first thought when shooting enemies was that I wasn't sure it was actually doing anything and I wasnt sure I was doing it right. Perhaps leave some corpses of cubes on the ground. and have a more dramatic particle effect when an enemy is destroyed.
Also consider enlarging the enemies. I appreciate the aesthetic you are going for but each object having its own hitbox makes shooting such small targets frustrating.
Shop needs some balance work, I found myself spending most of my early money on health because I died almost instantly.
The ammo pickups appear bugged, I wasnt getting anything when collecting them which is particularly apparent when I am spending most of my loot on ammo. I spent most of my round 2 and 3 using the pistol because I was out of ammo, this isnt fun. If the ammor is going to be so scarce its useage needs to be felt more dramatically. The only noticable difference was fire rate, which for the sniper is a ddown side. I'm guessing the sniper has some sort of piercing to hit multiple enemies but it wasnt obvious.


