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BrokenHand

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A member registered May 17, 2024 · View creator page →

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(1 edit)

I was able to reproduce it in one way.  If you start the battle without   assigning any ships to  your side, you immediately lose because you have no ships.  Did you assign at least   one  ship  with a  pilot and  weapon to your side?

(The  fact that  the game lets you start that battle with out any ships is a bug.   The fact that the game is not more clear that you need to assign ships  to your side is  an  oversight that we need to fix.)
 

Oh no!      That's very strange. I'm looking into it, but I haven't been able to reproduce it yet. What browser are you using?

I enjoyed the gameplay quite a bit, though I didn't really find most of the upgrades too compelling.

Thanks for the feedback!

-That’s a fair criticism. We unfortunately ran out of time.

-The stage terrain killing you is a bug.  I was able to replicate it, and I suspect it has to do with how godot’s  physics engine resolves collisions at higher velocities.


-noted

Thanks for the feedback! I'll have to look into that bug. i have a suspicion I know the cause.

Here is ours: https://brokenhand.itch.io/void-spira

In addition to general feedback, I’d also be curious to know what kind of ship builds you make with the limited customization points.


I’ll check out your game tonight. I’m a big fan of table top game design.

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Thanks for the feedback. I agree on the bosses. Development ended up running behind schedule(as it often does in game jams ), and I didn’t end up having nearly as much time as I would’ve liked to iterate on their designs and polish them. 

Thanks! I appreciate the feedback. The art might have looked off in later levels due to an error that I didn't catch until I looked at the project again today.

Thanks! I knew some of the levels were kind of tedious, but I ran out of time.
I could definitely see more organic shapes working well. I hadn't thought of destructible props, but I really like that idea.

Thank you! Most of my time was spent making the tentacle work in a way that felt and looked decent, while also not being buggy or destroying the frame rate, so level design ended up being pretty rushed. 

The movement is actually really interesting. As others have stated, it feels rough and unfinished, but I feel like the movement system could be a strong foundation for a fun game.

If you're still looking for someone to work with for this jam, here's my discord. TentativeTenebris#7164. Here are some game jam projects I've worked on: BrokenHand - itch.io