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Donian

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A member registered Mar 16, 2022 · View creator page →

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Thank you for the detailed feedback! I've cut down the distance cannonballs travel for the post-jam update so hopefully that won't be (as much of) an issue anymore. For the disguise, I like the idea of it not being so limited to use, but I don't want to remove the cost entirely so I'm going to try implementing a system where you can purchase up to 5 disguise kits while in port, which can then be used at any time by pressing some button.

I don't think I'll add better NPCs or alternate objectives in the post-jam version, but I'll note down those ideas for if I ever make a "Like A Shark 2". Thank you again for playing!

Thanks for playing! The main theme parts are that you / the NPCs can disguise as a different colour, and also the neutral NPCs might still attack if you're too rich / too weak, but they're definitely things you might not run into depending on playstyle.

An interesting poem, the music and clean style definitely feel relaxing in a way.

I must admit that after around 6 minutes of smelling the flowers enough for the lower bar to fill twice, I decided to click through quickly to see what happens when the upper bar fills. And then after, I tried again clicking through the whole thing. I like how the words in the ending change based on how I act in the flower fields. I feel like I shouldn't have rushed through, which itself is "seeming like I should have chosen the other one".

I couldn't tell, does clicking the different flowers change the new fields, or is it only finding the unchanging flower that matters?

I'm so glad to hear it resonated with you! Thanks so much for playing and letting me know :D

Thanks for playing! My plan right now for the post-jam version is just some upgrade balancing, UI redesign, and a random forts mode, but if I ever come back to this idea then I think ship and shot types are a great idea. Stuff like fire shots that burn the enemy ship or ice shots that freeze them in place would definitely add a lot to the upgrades.

I really like the visuals, especially the computer. Gameplay is pretty fun too even though it's quite simple.

Glad you liked it! You could repair your ship in the ship upgrades tab of the menu, but I've been told already that it's easy to miss those tabs unfortunately.

Thanks for playing! The NPCs have longer reload times than the player but they always shoot as soon as possible and don't have randomness to their aiming so I definitely see them being unfair, sadly I didn't have much time for balance but hopefully I'll fix it in a post-jam update.

Really fun, I like phrase creation as a mechanic but to be honest I think the biggest weakness is that most of the combinations don't matter. Like nimble doesn't really matter, and there's no mechanical reason to use the bow after getting the AK. But still very well made aside from the theme.

Thanks for playing! NPC ships not moving is definitely the weakest part, and set paths was the original plan but I didn't have time to add them. As for their speed, they're slower than the player but I can definitely see it being unfair because of their accuracy, so if I make a post-jam update I'll try adding randomness to their aiming.

Managed to beat all levels, though I did use the "reveal on death" option which does give away the gimmick of each level. I think the hardest level for me was the final one just because of how many bombs there are, and on my board it came down to a 50/50 guess as to the last bomb (luckily I got it). Good take on the theme imo.

Thanks for playing, glad you enjoyed it! That was my original plan for the music, but because sound was the final addition I didn't spend much time on it so ended up pivoting to only "realistic" sounds (so no coin collection sound effect either).

I've not played Sid Meier's Pirates, I'll have to check it out (I do love Civilization V though)

Thanks for sharing! I like seeing how people play my games, lets me know what I should add!

I think you might have enjoyed it more if you had found pressing the SPACE button to dig faster at the cost of less sideways movement, but that's my bad for only explaining it in the page description! Seeing you miss it has definitely taught me I should at least put some simple in-game controls in next time.

Really nice, I got a time remaining of 5:44. I like how intuitive all the different mechanics are. 

By the way there's this one checkpoint placed on a semi-solid platform behind the 2nd gate I think (in the top-left) where when you respawn on it you fall through the platform which isn't really a major issue but I did die because of it so may as well mention it.

This is super fun, a couple of the levels needing near-perfect runs is a really nice challenge. I did have a bit of issue where the game was lagging early on but it eventually solved itself and then ran just fine.

Heartwarming and emotional story. Only thing its missing is saving your best time.

By the way there seems to be a bug where if you drop the egg while on that raised platform it doesn't reset the level and then you can continue the entire rest of the race (I know because its how I finished it lmao)

Very cute artstyle and pretty nice gameplay too, though I'd have liked it if the broom spawned angled further back so there's more time to react to it.

Bit easy but still good fun

very cute and very good for your first game, but super hard lmao i couldn't get past the fourth wave.

Looks great but the gameplay's a bit unclear imo

Got a score of 146! Interesting concept, ngl the lack of ' kinda tripped me up. I assume the "map" is random, but I had a long stretch with no traffic lights that made it a bit boring, so maybe more variety in road effects could be an interesting improvement. Definitely well made for 3 hours though.

this is so cute i love them please make more 🥺

the complete tonal dissonance between the different routes is so funny imo. my favourites definitely the first route

also Nightcord mention wahoo

i dunno i think this game might be peak actually. its a shame the wives died.

i look forward to the sequels, stupidhorser and stupidhorsest

Thanks for telling me, I've put up a new build!

Thanks for checking it out! I agree on the challenge part, it was originally just meant to be about "finding the style of art that fits you" but now I want to try using it as a checklist for making so many different types.

Ah I've never heard of Dungeon Raid, I'll have a look later.

Which part do you want to be lighter, the background? I should be able to make a light mode or something.

Thanks for the feedback!

How the timer works is you gain money at exactly quarter past, half past, quarter to, and the hour (rather than being 15 minutes from when you started). The game should save your progress so the idea was that one could close the game entirely and just come back later.

Thanks for the detailed feedback! I ran out of time for the jam, but I'll definitely use some of your suggestions for the post-jam version.

High score 42

Narrative masterpiece. I think it works very well mechanically with nice art too, but I'm not a fan of how you get caught on the rocks. As in, having to dodge them makes sense, but then when you hit one you just get stuck and dragged to the bottom of the screen, where you either get killed by an off screen shark or the rock despawns and you float on back to the play field. Maybe being able to shake off of the rock somehow would be a nice addition? Oh and being able to skip the intro too.

Glad you had fun, thanks for the notes! I consider it a rhythm game just cause the beats are meant to match up to the song, but some of the other comments have told me I did a bad job at that so whoopsie. I've already added a line to the tutorial in the post-jam version to make it clearer you can move free of the music.

Also for the sake of fairness, I'd like to point out this is only my third game in Godot specifically, I've made some before using PyGame

I honestly don't remember how it works in Yakuza, but either way the optimal strategy is to tap repeatedly because it lets you get more tiles faster (for instance pressing D, W, A in quick succession would get 3 tiles and takes about as long as just pressing W for 1). For the post-jam update I'll see if I can add holding keys in a way that doesn't feel too slippery.

As for the music, it was definitely the toughest part because I'm not musically inclined. In the jam ver, only "beach dance" and "encounter" use a repeating pattern of notes (as in they have a note every X frames through the entire song) while the others I tried to map myself. I tried to map them such that there'd always be something audible matching the note, but it's a shame they've ended up so inconsistent and I didn't even know. For the post-jam update I'm adding more visual effects to the blue square at least so it should be clearer when the timing is, and I've added a few more frames to the GOOD and BAD windows post-note.

Could you expand on what you mean by pressing space being unnecessary? If you mean that you shouldn't have to press space at all, wouldn't that just remove the rhythm & combo aspect? And if you mean you shouldn't need to go to a specific square, wouldn't that just remove the risk & reward aspect?

Haha, that's the direct inspiration for this. I haven't learnt how to do screenshake yet, so this will be a good opportunity, thanks for the suggestion!

Ah, good idea, I'll put it with saves & custom songs on the list of things to add when I've learnt more Godot (or things to add to learn more Godot)

Ah maybe I shoulda been clearer about that, I'll add another line to the tutorial post-jam to make it more obvious!

Thanks for playing, glad you enjoyed!

There's about an 8-frame window to get a PERFECT and like a 15~ one on top of that for a GOOD iirc, specifically because I know some of the boxes are a bit off-beat. It's pretty tough to manually set accurate beats, at least when it's my first time making a rhythm game. As for Yakuza 0, it's mentioned in the second sentence of the itch description lmao.

Thanks for playing, glad you had fun!

The finger pain is definitely something I noticed in playtesting, it might be easier on controller where you're only using your thumb? But at the same time only using one finger makes doing a lot of steps harder so there's that trade off.

Glad you enjoyed it!

I'll definitely have to experiment with making the beat timings clearer, maybe if the hypothetical second faster square is transparent so it won't clutter up the screen? And I definitely agree that no sounds for hitting the beat was a mistake on my part. The Neon Flames issue definitely should've been caught too, my only excuse is it being the last song I added right before submission, but I can easily remove the first beat in the next update.

As for the girl... I suppose if she were the one on the floor rather than the monkey, it'd be harder to make out the dances? But in reality she's just there to take up the empty space.

Glad you enjoyed it! 

For the sake of fairness though I would like to point out that this is only my 3rd game in Godot, I've made quite a few before in PyGame.