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misiak

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A member registered Nov 01, 2022 · View creator page →

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Moving camera around might be a good idea, we considered it and discussed it but went with some simplifications for the jam (as @FujiG is learning programming in Godot and I wanted to mainly learn how to model, texture and  and rig stuff in Blender), we will probably add that post-jam as an exercise  in trigonometry calculations for camera movement :) I wonder why it started zoom in however, as it should start zoomed out... Maybe adding a control to show zoom level (maybe even a minimap on higher zoom levels) would make it more readable... Maybe we'll experiment with it a bit post-jam. As well ass with holding the LMB for constant shooting from the main tower/rocket (that started as an idea that was supposed to be just an addon to strategy element of placing and configuring towers, yet ended up being the core of gameplay loop). Thanks for your feedback!

Thanks for playing and for feedback! It is good idea, I was not thinking about it, but @FujiG was considering it actually and we might add it in post-jam update, glad to hear some constructive feedback :)

Thanks for playing it! Yep, as you can see I submitted it 8 seconds before deadline, and it is not exactly the build I wanted to submit (I notice like 1 minute before the deadline that it's almost end of time, this one lacks armature in models so they're not animated, and some gui changes did not get uploaded - including the unfortunate "how to play" and partially "credits" screens)... I'll try to open a ticket on discord after work today to see if they allow me to update at least this screen so it wouldn't confuse people

Thank you for the valuable feedback! The spin is due to a little bug and lack of one QoL addition that I invented after submission period. Level design also was pushed too late and there is no proper level that would leverage all powerups and mechanics, I admit that. The pixelated cursor though was a design choice (maybe a poor one, but conscious), as while game is pixelated and it looked somehow better than a non-pixelated one for me. But art was generally rushed, I was planning to coop with an artist initially but it didn't work out due to them having no free time that week :( Anyway, thank you for trying it!

I'm a terrible seller, I basically set the prices so that it's always +10 profit for me on each item and waited till it all sells :P Only issue I had with gui is in supplies menu when I accidentally clicked to restock something, I could not decrease the number (so the +1/+something buttons immediately completed the one way transaction). The visuals and audio are great, a bit of gameplay difficulty would make it more challenging and engaging (but you already know that looking at the description), I still had fun :)

Yay I managed to finish it :) I see it's not your first collab looking at your itch pages, good to see you're a team. Sorry for your experience with charger, football game and uni deadlines at the same time :') I like the visual style and the idea, the gameplay loop is working. More levels and it would be more fun.

The line in the first stage was not dashed I think :P In the level where I had to pet/feed/play fetch basically only calling the monster to me and petting it worked, also the level was loading for 30 seconds I think and I was starting to wonder if it's not stuck (in one of the previous level where I had to plug something and turn dials, the plugging also hanged my browser for a good 10 seconds). Other than that, nice collection of minigames :) I can definitely see lot of fun to have with it once you finish it if you really plan to and will do it (still had some fun with it)!

Oh the unfortunate binding of ctrl + w again (not sure if it does something apart from menus, but managed to accidentally hit it when charging an attack, a window with some selection opened and I somehow wanted to go up with my selection) :P After some enemies attacks, the screen with "USB, RAM, Processor and Misc." kept appearing, and closing it with V did not much, as it kept reopening after like a second, and also any action like jumping etc. made it reappear unless the website was reloaded... Other than that I managed to play part of it (it seems I just had to be better at the game, as it kept happening after I was attacked by an enemy). Definitely see the direction, art was fine (I like it!), audio too, game apart from that reopening popup was playable and enjoyable :)

Original interpretation, being in charge of something :) It looks unfinished, but after reading other comments and your description it's clear that it doesn't lack much - if the bucket placed on the rubbit had pouring animation and if it would indeed change its state to empty (so the loop would be "take empty bucket -> fill it with water -> pour on the rabbit -> take empty bucket ->..."), it would only lack the win and lose condition to be a proper game :) I liked the retro graphics reminding me of late gameboy color era, hope you manage to cook something for the next jam too as it looks you have potential and ideas to do some good stuff.

Original interpretation of theme. I liked it, timing the clicking of charge button was hard (in a good way). You could delay showing the health bars (at the top) damage/decrease to end of each round, not immediately after clicking, that would made it a bit mysterious for few seconds :P I liked the pixel art style and had fun with gameplay loop.

I have pretty recent (3 years old) laptop integrated AMD GPU, tried this game on 3 different browsers and none worked unfortunately (I'm not sending any vote/grade as maybe it's something on my machine? seems like it works for others). It spilled error in console (this is from chrome, but was looking similar in other browsers, spawned multiple times untill it basically wrote that it won't spawn more identical messages):


index.js:452 Godot Engine v4.7.stable.official.5b4e0cb0f - https://godotengine.org

index.js:452 OpenGL API OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium)) - Compatibility - Using Device: WebKit - WebKit WebGL

index.js:452 Build configuration: Emscripten 4.0.20, single-threaded, no GDExtension support.

performance warning: READ-usage buffer was written, then fenced, but written again before being read back. This discarded the shadow copy that was created to accelerate readback.

[... the same repeated like 100 times ...]

performance warning: READ-usage buffer was written, then fenced, but written again before being read back. This discarded the shadow copy that was created to accelerate readback.

_emscripten_glFenceSync @ index.js:1

index.js:1 performance warning: READ-usage buffer was written, then fenced, but written again before being read back. This discarded the shadow copy that was created to accelerate readback.

[... again like a 100 times repeated and the first one as well ...]

index.js:1 WebGL: too many errors, no more errors will be reported to the console for this context.

_emscripten_glFenceSync @ index.js:1

index.js:1 [Violation] 'requestAnimationFrame' handler took 99ms

index.js:1 [Violation] 'requestAnimationFrame' handler took 163ms

index.js:1 [Violation] 'requestAnimationFrame' handler took 63ms

index.js:1 [Violation] 'requestAnimationFrame' handler took 58ms


Maybe it's a Godot bug though? Don't know if anyone else experienced that, just letting you know

Thank you for playing it :) I'm surprised as I've seen shorter games submitted to the jam, but happy that you finished mine :)

OMG thanks for streaming it! (voice in the background: "mom, mom, you're not gonna believe this, my silly little cat game is on twitch!") Thank you for playing it and for constructive feedback. I agree the SFX slider in options could have some feedback (and should - I just messed up the web export sound a bit, that's why levels don't play chilly quiet ambient music and that's why this sound effect for immediate feedback how the volume level is set is not playing...) and that objects in game that spawn powerups could have symbols of powerups on them somehow in addition to colors (I was initially planning to coop with an artist, but it failed so that's why the art in game is a bit rushed - I was learning how to do animated sprites on my own and stuff, and those destructable objects are basically Kenney's assets that I just swapped color palettes of to fit powerups - I think I'll add powerup symbols to them for the final post-jam update, won't look beautifull but should make more sense for anyone playing it in the future).

I liked that one could set presets of their own minions ("franks"?) behavior and that end game screen showed detailed damage and other stats :) It was fun, I did not had issues with understanding it (at least I think) after clicking through the tutorial. Having many enemies following me and throwing spells at them was an absolute mayhem after like a minute of playing :P Regarding other comments about background color - there is color brightness slider in settings, I placed it somewhere between 25 and 30% and it looked much easier on the eyes. I had fun playing it, definitely nice jam entry.

The hammers were stuck for me too - what helped was trying to force their state change by e.g. attacking them to the edge so they start falling from the platform, and in one case charge-jumping above them (they maybe switched sides then which refreshed some state change). It's a pity there's only trial level, would play more :) The visuals and audio were very nice. The label "Press c to charge" could explain more, I fell down there few times (maybe I'm just stupid, but "Press c to charge mid-air and space again for multi-jump" or something like that which would be more idiot-proof would work for me better). I liked the game still :)

The cars and people were moving backwards, weird feeling... Also at first I thought that Q and E buttons didn't seem to do anything, you could add to the controls description that spacebar makes you jump and then you can do aerial tricks 😅 It was getting a bit laggy when bull was speeding up after 30 seconds from the start, but that might be due to browser export. I still liked it, the general aesthetics were pretty nice, and gameplay idea is also interesting and surprisingly engaging :)

Yep, that's the way - if you gain too much momentum, you will need a lot of energy to lose it :) I had a more engaging level idea with mind, but didn't finish it in time - I suck at level design and this is the point I want to practice during next game jams. I wanted to make instructions part of the "world" and not the interface, it was a bit experimental, but I'm happy you liked it :)

The game was fun, pity you run out of time :) The platforming was tough, I agree with previous commenter, the adjusted collision shape for player (so that stairs could be walked instead of jumped, and the wider part on rails on platforms would not stop player from movement) together with some "coyote time" would make this juicy. Other than that, I liked it.

I loved it :) Not much more to say, gameplay was really great and addicting, and I loved the general idea :) The shooting mechanic could maybe use scroll wheel to choose weapon and LMB to fire for more convenience instead of using partially mouse buttons and partially keys? Or maybe even "scrolling window" of 2 weapons, one for LMB and one for RMB. But current solution is also playable and fun.

That was a nice snake variation :) Would be nice to  be able to remap the keys or at least use WASD together with the arrows. I liked the visuals, audio and gameplay, very interesting concept of charging more for most used moves from previous level, it made it much less repetitive. And the whole storyline was good, I had lots of fun :)

I also had issues with font, and don't know if it's on purpose or not, but each time a customer wanted made me an offer, I had to wait 2-3 seconds till the buttons to accept, decline or counteroffer were active. The time pressure was pretty hard, for my second play through I blindly accepted each offer, made it till almost the end of day 5 (had like 7300-7400/8000 goal). Still engaging and giving fun, if it had a bit more time to analyze the offers without time ticking, it would be even better (my personal opinion, might be wrong) :)

I like how the position of the ship on screen and particle effects show you current speed and direction :) I tried to solve it in my game by just showing a semitransparent overlay with dust-like particles that you move through without parallax (while background is parallaxed). The variety of movement and energy hungriness difference between ship and rover was also nice, I didn't expect such a complex game at first :) I also liked the visuals. It's a pity there are no other sounds than rocket engine and drilling (unless I missed something). And the escape button mapping is pretty gatekeeping on web builds, with fullscreen it exits fullscreen first, so needs to be entered sometimes 2-3 times to actually pause and see the controls 😅 Generally engaging, I had trouble understanding how the green rock gets transformed into energy and how to pass it from rover to ship (still not sure if that happened). At the end I just blindly flew the ship for fun for some time around till the energy reached 0 to see if there is an end game screen. It was fun, surprising for me that you have so little votes! :O

I partially agree with other commenters, replacing those customer placeholders with something more graphically fitting rest of the visuals would be nice, together with a thought bubble/balloon or other indicator what each person wants to buy and how much money they have. The speed of them coming is not such a big issue since you added buttons to slow down customer wave, which is nice. In my opinion there doesn't need to be any mechanic to spend money, but e.g. some goal how much you should earn during a wave of customers, and limit number of inventory items each day (like you only have 10 strawberries daily etc.) would make it more challenging. Right now I basically watched how "people" come through my fruit stand without doing basically anything on my side 😅

Omg the tilting mechanic was hard... Managed to pay 1/3 and then 2/3 times, tried for 3/3 but couldn't (skill issue). I agree with first commenter that it's interesting take on the rail shooter genre, would happily play few more minutes if there was more content :) The visuals were very retro, but that's good thing (for me) and somehow fitted very well with the music (the medieval fair-like audio theme was great).

That was a hard game! Didn't manage to finish, but after few minutes I think I understood what controls do. Pretty complex simulator for a jam game! A tutorial (like an introduction of each control step by step with how it corresponds with drill machine movement) would be nice and would make it much more engaging. I like the arts a lot!

Nice flappybird-like :) Very hard, I barely made it to 3-4 points. Very nice visuals.

The last target in bunker level was hard, but achievable with good timed charging :) Nice prototype, reminded me that game called Sanicball existed and I played it in the past ;) Had fun due to that memory alone.

Nice visuals and audio :) The controls didn't want to work for me at all in fullscreen, but worked (I think) when framed inside a webpage. I think I got stuck when trying to get out if I was supposed to control the direction of flying when getting out, tried 3 times and each time no control over the movement, only once I managed to fly out of the hole in the ceiling, 2 times just kept bouncing up and down indefinitely (and loosing all my collected gems with each hit). About lack of rumble in web exports, I think it's a known Godot limitation for a moment https://github.com/godotengine/godot/issues/96985 or at least was? The keyboard mapping for escape and enter keys in browser, and arrows instead of WASD was... interesting choice ;)

Original entry :) Apart from the texture on the ground (or whatever other graphical indications of movement, even velocity-specific 3d particles would make this more spatially communicative) I would add some indicator of battery location maybe as one of other commenters also said, and for sure for police (even the larger radius of hearing the sirens would be good, right now you can only hear them when you already see the police vehicle and it's very close). It is a nice prototype, engaging and giving fun, I liked it :)

Interesting idea for a tower defence game. The ui was a little buggy but usable (and when I died I could still start 2 or 3 more waves before everything I had on map collapsed, before restarting - I could only not change weapons, but starting next waves was usable). Not sure what "reroll4" (or something like that) button should do on the screen, but it was constantly there after first wave I think. Bugs aside it was playable and gave me a bit of fun, it would be nice to have some known possible spawn points/paths of enemies beforehand, would make planning of towers layout a bit easier and more fun probably.

I'm not sure you could use sound effects from Miami Hotline :P I had fun, played till the suitcase (got shot just after seeing "mission complete" or "mission accomplished" screen), for fun played second time only dodge rolling and went through whole game without firing a single shot :) Funny little Miami Hotline clone, I liked it :)

I liked how the radius of vision was proportional to level of battery charge, that is very nice idea. The energy drained maybe a bit to fast to do something, my personal best was just short of 1 minute (59 seconds I think) after few tries. For the vision/flashlight (which together with shrinking made the game very unforgiving any smallest mistake or even some procedurally generated worlds when I had little luck) you may consider logarithmic or other non-linear shrinking (so the field of vision would shrink slowly with higher charges and fast with near empty battery), that would make it easier to play I think (unless doing something veeeery hard was your plan). I had my fun, played few times :) You could place the controls instructions on the itch page with game itself, not only here in the description of your entry (as more people tend to look there than here for instructions).

Nice level design, as others already pointed. I also liked the controls "twist" that aiming was made with mouse and not just into the direction of character movement. In the second level, in nexus, I accidentally clipped through wall on the far right and fell down (but that's on me for even trying  to crash into this wall) :P I have my own nostalgic memories of other retro platformers from PSX/PS2 era, I had fun playing your game :) In contrast to one other commenter I would not add a minimap - I think orientation is part of the designed difficulty here, but won't argue :)

As other commenters already said, I would also have more fun having normal attack on LMB and powerfull on RMB. Nevertheless I still had fun, I like the visuals, the red rectangle while attacking could be replaced with some sword swinging or something, and I guess you planned that or something like that. The powerfull attack looking like a wall swiping away all enemies in range was very satisfying :) I did not win, but that's my skill issue. Overall nice little prototype with potential :)

Interesting wording on the end screen, suggesting that eels turn on humans ;) I liked the game, it was funny, mechanics were simple and engaging, everything was easy to understand, the music was like from a black and white comedy silent movie, the upgrades were differentiated. Had fun till the very end :)

Wow my index finger started to hurt before I was able to click the stress relief button ;) Nice stock simulation, took a while to get to those 10k points. Is the aluminum exchange working? I only got zinc and iron, there was no tab with aluminum to exchange (and I think on the way till the end there was an upgrade to trade aluminum?). Still, I had my fun with it, nice reflex tester when to switch mouse pointer between "buy" and "sell" buttons ;)

Funny little game :) Like a bit random decision tree traversing. I liked the funny star system names based :) Clicked through 4 levels (or maybe 5), in one of them each planet allowed me to only buy skim milk, no exploration/fighting. I had fun, more than I initially thought. I used my imagination to see cow-like people onboard the ship 🐄 Simple but quite original idea in comparison to most games I played this edition :)

I couldn't understand the game instructions over the music (maybe also stopped listening after like 10 seconds - it would probably be good to make them shorter, you could also write them down on itch game page below the game), maybe because I'm not native. I opened the web dev console and saw there is a lot more happening in the background (if you planned on box upgrade, that is undestandable) like "Customer Arrived" and "Missed sale - kiosk full", would be nice to have an indicator of that on screen as well :) I don't understand what "Overhead Paid: Remaining Gold: -1335" entries could mean - did you want to implement a mechanic for paying the bills for electricity and some other stuff? That sounds impressive. There are some errors in the console too for missing nodes, probably you used references to them by path and then moved them in a tree ;) It looks like a solid ground for something with lots of happening "in the background" but just with no visual indicators - for a first entry, pretty good :) Don't give up, looks like you have some solid ideas in mind, it was my second jam, I also overscoped (for my current level of experience) during my first jam, now as well but it was a lot better. I think jamming is a good way to learn :) Didn't have much fun, but that's due to not much to do (I left the game just idling in the background for 10-15 minutes, bought some upgrades which I'm not sure if worked and left it idling for a bit more), if you polished the visual indicators a little bit (I guess you had that in mind, if you haven't then you may look for other games here with simple gui how they manage to do that) and maybe adjusted the time of initial phone charging (man it was slooow) before anything was even doable, it could be fun :)

It was much harder than I thought :) I had to figure for a while how to score (maybe collision detection issue)? It was veeeery hard if there was a bot playing in the top left corner - only strategy to have a chance at winning was camping near his square and capture the flag from it when it was going back. Other than that, nice game, I had fun, I liked the character creator part (as other commenters), it's incredible you added such feature to a jam game :)

Personal best after 3 tries: 182s. I loved the quacking sound on each move :) Simple but engaging idea, I liked that there was no spot to stay in longer than few bulls, so it required almost constant moving (especially when bulls became faster). Addition of winning a crown was a nice achievement. I had fun :)