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Wesperanto

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A member registered Dec 11, 2020 · View creator page →

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Hey! Yeah multiplayer can be a pain, I actually did a co-op game just recently (sync or swim on my profile) so was able to learn from that which helps a ton for a jam ahah.

IDK if I'd recommend it, did it mostly for learning and might try more services later. But I wrote a simple WebRTC signalling server in go I run on my VPS to handle lobby codes and the WebRTC handoff between the clients. Then each godot client connects to those lobbies (lobby chat and the lobby names etc are relayed through the VPS). Note: there are no godot instances running on the VPS.

Once someone launches a game, it does the WebRTC handoff to setup a full p2p connection with one player being the host. To simplify, we just made it so the driver is always the host and the cook is always the client so we don't have to worry about movement input delay (host manages simulation/movements, the client just reflects what the host sees by sending all positions at a tick rate). This is all done p2p, the VPS is out of the picture at this point, except for in the rare case a full p2p tunnel can't be made with WebRTC, to which they fall back to a TURN server I host on the VPS as well which acts as a relay.

To make it run smooth I try to interpolate positions where necessary and minimize what I am actually updating in realtime across the server. The host will always run smooth since they aren't waiting for anything on the network (the client just sends RPCs for when they should trigger certain sounds, or when they have launched the pizza). Some other little tricks are things like the pizza isn't actually physically thrown through the air, it just follows a pre-calculated arc from a raycast. So the client just receives an RPC from the host to shoot the pizza along that arc, no networking required beyond the initial call.

All that to say, every game is different! I don't have a ton of experience with other services and stuff, but you have to be careful what you are simulating on client/host side (or server side with a dedicated server). Web adds another layer of complexity to gamedev which is already hard enough!!

I love the cardboard cutout art and voiceover/music! Very whimsical toy-like vibe.

Overall the technical side seemed very good as well, the lighting was very professional and clean (which makes sense given that's your whole job in the game!!). I did find it a bit confusing at first when one of my lights was completely off, I didn't fully understand what was being explained in the tutorial until I re-listened haha. Maybe a small diagetic tooltip somewhere on the console could help? Like a little switch that says dimmer with the left and right mouse? I also think scrollwheel would feel more intuitive for the dimmer.

But regardless, very clean and clever game. Congrats on your first 3d game!

Ah, gotcha! Yeah don't have any big plans as of now to expand the game. I'll probably keep it just a webgame given the issues between connecting between the desktop and web versions.

I am interested in doing more co-op vehicle games in the future that are more desktop-focused, however!

Thanks for playing! Yeah the (attempted) goal of the design was to encourage players to count down the approach and/or the cook time for them to sync up. We did see this naturally when playtesting but we did make the game a bit easier near the end after playtesting (added the speed up/slow down on the driver) so it doesn't force as precise of timing. I think an "ok... now now now!" is still kind of an abridged countdown, right? xD

I love the matching profile pics! haha

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I can add one after the jam! Just take note that compatibility between browser and desktop for the co-op feature is a bit wonky. (Just do desktop to desktop or web to web).

If you're getting lag, double check hardware acceleration is enabled on the browser. Are you having issues with the browser version? 

Very cool and unique idea for a jam! I love the frantic and inventive nature of trying to figure out how to pilot the ship you threw together in a few seconds. Feels like a simple and fast paced kerbal space program in a way!

Super tightly designed game! Very good invisible tutorialization and level design. 

Thanks for streaming!

Thanks for the thorough review!! We actually didn't use the godot multiplayer nodes... Although we probably should have haha. Just manually added the nodes with overriden names so the RPCs would connect. 

Your notes are spot on! I was actually planning to add some bonus multipliers for landing on the door or in the windows but ran out of time unfortunately. 

There's a lot of ways you could go with it, but IMO adding diagonals and some more momentum and overall speed would do a ton. Maybe imitate some very old arcade racing games? Maybe look to old arcade games and make it a bit slower to fit the game better. Maybe something like Hot Rod

On the boost turning, I think some sort of flash of your character or of your exhaust to indicate you can boost would help a lot for those who tend to gloss over tutorials (😅)

The menus and art is extremely clean, especially the menu transition etc. I was a bit confused (after skipping through the tutorials a bit tbf... haha) for a bit, how does the turning boost work? I did really like how the slave and trader synergized, was quite satisfying! Although I didn't realize I could squish my coworkers until it was too late!! Overall, I think the movement could have been tuned up a bit to be more immediately satisfying, but the meta loop is well done!

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Check out the trailer here!

Love the 3d Models and general art/story for this game! Very fleshed out for just over a week of dev! I like the tutorialization aspect of unlocking new characters over time :) 

Love the artstyle! Very cool pallete, I especially liked the nuclear POWER bomb enemies!

Love how you can upload your own songs! I uploaded the Berserk OST and it worked very well! :) 

Great visuals, love the local warp shader when entering a circle. I don't play a ton of rhythm games, but for me personally, I don't really like the BPM changes, short circuits my brain! Especially when they come fast.

Definitely got the bones for something cool though! I just wish I could get to the flow state a bit faster! haha

Banger soundtrack and cohesive artstyle! IMO it might be slightly too challenging timing wise for gamejam game, but still fun regardless (balance is hardddddd in a few days haha). But I'm a huge parry fiend so I had fun regardless!

This is straight out of coolmathgames! Super cohesive game :) 

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Trailer Here!  

I think you're missing the .pck file from the Godot export. At least if I understand how to run Godot games correctly. AFAIK, you should have a .pck and a .exe

Very polished assets! And an interesting idea with fun pacing.

Fun game! Had pretty good balance to it, took me a bit to figure out that the cops would slow down the escaper as he KO'd them.

Fantastic assets and great idea! It might be the web version, but the turn radius seemed super slow that I couldn't get around some corners.

With a bit of polishing and some more mechanics, this could totally be a full fledged game. Great work!

I had a great jam putting this together! Excited to check out the other GMTK games.

Fun idea! I think it needs a bit more development on the mechanics front; based on my short time it seems that the lights were much more useful than the games that you can play (music etc).

I like the visual effect once your anxiety approaches max, and the sound effects definitely gave me a good jump when the monster got me!

Fun, goofy little game! I liked the transition at the end when jumping off the (obviously) flat earth.

One little improvement I'd recommend is tilting the camera up just a bit so you can see where you're going a bit better.

Fun little game here! Had a decent amount of progression and a good feeling of power progression as you collected power ups.

Some improvements that I would recommend: 

  • The walking sound is a bit too loud/grating. Recommend quieting it down a bit and making it a bit lower frequency
  • Some of the sounds (like the boss's lightning attack) were very loud compared to others
  • Some sort of pathing for enemies so they don't get stuck in walls

Overall, I really liked the following:

  • Attack sounds overall were really nice, along with most of the enemy hit sounds
  • Animations were fun to watch!
  • Enemy AI was pretty fun, had a decent amount of variety when you were actually fighting them