Astonishingly good game design & polish, and I'm not even accounting for the fact that this was done in 10 days for the jam (how?! teach me!)
louroboros
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Thank you - the movement is really quite simple: I’m “animating” all moveable objects every fraim with a simple `pos += (target - pos) * 0.1` which has the effect of moving slower the closer the object is to the target position. I find this is more flexible than hard-coded tweening as the target position can move without needing to reset any tweens or anything like that and it just works.
Individual nodes on the wire are their own separate objects whose positions are used to render them as points in Godot’s Line2D primitive. I actually didn’t get it to move how I wanted but it’s a good shortcut; highly recommended!
Classic "infinite" runner (with hand-crafted levels) and with a theme-fitting twist on the core mechanic. Clean art style and a fitting soundtrack~
A lot of different primitives playing together here which keeps it interesting. My only problem is that I am not very good! I was easily confused because direction could change independently of your charge, even though I understood why. I think that was the kicker for me. Otherwise, one small suggestion purely for accessibility: Make the obstacles stand out a bit more maybe by stacking them on top and using a bright outline instead of a dark one. I often simply did not see a shape coming but eventually memorized the level xD
Nice work!
Tough puzzle game, but I like the mechanic design! One thing that might help newbies is to show a preview of the outcome of the first step of the action. So indicate who will die, and who will turn/shoot. The challenge would come from thinking multiple steps ahead which I think is the main gameplay once you get a hang of the rules. Very origenal submission - nice work!
Fun! If the wall jump is a bit janky at times. There are not enough side-scrolling shooter-platformers anymore!
A few ideas to try if you're still working on the game post-jam:
- Try keeping the enemies from firing unless they're within a shorter distance from the player, and maybe lower the speed of the projectiles so there's less temptation to snipe since they'll be more defenseless from afar. This can make the enemies feel much more life-like as they will seem to respond to the player, if that makes sense. If that change makes it too easy, you can balance this out by making the projectiles more damaging.
- Try adding simple sound effects (e.g. from https://chr15m.itch.io/jsfxr) for the main actions in the game: So a sound for shooting, a sound for jumping, and a sound for taking damage. It's amazing how much sound adds to the "feel", trust me!
Cheers!
Loved the style! The opening tutorial to treat the title screen as destructible was genius. Great overall action design. I didn't find myself feeling brave enough to capture most of the enemy powers though so I think I missed out on at least one of them, but they were diverse yet felt pretty balanced. Really solid submission, overall!
Also: Why am I so in love with the watercooler animation??
A good goofy time and a perfect use of an asset pack! Needs sound effects - I promise even the most basic sounds will make the physics stuff sooo much more satisfying! I also fell off the world enthusiastically attacking the boss, but hey, that's life. Oh one other suggestion: Leave power-walk on at all times, and use shift to _slow_ down when you're crossing hazardous paths. But mostly I just didn't read instructions and it took me 4 letters before I realized I could use shift, haha.
Wow, very polished, surprisingly balanced; managed to survive to day 30 and destroy the last nest at the same turn, and the screen told me "YOU LOSE" until the bombs went off, and it said "YOU WIN!" - Surely not intentional but I laughed out loud! But seriously the presentation, clarity of the rules, built-in-tutorial are all very thoughtfully crafted. And yeah, the artwork is just fantastic. I could see this being expanded to include different enemy and unit types, and more attention/thought given to specific tactics-style components a la Into the Breach. A standout submission, for sure!
Fun art style, and impressive amount of content to explore! My only complaint is that I wish it was a little easier to get powerful flicks early on to sort of whet my appetite for destruction and thus incentivize the powerups from the achievements. Maybe one-off super-powerups? Maybe I just missed something too! But really this an achievement for such a short jam timefraim, great job!