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Zwillenschuss
Zwillenschuss
By thejackimonster
| | | | Percentile
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|---|
| Category | Rank | Score | Count | LD60 | Ever |
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| Overall | | | 28 | | | |
| Fun | | | 28 | | | |
| Innovation | | | 28 | | | |
| Theme | | | 28 | | | |
| Graphics | | | 28 | | | |
| Audio | | | 1 | | | |
| Humor | | | 26 | | | |
| Mood | | | 27 | | | |
Comments
I enjoy the little art style you have going on. The grass combined with the spheroid-lookin trees is pretty neat!
Also, I knew I could do it. It took a second, but the target closer to the ground you can hit it by ricocheting the slingshot off the ground first lol.
I love the animation of the slingshot firing! This game realllyyyy needs some sound effects though, kind of a vibe killer. Even a simple ambient music track and firing/hit sfx would help it feel much more complete
Nice job!
@william-corrin Yes, I thought about adding sounds or even a music theme. Would make such a difference. But I mostly listened to a stream during development and later on there wasn't enough time left for the Compo. ^^'
The rock bouncing physics were fun! I agree with the comment above on music and sfx 👍
thoth
2026-10-19 05:47 ♥ 2
The stone-throwing physics is simple and fun. I also made with Godot 4 so I really enjoy these kinds of fun 3D with simple lowpoly shapes on Godot:) (even though I'm not familiar with 3D making yet)
I totally agree with the comment adding just a bit of sound effects for the stretching and throwing would make much more improve!
vokietislt
2026-10-19 12:50 ♥ 1
Ha Ha, reminded me of shooting duck in childhood, or that chicken game. Physics plus that target shooting could develop into real interesting game, with like bounces from walls and stuff. Nice
retrific
2026-10-19 22:43 ♥ 1
The springy physics on the slingshot is very fun and satisfying. It was very hard to hit anything though, the camera control felt a bit off. Might be because I played this on ultrawide though.
slyz
2026-10-19 22:44 ♥ 1
So nice its so cozy. Would have liked a little crosshair though :P
@retrific Yeah, I calculate the change of pitch and yaw by dividing with the resolution. So that ultrawide could be an issue I would need to fix. ^^'
rogual
2026-10-20 02:51 ♥ 1
Nice work! I thought you did a great job with the art. Bouncing the projectiles felt good. Agreed that some audio would have been nice, and maybe a score target? Still, it was a pleasant experience :)
(By the way, are you aware that your source code is loginwalled? I was curious to see it, so I signed up for GitLab. Then I needed to go through account verification. First I needed to solve three puzzles. Then I had to confirm my email address. Then I was asked for a phone number. At this point I gave up.)
rafa-fiedo
2026-10-20 09:06 ♥ 1
oh, love that idea, so fit the theme! Really like the entry! What miss is the score system, the targets should change locations after getting shot, and maybe better score if you hit the center. Nice game!
cogcomp
2026-10-20 20:56 ♥ 1
Really tricky without some kind of aiming support. I would've also liked a power indicator of some kind. I enjoyed playing and the idea is good but it needs some polishing.
Will say, weirdly GPU-bound game. Used about 3% of CPU, about 50/60% of a 5090. I think the grass is pretty dense. 🙃
Shooting is fun, reminds me of my crossbow lol 🤣
ao-85
2026-10-20 22:26 ♥ 1
Really great job, your game is amazing! I loved playing it, super cool
ltyrosine
2026-10-20 23:09 ♥ 1
Nice little game, I wonder how long you allow us to pull that elastic, some stones that I shoot were near supersonic
eugenik
2026-10-20 23:35 ♥ 1
The way the projectiles move and bounce off objects is genuinely satisfying to watch. It feels like a neat little casual experience and I enjoyed seeing the whole low-poly world in action. Great job on putting this together!
@rogual Nice catch! I forgot to change the repository from private to public, I assume. Thought I did that... well, it was late, I guess.
@nnnnneeeedddd Yeah, I tried optimizing with instancing in the middle of Compo but unfornately the node in Godot doesn't automatically solve the occlusion culling (or I didn't get it to work properly - totally possible). So I ended up working on it a few hours and results were even worse.
Next time I will likely use that amount of time for adding sounds instead. ^^'
@ltyrosine Actually didn't set a limit in the code. Thought that was way funnier to play.
fifut
2026-10-23 09:30 ♥ 2
Nice 3D implementation. Simple and effective.
When the ball moves too fast, it passes right through the targets. In Godot, you must to enable "Continuous CD" in the "Body" so that small, fast-moving objects can detect collisions. 👍
This looks like an incredibly fun and aesthetically pleasing 3D entry! The low-poly environment with the dense green grass, metallic crowbar on the left, and those clean spheroid-looking trees creates a wonderful, stylized visual presentation. Godot 4 and Blender make such a great combo for this style.
The slingshot physics loop is super engaging, and honestly, the fact that you forgot to set a velocity limit in the code is pure gold! Shooting stones at absolute supersonic speeds and watching them ricochet off the environment is hilarious and satisfying to watch — it completely adds to the game's arcade charm. I agree with other comments that adding an ambient track, stretching elastic sounds, and solid hitting SFX would completely elevate the mood, but the core mechanic is solid and addictive for a 48-hour Compo.
Awesome work putting this together! If you have a few minutes after clean-up on your target practice, I'd be absolutely thrilled if you could check out my retro-tech ASMR cleaning game too! Good luck with the ratings! 🎯💣👾✨
hotcoffee
2026-10-23 23:55 ♥ 1
I really enjoy how the slingshot feels and hitting targets is satisfying, but, as previous commentators mentioned, a crosshair of sorts would be a great addition. Maybe a good compromise is to make it toggleable - because sometimes it's fun to test your raw aiming skills too :P
**Overall, neat entry!**
P.S. Came here after seeing your post. Real work deserves real comments :)
A fun little distraction! I ended up playing for much longer than I though I would. Nice 3D environment and satisfying slingshot physics. Would have benefited greatly from a crosshair of some kind (I think)
cheeks
2026-10-24 02:47 ♥ 1
Damn I'm pretty bad haha.
I'm gonna guess you used hair particles in blender to place the stones? like in the donut tutorial. A lot of them are standing straight up, if you lock the rotation to the z-axis you can avoid that.
segtree
2026-10-24 04:16 ♥ 1
It is very fun, but also very hard. You have to aim very accurately to hit the targets. Unluckily, I am not good at aiming and I always fail.
yorze
2026-10-24 04:30 ♥ 1
I agree with the earlier comments—a crosshair or something showing where you’re aiming would make it feel less random and give the player more control. Nice work!
skeyven
2026-10-24 08:46 ♥ 1
Shame you didn’t have time to add sound and destructible environments. It’s a pretty fun tech demo — I genuinely got hooked until I’d shot down every single target.
@cheeks Good catch. I think it's not even a rotation issue but scaling on one axis. So they look like they are standing. I used geometry nodes for that which mostly replaced the older hair system.
woona
2026-10-24 10:47 ♥ 1
I've played through the game and hit all available targets. I think the game lacks tension, it feels more like a toy you can play around with.
The smallest change you could make to make the game more challenging is just slowly moving the targets towards the player, so the player must shoot them before the targets get too close.
cheeks
2026-10-24 11:12 ♥ 0
@thejackimonster ah okay, I know nothing about geometry nodes. I learned blender in 2020 and now I kinda just use it once a year for this competition specifically so I haven't updated my toolset. I saw geometry nodes were added but I just never bothered to learn it.
@cheeks Highly recommend trying geometry nodes. Not sure when the exact update came to give most nodes GPU acceleration but for roughly a year, I would say, you can do so much crazy stuff with them (growing plants, placing dust on surfaces, generating buildings, cities and whatever you can think of).
I originally started to learn Blender in 2013 but I only used it for some minor models and ideas until working on some movie courses on university with others. So I still need to learn a lot when it comes to optimizing those meshes for more complex 3D games. But for a game jam and quick prototypes, I'd say geometry nodes aren't a bad option.
I generally develop 2D games most of the time but Godot becomes a better option for 3D with every major update, I'd say and I wanted to look into making some VR experience. So this Ludum Dare, I got a few ideas for trying stuff out.