Foon → Ludum Dare Explorer → Users → rk3Omega
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Don't Drop The Egg! | jam | 315 | 3.91 | 4.04 | 3.16 | 3.68 | 4.00 | 3.10 | 3.50 | ||
| 2018 | 43 | Sacrifices must be made | Bunny Whallop | jam | 447 | 3.50 | 3.70 | 2.58 | 3.11 | 3.56 | 3.03 | 2.94 | ||
| 2018 | 42 | Running out of space | Slay The Slimes | compo | 400 | 3.30 | 3.12 | 2.70 | 2.96 | 4.00 | 3.33 | 2.68 | 3.20 |
Very cute game. However I did mess up one one of the earlier stages and couldn't figure out how to reset the level (before the level that tells you how) and had to do a hard restart. You may want to put that instruction sooner.
Wonderful little game. My favorite so far. It has a very nice aesthetic and is pretty clever. Well done.
Very nice artwork and creepy music. Actually got my heart racing a bit towards the end. I actually love doing circular things, but it's difficult for me to make something really good with them. I usually just do it for experimentation. I look forward to seeing how you implimented it.
Took me a moment to understand what I needed to do, but once I did I enjoyed it. Nice aesthetic and a pretty innovative take on the theme. Well done.
Very cute game. Had me chuckling, especially the game over cutscenes. The instructions flash too quickly though. I didn't have time to read them the first time.
Interesting game with a good concept. It's more challenging than you would initially think. Well done.
I really loved the music and the graphics are nice. It felt a little clumsy to control though. Mostly shoveling the snow (I often missed it), and getting and using the catfood (having to move my mouse up to the windows to do it, maybe just have it happen when the mouse is clicked while in the rooms instead of shoveling, since it's the only thing that happens when you're in there.
Your movement velocity isn't normalized, so you move a lot faster diagonally. Pretty minor, but if you wanted to fix it Unity vectors should have a Normalize() method for their vectors. I don't use Unity, so I'm not sure exactly how they have it.
Good job on the game.
I like the concept, love that it's pitfall-like, and your graphics are nice. Controls felt a little sluggish though. Too much acceleration and deceleration. And sometimes jumps felt impossible, as though I jumped at the last possible moment but still didn't make it.
Great game. The art was adorable and it was a lot more interesting to play than I expected. There's a bit in the level where you're charged by five vikings, grouped three in the front and two behind them. That was interesting placement because I had to learn how to deal with them because the third viking would hit me during my attack recovery after eating the first two. And that slap sound is amazing. It had me chuckling every time.
The trees are in sync with the music too, which added a really nice feel to the title menu.
For the critques, I'm aware that time was a major factor. But just going to name off a few things of note ignoring that fact.
The music ends abruptly on the title menu when you start. If possible I would try to make it crossfade with the cutscene music, or at least just fade out. And the intro can only be skipped with space, which I only just now found out when testing for it. Would be nice if any input skipped it. Perhaps with a double press confirmation if you're worried about it accidentally being skipped, or at least some text that tells you [SPACE] to skip after you've pressed any input.
Other than the intro cutscene, you may never see Jim in-game or for a while not really know what you're running from. To make him more interesting as a character, I think it'd be cool to start the camera closer to him, have the goat on auto-run, pan towards the goat, then give a countdown timer to let the player know they'll be taking control of the goat soon.
I think the restart cutscene should also be skippable, it takes a while to run through, the fadout is too slow imo, and too light of a gray. Though that is all personal opinion and preference.
And it's a bit odd and anti-climactic that Jim stops as soon as you reach the ship, and the goat flies off without the camera. Leaving nothing of interest on the screen during the end cutscene. I think it'd be really cool to have Jim barreling down on the ship and the goat takes off at the last second, Jim still hot on his tail, then flies upwards into some parallaxing clouds.
Overall a very good and funny game. Well done.
Cute game, I like it. I'm impressed with the tile artwork, they look great. The scout felt pretty useless to me though. Tactical games are pretty fun, I may have to attempt one soon.
Fantastic game! It's fun to play and has a good aesthetic. Even the photos look great, I was excited to play before I launched it. My only complaint would be that the screen shake was a little too extreme for my tastes.
Solid game, both the jam and post-jam. The mouse aiming does make it a lot more fluid, though I also like the key aiming if a bit clumsy. I had a lot of fun playing this game, and it's given me some ideas for a game of my own.
As far as difficulty is concerned, you went about it in an odd manner imo. I love the idea of a hardcore mode, but it's a bit off-putting and confusing to be thrown directly into insane difficulty. You still need to gradually build up with a difficulty ramp, same thing applies to the normal mode. It's not that the mode itself was too easy, but rather there was no difficulty progression. It felt the same from start to end. An easy way to fix this in Godot is to use a Tween to interpolate the spawn rate, so that enemy spawning is increased as the game progresses.
I think you have an amazing game here with just the right tweaks here and there. Great job.
Those particle physics are so satisfying when you get a green orb, and you know I love that shader effect. I was able to beat the 3rd level pretty easily, idk why Tim had such a hard time with it.
The room with the moving cubes though, I kept getting stuck on the corner several times from different positions. Felt like an invisible wall.
The double start menu is a bit odd. And the ending for me was an empty room (after the moving cubes room). Not sure if that's a bug or how it's supposed to be. If it's supposed to be then it's unclear whether I beat the game or not.
Pretty much everything that's already been said, especially the going upwards part (or sideways towards the right, which would give more visiability and tighter movement restrictions). However I say stick with compo if you enjoyed it. Keep practicing until then, and next time you'll do even better.
Nice game. I'm terrible at it and couldn't get far, but still enjoyed it. My favorite part was your art, it looks very nice.
Nice aesthetic and the controls feel nice. Personally not a fan of the limited life system, it's the reason I only finished the first level (I really would've liked to have played a lot more). And at the end of the level when it analyzes the plants it feels like the game is bugged and in a loop. In fact I nearly quit and moved on to another game.
Your game is very cute. I loved the art, and the music was very tranquil. It's very difficult though. Even with just 2-3 colonists I felt like I never had enough resources and my food was always 0.
Personally I would lengthen the time it takes to harvest resources and for them to respawn. It felt like I was franctically moving them about from the get-go, and it didn't feel like I benefited that much from having multiple colonists, because by the time I moved one or two, the other one would finish the job. Plus downtime is nice in these kinds of games to sit back and think for a second.
Highly personal opinion, but an interesting feature I think is if a colonist performed one task enough times, they'd aquire (and change) a specialization. You'd need a means of quickly showing their specialization at a glance. With this specialization they might gain benefits like faster harvest (if they're lengthened to begin with), or bonus harvest.
Cute game. Very difficult though, at least right off the bat. Maybe have the bar start a lot slower and start ramping up (Godot's Tweens are perfect for this). With games like this you can make it as hard as it is eventually, because if done right then the player will be adjusted to it and in focus. Just now found out that you can move with wasd, which isn't stated in the game that I'm aware of (don't expect people to read the description. I didn't, lulz). And in my last attempt I was nearly flawless but was still being pushed back further than I could progress. And a little dev tip, sometimes you want to be a bit sneaky. I personally would make the red area bigger than it is displayed. Because for example, I was hitting it at just what I felt was the perfect time (I'm fairly decent at timing games like this, and can usually hit things with pinpoint accuracy), but it wouldn't register. Which feels bad. (Speaking of which, the [SPACE] indicator shows too early, I was hitting a spot where it would say [SPACE] but was too soon to register as successful.) But good concept for the game. I might play with this idea a bit and make a spin-off.
Nice game. The controls feel amazing and your music is very good. A restart button would be great though, sometimes I had to wait around awhile for the walls to kill me. And the collisions on the spikes feel a little unforgiving, they could possibly be a little smaller. But overall solid game, actually has inspired me to make a sort of "tower climb" game.
Fun game, especially on level 2 I believe it was when things started shooting at me and I had to dodge them. However the instructions were only on screen for a split second, so I wasn't able to read them, and I couldn't seem to progress after I got the double range power up.
Nicely done. Shooting feels great and it controls nice overall. This is one I could see having a pretty good play time.
I love it! I also considered the "limited jumps" variant, but you really nailed it by making it a resource to gather and consume. And the way it was used as platforms towards the end. Well done. I have no complaints.
Accidentally posted this comment instead of a blog, just ignore this. Derp derp.
Thank you for the suggestion and the compliment. I intended to have them slowly drip from the ceiling, but unfortunately ran out of time. Once the voting is finished I'll implement it. :)
Ah, I see. Thank you for the suggestion. I never liked using W myself, so I didn't think to set it. I can add it to the keybinds right quick.
@c0nst4ntin That's a brilliant fix that would've taken seconds to impliment, and now I feel silly for not having done it. Thanks for the suggestion.
@donitz Ha! That's hilarious. I was aware of the grace period bug, but didn't bother fixing it because you can't idle too long or you'll lose and I didn't want to spare time fixing it. But I didn't even consider running off of the world... You just made my day. Thank you for the feedback. :)
@mikixen Thank you for playing. :D You and I both agree on the controls, but seems like we're outnumbered. They were originally set up that way, but every comment I got expressed how clumsy the controls were. :\
Glad you liked the easter egg. The side thing wasn't something I considered when I made it, which is why feedback is great. I would probably fix it with a wall to let the player know that it's the end. But I enjoy the easter egg too much so I'll allow myself this bit of bad game design. :D
Thank you very much for the feedback!
Love it! This is the most adorable and hilarous game I've played in this jam. I was laughing as I was playing. Really loved The Creation of Catm painting. And those yellow cats are the worst (in a good way). Solid game, no complaints. - Also hello from a fellow Godot dev.
Really good for a first game, well done. I like your art, that music is epic, and I love seeing games made with Godot. :D I liked the spiked platform with offset timing.
Good job with the menu. Menus can be tricky, so be proud that you actually implemented one. However I would put the controls first, then the flavor text. Most people clicking the How-To just want to know what the controls are, and may not be interested in a wall-of-text.
Some of the jumps are a little pixel perfect, which often frustrates players more than it adds to their enjoyment. It's okay to have jumps that seem a little too easy to you. You'd be suprised at how bad people are in general at platformers. Plus it feels bad to think you should've made a jump, but were just a hair off.
And I mentioned in the stream about continuing the music when you die. I see that you made this in Godot, so I can offer you advice on how to implement that (or at least how I did), it's pretty simple. :) Make a global autoload script and have a music_time var in there set to 0. In your level's _ready() func, start your music with something along the lines of "$Music.play(Globals.music_time)", then right before you restart the scene call "Globals.music_time = $Music.get_playback_position()" and you're good as gold.
And lastly, speaking of music, your game file is massive for your little game. And if I had to guess, it's because of the music file, which is probably a .wav file. wav files don't have a lot of compression which makes them great for sound effects because they're quick to load. But for that same reason they're terrible for music. Convert your music file to a .ogg and your game file size will be magnitudes smaller.
Anyhow, great entry. Good luck in your future game development.
Interesting concept. Felt a lot like trial and error trying to get the timing right though, and having to click both rewind then spawn a new battery felt cumbersome.
Very nice art and aesthetic. Attacking felt like I was just spamming attack for a long time, which makes you feel weak as a player and isn't interesting. Attacking didn't have much feedback. There was a situation where I thought I was attacking an enemy, it was even flashing, but it wasn't dying and there was no difference between when I did damage enemies other than the subtle flashing.
Amazing game! Very innovative, the most clever use of theme that I've seen yet. I love the graphics; very polished very cute. The lasers were odd though, because if I messed up then I would have to super spam undo to try and go back faster than the laser was spamming my movement. Eventually that's what caused me to quit before finishing the game. :(
Adorable game. Great art, great music, and controlling the dog felt nice. Now if you'll excuse me, I need to go snuggle my dog for a bit.
Very catchy tune. Gameplay got repetitive very quickly though. Some varied enemy types and/or some temporary boosts/abilities would be nice.
Adorable game with a fun theme. It has a lot of potential if you were to keep working on it. I never felt like I had to sacrifice anything though, in fact I managed to do every task I would've liked to have done except I didn't have time for 1 (background music). It would be nice to be able to re-order the todo list and see how much time tasks will take while they're in the todo list. And if you continue working on this, I'd like to see some character building, so that coding tasks are quicker or slower depending on the number of skill points you have in coding. You could even have your character gain skill points as they do multiple game jams.
Love the graphics and audio, and that chicken god is awesome. :D Keyboard controls are very awkward, I'll have to try it with my controller if I can ever find the darn thing.
I'm not sure what it is I just experienced, haha. Funny game and I loved the voice acting. I hope you do more voice acting in the future. I had 0 issues clicking the last one. That ending loop was very creepy, well done on that. I think there should be some kind of signal that the game is over though, I waited for a while expecting more content until I realized there was none.
Amazing well designed game with tons of potential, one of the better thought out ones I've played for this jam. I would tutorialize the fact that the arrow keys can swap cards. I thought they had to be pushed to empty tiles, which when I seen the computer do it just before I stopped playing, I felt a little cheated. And I completely missed that the audio was muted until I went to rate the audio, which the music is really catchy but feels out of place for the game.
Amazing entry. The atmosphere is on point, the audio is just so nice. Gravity and movement are very nice as well. Collision was awkward though, you can get stuck on the corners. It feels like you're using capsule collision with very round corners. Personally I'm not a fan of capsule collision. I feel like regular square collision has a much better feel to it.
Your ground detection is also slightly off, it wouldn't register as grounded when I jumped at the edge of a ledge. Again possibly due to the collision shape, but you could also fix this with coyote time, where the player has a small window after being ungrounded that they can still jump.
The duration of the soul travelling felt a little long and awkward, but that's a personal opinion. I think half the time would have a better feel to it. Thanks for making such a great game, plus Godot ftw. ;)
Good entry! I like the art and the music is very pleasant. The soda can exit made me smile, it's cute. Gravity is a bit sluggish imo, and I personally would enjoy some faster movement speed. Unfortunately with this mechanic, it means that you can (as I did) waste time going through a level only to find out that you don't have enough lives to finish the level, which feels bad. And then when I lost too many lives, I just kept suiciding to get a game over and replace them. 3rd time I just quit. Thanks for submitting. :D
This game is so adorable, I love it. I aww'd when I seen the teeny lil box. The art is cute, the music is good, and gameplay is fun. A bit simple, but it has a lot of potential. No critiques, this game is amazing.
Edit: Actually I lied. I forgot that I ended up restarting on accident due to the e and r keys being so close. Either a confirmation or remapping of the e key would be nice.
Great game! It's fun and I love your brick tiles. 3rd level wasn't tutorialized well imo. I think with this kind of game, it'd be nice to be able to easily see what you have to do when you're first introduced to a new mechanic, if that makes since. That level was too complex for not knowing what the blob was going to do, it would've fit well aftewards. To introduce the jumping blob, I think it'd be nice to just have it jump over a couple simple straight forward pits.
Good game. I loved the music, and interesting concept with sacrificing. I picked impaired vision and was immediately like "This was a bad idea!". Interesting effect with the fish-eye lens. It almost makes me want to attempt to do it myself.
@denifia Yeah, I've been hearing that a lot. It was the only things that made sense to me when implementing it, but after thinking on it during a walk I realize that it's a bit silly. I could've just had a single type of wall jump, which would even fix the bug where if you move away from the wall quickly after jumping towards it, you actually get more distance. Which it was even far worse than that before I put duct tape over the issue. I'll change it in the post-jam. :)
@noa-calice Oh hai, almost didn't notice your name. :) Thanks for playing it, was just about to play yours now. ;)
@codesity I will at least make several more levels in the post-jam. As for a full game, I'd want to find a way to make it unique. But I could certainly see myself making a full game out of this. It was a lot of fun to put all the pieces together.
@adventureislands Yeah, originally there were going to be two saw levels, the first being considerably easier. But time was short. Thank you for playing!
@wheatleyscience Thanks for playing it and giving me feedback. :D Not entirely sure what you mean about the sliding. What issue did you have with it?
@aeveis Thank you for the amazing feedback, this is exactly what I needed to hear. I went through the game again with what you said in mind and I see the improvements that can be made.
The poofs might stay though because I want to go for a more cartoony style (I'm probably going to continue developing this into a full game). And when I design the animals in my games / art, I usually think of them as plush toys as I did with this one. And I'm not that interested in animating critters being impaled by spikes.
When I continue with the game, I'm likely going to redesign the character to be smaller and more agile, so perhaps it'll fit better? Thanks again, I'll be implementing all of the other changes.
Amazing game. Very good use of the theme and was lots of fun to play. One of the very few games I've played through to the end. The puzzles were interesting, engaging, and has a really nice difficulty ramp with plenty of "aha" moments, and the narrator is a really nice touch. Only critique is I think the player character should stand out a little more. There were times where I'd have to scan the board to find it when the level started.
Very interesting concept. The 2nd pit is very steep to climb for being as early in the game as it is though, making the difficulty ramp very steep as well.
Great game! I really enjoyed playing it. The difficulty ramp is very nice, the men are funny and interesting, and I'm impressed with the number of levels you made. Deceleration is very floaty though which makes the character feel a little unresponsive and it was a little difficult to jump away from the wall because my character would sometimes fall off of it before I could hit the jump button. Implementing brief wall-sticking would fix that.
Great game. Very innovative. I let out a big hearty laugh when I got the point and the rogue got the pointy end. Clever level building too, pretty difficult puzzles in a good way. Loved the art too. Well done.
Pretty traumatizing.. I love the transition from the title screen to the gameplay, I laughed pretty hard. Started to feel pretty sick soon after that, which I'm sure you were going for, so well done on that. There's not much gameplay though. As was stated before, I think this actually has a lot of potential as an idle game. Or if there was any kind of progression.
Nice game. The movement is very fluid and pleasant, and the art is great. Some music would've really helped this a lot. Bit surprised that it just turned out to be a simple top-down shooter considering that there were two of you. It just feels like a simple game that one person could've made in a day.
I love the art for this, especially the minotaur. He's so adorable, I want one! I liked the telegraph for the mage's teleportation, which allows me to start heading there to meet him.
I only encountered two enemies in my playthrough, if there are only two common enemies then I feel like a third one usually goes a long way in making these types of games a lot more interesting due to enemy variation. Two enemies makes you wish there were more to do.
The concept is solid, the art and style is phenomenal, but gameplay is extremely confusing and possibly too difficult (unless there's something I'm not getting). I found the 2nd enemy to be impossible. I didn't even notice that you could only place towers near the little pink guy until I seen it mentioned here in a comment. I think this game has massive potential, but it needs some tweaks towards UX.
Very cute little game. I nearly went with the tamagotchi / virtual pet theme as well. It's reactions were fun to see, and some were downright hilarious. My favorites being "We already are" in response to "Should we play a game" and "You are my pet" to "Should it get a pet". Especially combined with the dead stare. Those had me genuinely laughing out loud. Well done.
Great game! The graphics and audio are fantastic. They give the game a nice aesthetic. It's interesting because the robot feels like the big bad hero and I'm just some puny little human that's running around helping him out, which is an interesting role reversal that you normally experience in games.
It would be nice to have a restart button for when the robot dies (or the player dies, which I'm ashamed to admit happened because I wasn't sure how to protect the robot at first and thought "I'll take bullets for him!")
Such a fantastic game. I really loved the graphics and music. The gameplay was fun, and has inspired some ideas of my own little riff on a soul harvesting clicker.
I didn't notice that the story unlockables were themselves upgradable, so I went on for a while only upgrading my player.
I'm a little confused as to what my unlockables even did. The ritual thing did auto-damage I believe, but not sure what the purpose of the soul catchers and graveyard was for. Soul catcher's upgrade was seconds between soul move, but I don't know what soul move is. Graveyard increased max souls but I never noticed a cap on anything.
I would've liked to have seen a visual indicator of the souls I had gathered rather than just a number, especially with some kind of visual effect showing the souls being pulled into the collection.
The graphics and sound are really good. The sound especially helps set the mood. There's not much gameplay and I have no real agency other than picking a random person to go into the woods, recieve a random amount of wood, and if fire is low then add wood. Nobody seemed particularly better at gathering wood, so my choice there didn't feel like it mattered either.
Very impressive for a compo entry. The game feels really nice and the combat is a lot of fun. Having to rapidly click to attack started to get a bit tiring. The third level just felt like enemy spam and unfair, actually souring the experience at that point.
This is a really cute and fun game. I loved the blocking mechanic and the overall aesthetic, I wish it supported joypad controls because this game would be amazing for it. Far better than having to move the mouse with the character which can be a bit tricky.
The 2nd and 3rd room (not including the title room) were a very steep difficulty curve. I'd like to get a little more familiar with basic mechanics before having me block projectiles from both directions. Especially the 3rd room which felt like I had to complete it more using a mad dash method rather than any skill based dodging / blocking.
This is one of my favorite games of this jam though. It's such a cute style and has a lot of potential. Great job.
@reddarkwh Super Meat Boy is a big inspiration for my platformers. :)
@nanoarch Thank you! Good to hear about the difficulty. I was worried I had made the levels too difficult. Still concerned, but I feel much better about it now. :)
@svntax Thank you. It was going to be the third level (first level jumping basics, 2nd level wall jumping, then teach the egg mechanic), but while watching it get testplayed, my tester didn't realize variable jumping was a thing, which caused them to die a lot. So I added the now 3rd level to try and get the player used to variable jumping. Which glad I did, I quite liked the 3rd level. :D
@marrero171 I didn't even think about the camera. I should've at least implemented a bit of stabilization, thank you!
@barwani That's a really good suggestion. I could play an animation if you're falling too fast. I'll make a note of that, thank you!
@plantleaf You honestly didn't bother me. :D Mentions are nice because they make you feel like people know you. It's kinda nice when I get mentioned outside of my own server. :) Thank you for the in depth feedback! It's funny. I'm a little ashamed to admit how long it took me to realize that I just made a platformer with fall damage. (Somewhere within the last 9 hours) But I think it's interesting how such a simple concept has a large impact on how the game is played. :) I'm curious to see what others think of the wind, lmao. Even when making them I was like "People are either going to be meh about these, or they're gonna hate them" and I'm leaning more towards hate. :D
@azagaya Interesting, I'll take a look at the jump height. The jump doesn't cancel out immediately, there's a bit of release to it because I'm personally not a fan of the instant release where it seems like you hit your head as soon as you release the jump. So I'm curious to see what others think. I could try reducing how much of a release there is. Thank you for playing and giving feedback!
@rainbowism Thanks for the feedback! You're saying you think wall sliding is too fast while pressing down? I could reduce that. There is a cap, it's just under the velocity that causes fall damage (5.5 tile height for fall damage, the cap being the equivalent of a 5.45 tile drop, approx 22.6 tiles per second) I just chose that value to prevent the player from sliding too fast and dying when they hit the ground which I found to be frustrating. Didn't really consider how fast it was for the player, so thanks for the feedback. :)
This is a really fun concept and the humor is fantastic. Death was far too common and random in my playthrough. To the point where I actually quit out of frustration because it felt like making a choice was a random 50/50 for death. It's the equivilent of an enemy attack in an action game, but without any telegraphing, if that makes sense. It felt extremely unfair.
Very nice platformer! The controls feel great, the game is polished, the audio and music are great, and I love the entire egg / can't jump mechanic.
I'm sure you're tired of this feedback already, but the restarting is absolutely brutal, forcing me to stop on level 4 despite wanting to finish the game. You mention that couldn't because you were focused on polish, but personally I would've considered this a priority as gameplay comes before polish and this will affect people's ability to play your game. It kills me that I can't finish this otherwise fantastic game.
It's a bit clunky having to press 'E' to finish the level. I'd like to have just walked through the exit. I think I would prefer if toss and grab were the same button. I kept getting confused with which I should press. And it's difficult to grab the egg while walking right since 'E' is grab. Which would cause me to stop walking to grab, not as exciting in a platformer. :)
On the third level, you introduce the moving saw blades. You place the first one on the floor with the player, leaving the player a tiny little area at the start where they can safely stand. I took surprise damage because I walked into the middle of the room to get a better view of all the mechanics (I mean, the view doesn't change for me personally but I think it's a fairly common thing to do) and I didn't know that the saw blades even moved. When you introduce a mechanic, I think it's important to give the player plenty of area to safely observe the mechanic.
Fun game, congrats on a well done game! I liked the feeling of pushing the tardigrade around and having to disengage from it to shoot the puny humans. The art is really nice and I really like the inclusion of the propaganda poster included here.
I never felt any urgency in collecting organs. They're plentiful (would be a bit odd if not, but hey) and they healed it a lot. So I could get the tardigrade to full health really quickly. So even when it got low on health, I knew it was just a few seconds away from full health.
Bit odd that enemies can detect you (and sometimes even shoot) through walls.
This is such a calm and relaxing game. The music is very nice, the fact that the bee waters the flowers with his lil bucket is adorable, and mixing colors is a lot of fun. The tree and rock placement is a bit too uniform and pulls you out of it a bit though. I think I would have trees bunched up in groups. The empty space between decorations is just as important as the decorations, otherwise it becomes noise and uninteresting. :)
Super impressive for a compo entry too. Well done!
Funny lil game. :) I think it's hilarious that you're saving the VHS business by forcing people to buy them. And they go along with it. :D I would like for the dialogue to be shown in full first before advancing to the next one when you skip it. I wanted to read the dialogue, but the text reveal was too slow. I still sat through it though, but I would've preferred skipping the reveal part. My gameplay session stopped when everyone had bought a VHS and left, but the game didn't advance. Was this a bug or am I supposed to make them by more VHSs? This is unclear.
Yay! I did my part to help out the environment! Nice job on the game. :) At first I didn't see the point, until I had a few fish and noticed they were getting hungry. :D Boy do they love to eat too, lmao.
I think it would be nice to have some small auditory feedback on when you can feed (I wasn't really watching the bar since it was all the way in the corner, so was mostly just timing my clicking). I would really like some more feedback whenever a fish dies. I noticed one die, it expands and fades out, but I feel like I had to have lost several fish during my session and didn't notice it. Which a counter of how many died would be a good addition, I don't recall seeing one.
Fantastic job on the game! It's so much fun to toss your lil buddy around. The reverb really helps to sell the aesthetic, and the music is very good. Losing so much progress and having to redo rooms I've already completed is annoying.
Nice job on the game! I love the music, it's has such a great feel to it, and the character sprite is very interesting. It's a lot of fun to run around hitting enemies with my orbs.
Light2Ds in Godot are a massive performance hit, I found the game to be a bit laggy because of it. You don't seem to be doing anything fancy with the lighting (occlusion or shaders) so it would be a lot more performance friendly to fake a lighting affect with shaders.
My biggest issue is that enemy projectiles are extremely fast. So fast that I actually didn't realize that they even shot projectiles until several levels into the game. Enemy projectiles are typically a lot slower and very noticeable to allow the player the chance to dodge them. I found it almost impossible to dodge the projectiles and thus gameplay was mostly a matter of luck.
Because of this I found the 7th (I think) level to be too difficult. There's not a lot of room to manuever around and with the projectiles, I eventually had to give up.
Collision with enemies is also a bit odd. There's a lot of empty space between you and the enemy.
Nice job on the game! There were a lot of enemy types which was impressive. I would like to be able to attack while holding the watering can. I'd run into it without realizing it, leaving me defenseless until I found the exit. Larger healthbars would be nice. I wasn't sure that the healthbar was a healthbar until after dying on my first playthrough then intentionally taking damage to see if the bar went down.
Classic example of simple yet fun gameplay. The concept of the game is very cute and has the potential to be very addictive. I can't think of any criticism for the game, which is uncommon, but it's simple enough to not really have any faults imo. Great entry. :)
Congrats on your game! The aesthetic is so dark and depressing, so gg on nailing that. I felt as though I had to save the lil pupper with every fiber of my being. :)
kl flips the paddles opposite of how I would expect. People will expect k to be counterclick-wise and l to be clockwise. If you complete the level then press space it restarts the level, which is very annoying as it happened to me on every level, sometimes multiple times per level.
My very first time at a level always resulted in failture because I needed time to get my fingers on the proper keys after having clicked the mouse, and then the time needed to assess the level. I think it would be nice to have the ability to choose when the food dropped for the pupper.
The music restarting every menu / level / restart is a bit bothering. Not sure how this is done in Unity, but it'd be nice if the music was just continuously in the background. This usually makes a big difference in games where restarting / advancing levels is often.
I love this game! It's so cute and fun. Playing around with the physics objects is enjoyable and entertaining. There's not much gameplay, but it's still a very fun take on the theme. I had a bug where my flour bag got stuck in my jar though and spewed my days of hard labor and love all over the counter. Fantastic job on the game!