Nice to see another 3d car game in here. Looks like we opted for the same control scheme too- I was naturally handbraking with Space because it is not muscle memory for me. This was a good entry, I think the graphics of the level and the car really suited the resolution. And the physics felt great. I did feel a little hitching here and there with the web build. But overall, nice work.
bokoyoss
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Nice one! Sadly, I got plundered. I had a heck of a time trying to hit those smaller ships. I really like the use of the 3d model for the cannon (I think that is what that was?) and I respect the hell out of you keeping the memory of a cherished minigame alive. Also always nice to see a fellow Godot user around.
One tip- you should communicate to players more clearly that they should reload with R - have a one-time popup or something. I had to check the text on the page to see how to get more cannonballs. Anyway- good job!
I was really impressed by this- the core loop was fun and relaxing, I found myself just idly playing for a while. I really liked the fishing / salvage minigame. It worked great. I was also really impressed when I realized you could walk on the shore- though I tried interacting with some huts to no avail. Overall, great work!
This is a fun little strategy loop. I had to restart at one point because I managed to move off screen when the ghost first appeared. I'm not sure how! But once in the game, I found it to be nice and satisfying to plan out my next move. Good use of the resolution too, I think the art works perfectly for 64x64. The shadows behind the sprites really makes it pop. Nice job with the game, I think it is really true to the low-rez spirit. It would have been a great Game Boy game.
Also- I haven't seen a game made with GDevelop before- looking it up, this looks cool!
Wow- thanks! Assuming you're the same GammaSqueeze that makes GammaOS- you do great work! My RG505 battery seems to last forever once I started using it. I'd be honored if you included Plain Launcher in a build- there are still some kinks I need to work out around certain Android builds not playing nice with certain launch intents- I'm going to have a new build up on Github and itch soon once I'm able to do more testing.
thank you for the feedback! It’s not a bug! and perhaps it was too subtle but at half health there’s an audio “nuh uh” cue that plays instead of the possum dropping (so the last phase can’t be skipped) but maybe this is confusing and it would be better if it could be skipped… anyways thanks for the great feedback!
I absolutely adore the vibe and personality of this game. I really enjoyed all of the bosses, and the payoff with Tony at the end was great. The art style is fantastic.
Just mirroring what some other folks have said; a lot of the bosses could just be beaten by tanking the damage and slashing repeatedly without much need to dodge/move around a lot.
I also think I accidentally missed out on any new limbs? I thought they were boss rewards but never quite figured out where to equip them from (either before or after a fight)
Even with that being said, this game is one of my favorites so far.
I really liked the premise of the game and the boss designs were pretty neat. I think it would be nice if you didn't have to quite hover over the pad you wanted to throw at/jump to, but if you're mouse position almost acted as the second point in a line (e.g. you were always aiming at *something*, almost as if it were a joystick)
Regardless, great entry, I really enjoyed it.
Thanks for playing! Designing levels was tricky, I had to do it incrementally by first doing a simple solution with few obstacles, placing more obstacles in to see where they could fit, tweaking the maze itself etc to make it all work together. I wish I had time to design more levels than I ended up making!
(Currently seeking out other "control the maze" games to see what people did with that idea)
This one looks really polished! Moving the maze feels good, if a little floaty. I will say though, the click-to-rotate-segments mechanic makes this feel a little too easy. It feels less like solving a maze and more like clicking along a path. You could maybe have some slots in the maze that don't have empty space in them? Or limit the movement of the maze so you can't float outside the area. There should be some limitation that prevents players from just click-navigating through the maze. But overall, nice job!
Looks like we both had similar ideas- nice! I searched for "maze" to see who else made a "control a maze" game. In your game- the camera being cropped close to the red dot makes this a bit confusing- it feels like I'm moving the dot, not the maze. I was a little confused about how the doors works as well and what the rhombus shapes are. You could probably add some more tutorialization. But keep at it- put some music in there! Congrats on submitting a game!
Definitely fits the theme! The spritework is really good, but you have inconsistent scaling going on (see Cluckle's sprite vs the cat's sprite, the pixels are different sizes). I think you could make the whole thing pop more if you had a more consistent aesthetic. Gameplay wise, the game is solid- since moving the character with the mouse directly makes it easy to dodge, maybe you could consider something more like flappy-bird style movement for Cluckles to make dodging more difficult. Nice job!
Love the presentation of this. The bounciness, the 1-bit color scheme, and the fonts are all really cohesive. It feels really polished. The gameplay is really solid- I'm playing on a trackpad which severely limits my shooting ability- but I love switching from enemy to player and back. Overall this is an excellent entry. Nice job!
Thanks for playing and the detailed feedback.
- Yeah, I had hubris about the performance of the web version. There's a windows download now. I was hoping that by having a web build people would be more likely to play it.
- It definitely needs a lot of tweaking, the collisions are wonky as you said. I'm not sure about getting rid of it completely- but I will play around with it and see what feels better.
- That's really good advice- I opted for "the whole world pauses" approach to dialogue but it doesn't need to be that way.
- I've (hopefully) fixed this bug, thanks for reporting.
- Hm- I could try tweaking air control a bit. I think locking you into momentum while in air should probably work. You're right that it is odd you can move around like that in mid air, I didn't even notice while testing these last few weeks since I started.
- I want to find a balance between "hit a button to mount a ladder and slide up and down" and freeform BotW style climbing. The reason I'm not just locking the player to a ladder rail is because I want climbing to be somewhat difficult and skill-based- but maybe only for climbing something you're not supposed to climb. Ideally, people would be a little stressed about falling off a sideways ladder. That's a tough balance to strike so I'll keep tweaking.
- I think there could be more context sensitive actions- like how an adventure game will sometimes allow right clicks to be the most likely/common action. But I don't want to scrap the intent system entirely, as I plan on adding a lot more complex systems where it will come in handy.
- I was hoping people would try this in lieu of any other way of crossing that gap.
- Totally fair- thanks for playing.
Appreciate your notes, I will play through your game shortly and provide feedback.