I didn't even really notice SDFGI but yeah that makes sense.
Kristoff Red
Creator of
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Alright here are my notes that I took or something like that:
- I really like the player movement, it's super smooth and feels amazing
- Love the pause menu
- The goal of the game was slightly confusing at first. I got into a level and had no idea where to go. I'd recommend putting some decoration or something to show where the player is supposed to go/where the exit portal is.
- If you're not gonna have a player model, just disable the hammer shadows. It looks a bit funny when you see the shadows of a floating hammer.
- I may or may not have found a cheese in the map which you can access by climbing the tower
- The extrude mechanic was a bit weird at first. Needing to move instead of moving the cursor feels a lot less intuitive, but it can make more interesting puzzles. I also didn't understand why I couldn't move cubes in a certain direction (they were blocked, but it was hard to see)
- Please add footstep sounds 😭
- Not sure how I feel about the "unity crosshair" in a Godot game
- I'm not quite sure about the level progression. All levels are basically accessible from the start. One of the first levels I entered was the underground one, which I obviously couldn't solve (didn't solve it afterwards either). After returning to the lobby I saw the other portals. Again, it's just a case of making where to go more obvious. Having all levels accessible is better for jams, in case someone gets stuck but they still want to keep going, but it can generate these weird scenarios where the player has no way of actually figuring out what to do because they hadn't been taught yet.
- Is vsync on or off ? Because during my playthrough I've been listening to my GPU absolutely dying.
Pretty cool game, puzzles were decent after I understood the main mechanic. Game looks great, it just needs a bit more level design to make the levels a bit easier to understand.
yay finally gaming, here are my notes
- great main menu, love the music
- sound design overall is excellent
- I would have liked to be able to look up/down using the scrollwheel instead of W/S. Although I got used to this quickly.
- Having a way to cancel placing blocks would be nice. Probably with RMB or with ESC (even tho that messes up fullscreen)
- Please add coyote-time and jump buffer. This is still technically a platformer and the movement really needs it.
- I'm glad that floating blocks exist, without them it would take FOREVER to build high.
- I really liked the progression of item unlocks, makes the grind to the top really enjoyable.
- Screen transitions could be made smoother with some delays and stuff.
I played for about 40 minutes. Stopped playing after reaching the music change, mostly because I have other stuff to do :D
All in all a really nice game. I could see myself playing this multiple times if there were multiple levels.
yay I finally played games woooo anyways here are my notes:
- cool story I guess
- animations are cool
- would have loved some proper sound design, it's definitely something you should spend time with next time. Also the music doesn't loop...
- there are some buttons that appear to be clickable (has the outline thing), but don't actually do anything. This includes the thing in the bottom left corner and the passive abilities of the stickmen
- I really like the "guide" text you added, it really helps the player figure out what's going on without having to do a complete tutorial. Although a sound indicating when you can't do something would be appreciated.
- The UI work is great, very legible, color coding is done well.
- I liked how the order of stickmen mattered. That actually makes you think of how you move them, also because that they cost an AP to move.
- The best strategy seemed to be get a strong hitter, attack, move a weak guy forward to tank the hit, repeat
- I really liked the ink to AP action, makes the game have a bit more strategy, although it's quite exploitable at the moment. Having a max use amount would probably fix the exploit.
I decided to stop at 69 ink
Could have gone further, but there isn't much variety, and the exploit just made the strategy very simple and boring.
Would like to see cards with less AP per attack, stat increase every time a card moves and stuff like that. I know you can come up with cool ideas.
I know the gameplay is super mediocre. It barely has anything special or unique. My goal this jam was to polish a lot to see how that affects jam scores and I think I did a pretty good job there.
I actually tried "holding space to charge up the jump" before settling on the current version. The only reason why I didn't go with that is that regular jumps felt incredibly awkward and delayed. The game is entirely beatable without this mechanic, it's just sort of an extra thing for people who want to try beating levels faster/with less objects.
For the rolling sound I had 2 curves that adjusted its volume an pitch. I also fade-in the sound based on how long the player has been on the ground in order to avoid weird "popping" behaviour. I also added a slight reverb to make the sound end less abrubtly when leaving the ground.
For the shaders, I assume you're talking about the filter that's applied on everything. I made a video about it.
Thanks for playing! I have no intention in updating this game.
Yes, bosses can only take 1 damage at a time. This is taught to the player when they fight the first boss (unless the tutorial is broken somehow? which might be a possibility, I gotta look into that)
Thanks for playing! I'm currently working on a devlog explaining how I did parts of the game, including the enemy AI :)
About 9:
So basically, your audio source for the music is not centered to the camera, but is just placed probably at (0, 0). This makes the music quieter when you get far away from (0, 0) and it also messes with the panning of it (how left/right the sound is) based on which side of the source you are. You can either attach the music source to your player/camera, or you copy the highlighted values from the image I sent.
Also, just to clarify, I still had fun playing your game, but in my feedback I always point out the things that I feel that it should be changed.
That probably makes it sound like I was having a bad time, when in reality it's just a cool game with some issues.
Ok so I really love the presentation, but I don't understand what the goal of the player is. It's very unclear and not really stated what the player needs to do. This of course makes the player go wander around trying to find stuff, so that's what I did too. I found another item, so I took it back to the house. Then I proceeded to go around the whole map 3 more times and haven't found a new item, or anything new. Not sure if this is due to a bug or because I was missing something important.
I still had fun and a few laughs looking around, but after the 3rd circle around the town I decided to quit.
You can scroll to look up and down.
I didn't want to make the skill descriptions appear every time you hover over them because they got distracting while I tried that out, so I made it appear on right click (cursor changes to a mouse showing right click as well). Most people learn what the skill does quickly anyway, so showing it constantly wouldn't make sense.
I'm planning on releasing this on steam this year. The jam version will get some improvements and bugfixes but that's all. If you want to get notified if stuff happens, then I have a discord invite link to a server on the game page.
Thanks for playing!
1. I will be adding outlines as a hover over effect for the 3D section.
2. This is already fixed in a newer version.
3. This is also fixed, but that was the softlock I warned people about on the game page. It likely happened because you tried grabbing a card during a scene transition.
4. Will do.
Thanks for playing!
Hi Quinten! Here are my notes that I took during my playthrough:
- I really like the movement in a game design standpoint, but I don't like it from a player's perspective. The way it's made encourages a "flicking" behavior, where the player is running, and quickly turns around to shoot and repeats that to run away. (at least in the early game, because in the late game it doesn't matter)
- Health regen is probably the most overpowered thing. After like 5-6 upgrades I basically couldn't die.
- Game needs difficulty scaling. Enemies farther away from the center should be larger, have more health and damage. This would make the game feel a lot more balanced, which is something you may or may not want to do.
- A nice upgrade would be "pickup range" as picking up coins is a pain in the endgame.
Also I've gotten to the point where one click managed to clear the entire screen. 10/10
- I've gotten this criticism a bunch of times, it's getting fixed.
- I already fixed this in a newer version in a few ways. Room dialogue gets shorter/disappears after entering the same room twice and treasure only "announces" the item if it's something the player has never seen before.
- The game gets a lot more interesting after the first boss. This is a pacing issue that I'm aiming to fix in the steam release versions. The reason why I did it this way was to make sure the players understood the basic card mechanics before giving them more complicated cards, but from feedback in general it seems like that I made players wait a bit too much for that.
Thanks for playing!
Welp, I couldn't progress from the second room, even after clicking everything. I don't play these sorts of games, so I can't really say too much. I noticed a few things that I want to point out, but that's all I have.
- Volume sliders are not linear, not sure how to exactly fix that in Unity.
- Main menu is nice, I appreciate the animation.
- "start from the basics" not "basis"
The artstyle, ambience, SFX and voice acting are all great, but I just can't progress, even with the help of the hints.
Sorry.
Here are my notes I guess:
- I like the button sounds, but their pivot is not centered, so the scale animation is a bit weird.
- In godot, go to project settings -> window and under "stretch" set the mode to viewport or canvas. This will make your game work for any resolution.
- The button hitboxes are quite weird on the skill select panel. Not sure why?
- You should add a short pause animation whenever you get a new skill to make sure players stop clicking. I selected a skill accidentally way too many times and it basically ruins all strategy I would have.
- I would really appreciate an "auto-swing" feature, because some people (including me) may have issues with clicking fast for a long period of time. Make the auto-swing the equivalent of 6 CPS, which is pretty average for a player. I'm sorry but it's just not healthy.
- My best run only managed to survive until 2:30 mins. My fingers and entire right hand now hurts.
- For sound design I would suggest adding variance in volume and pitch to the hit sounds. Currently they overlap and they are really loud when you hit multiple enemies at the same time. You could also do a panning trick, where sounds are panned to the left or right based on where they play.
- The player/cursor is a bit hard to see, consider adding an outline to it or something. This is the same for the enemies, but there it's fine as giving outline to all of them would look weird.
- I can't really say more about this, because I just can't play it for any longer unless I resort to using an autoclicker, which is just cheese.
- I like the UI and artstyle, it's simple but it fits so that's good.
- Music is great and also fitting.
Probably a good game, but I just can't play it for long periods of time without needing to use an autoclicker.
Alright, here are my notes:
(they will probably sound quite negative, but that's because I focus on the things that should be fixed):
- FPS cap should include higher framerates like 165, 240 and 360 as such monitors exist (mine is 240hz so this may make the game feel stuttery)
- Main menu is cool but I'd like some button SFX.
- You don't need an FPS counter for 2D games.
- For earlier levels, you should make jumps more forgiving. Hard jumps early on just mess with the difficulty flow while the player is learning new mechanics (like the scrolls)
- I would add an SFX once a scroll recharges. It would be a nice indicator.
- Lighting-wise I would add a light to the player. The game feels really dark most of the time and lighting the area up around the player would help a lot.
- I like this foggy effect you tried to make, but you should have the texture move around in some way. It's not bad when moving, but when standing around it becomes very static.
- In the 3rd level (double jump scroll), you can very easily miss the scroll and get to the end of the level.
- Music has panning and distance attenuation. You can either make the max distance of music really large or attach it to the player.
- In level 4 my "R" scroll sprite disappeared.
- I used speed and got hit by a spike. After respawning I got yeeted out of the dungeon and into the void. The game does not have a reset button so this softlocked the game.
- Please nerf that jump in the 2nd level, it's way too hard.
- Level 4 needs some arrows or something to indicate where to go. There are a ton of blind jumps and that's not a great experience.
- I got to the last jump of level 4 (which was another blind jump) and I died because I used the wrong scrolls. This lead to the same softlock I mentioned before. I proceeded to ragequit the game afterwards.
- The scrolls were a bit "wonky" to use. If I have 3 scrolls and I choose to switch one, it should only switch to the one I don't have in my hotbar, which is not the case here.
- Sometimes the combined scroll abilities were inconsistent. Like double jump + big jump gave me 1 large jump and a small jump afterwards.
- To fix the double jump not giving you proper height on the 2nd jump, just reset the velocity.y if the player is going downwards.
Most jumps in this game are way too hard. One tip I have to avoid this in the future is to design the levels in a way that it's easy for you to beat. If you (the dev) is struggling with jumps, then it's nearly impossible for the average player.
So all in all, this is a game with a messed up difficulty curve, but easy to learn mechanics. The level design needs more work, especially in eliminating blind jumps, and making regular jumps more forgiving.
No this is intended behaviour. Both players die in that case, and if that wasn't the case, you could go to your next battle with 0 health and then lose immediately.
I could make this a valid strategy for the final boss, but that would lead to some kamikaze strategies which I don't really like.
Thanks for playing until the end!