Ngl the game is a little confusing, but the polish and level of content is so awesome! I'm very impressed with how smooth and juicy and just, well-done this all is.
ColeDuck
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It fits the theme perfectly (plus I like that a lot of the minigames include spinning aswell). I just suck at games like these and found it kinda annoying to move around, since I'd constantly bounce the wrong direction, get stuck in corners, and just generally be put in places I didn't want to be, y'know? It's not even a problem with the game really, I just have a skill issue. Maybe adding some slight control to the chair after launching could help? idk
Very atmospheric! Although tbh not very fitting to the theme, because the spin mechanic kinda just felt like it got in the way. The level design was decent, although I don't like using level boundaries for required jumps like in this game, it can feel a little janky. Overall very solid and impressively polished and confident for a game jam game!
I really liked the voice acting and story and vibe. It was very moody and cool. I liked helping out the random passersbys, like giving the note to the lyreman and the apple to the starving man. I think it was quite immersive, especially for a game jam game! I thought the combat was okay, although I think I may be misunderstanding it? What is the purpose of ever blocking damage if you can't attack in the same turn and gain no buff from blocking? Its like, okay, I can block all damage this turn and attack next turn, or I can just attack this turn. What's the difference? I also quite liked the upgrades I was getting and how it was diagetic to the game and story! Although I'm not sure what the yellow notch did. I rolled it once and it didn't seem to do anything!
Anyways, solid entry, really liked the story and voice acting and vibes!
The movement is so smooth! When I can actually get the controls to do what I want them to, it is so much fun to roll around smashing into everything. Kinda reminds me of the boulder powerup from super mario galaxy 2! Super fun! Really the only complain is that the "bounce off walls button" should *not* be the jump button, as it makes for some really annoying scenarios where I want to change direction on the ground but can't. Also, for some reason this game is lagging my computer? Anyways, great entry!
I agree the movement is too slow in the beginning. I think I just played the game so much that I got really good at it, and no one ever playtested it so I thought it was fine lol. During 90% of the development, the movement was much faster. Only when I added the card system at the end did I make the movement and rotation super slow to give you something to upgrade. I def should have tested it more. Same thing with the card scaling. I 100% agree that they are way too overpowered too quickly. I literally just threw in random exponential formulas for most of the upgrades and had no time to test any of them! If I had an extra few hours to work on the game so many of the kinks, like XP and damage cards going to 2x immediately, would have been ironed out! My philosophy was that I wanted everything to scale by 2x every 60 seconds, so I made all of the cards reflect that. However, with the enemy scaling, they do scale, it's just... I uploaded the game to itch, playtested it, said "this is too hard", and in my frantic 30 minutes left scramble, I removed the health scaling on enemies. I said I'd rather have an easy game than one that's brutally difficult. Due to this, once you reach a certain point, you just one shot everything and gain levels instantly. And the entire 2x scaling premise completely falls about. Sigh, I guess balancing a survivor-like is more complex than 2^x lol.
As for it having a lot of features, I think it's mainly just because I have a lot of experiencing programming already as both a hobby and as a cs student at university, and also I have already made a few tiny little games in pure java and c. This is just my first time working with a game engine and actually uploading it to itch. I wish the balancing was better so there would be more opportunities to view the elemental reactions and inflections!
Thinking the space dust is obstacles is so funny! I never would have imagined that! I'm sure I could fix this by changing the dust textures to be more... Idk... Dusty? More like the particles in slither.io if you've played that
Thanks for the tips about how to reset the game. The reason I didn't add anything is because I ran out of time, and the thing that controls all of your stats is an autoload, and I had no idea how to reset it (and I didn't want to / have time to manually write a function for it lol). Do those functions you sent reset autoloads? I kinda doubt it, so in the future I guess I shouldn't use autoloads for the something like this.
Anyways I'm glad you had some fun with the game, and I thank you for the feedback and lengthy review :)
Hi I'm sorry. I didn't have time to put it in the game, but in the itch.io page you can find the controls for the game. You need to hold space to shoot and q/e to rotate. The arrow shows you the direction you're spinning and the place where your "bullets" shoot from. The "lives" is how much matter you have stored. You shoot your matter out at the enemies, and when you get hit by the enemies they "steal"/mine matter from you.
Yep same for me. I had a grand total of 30 minutes to playtest, and it was just me. It's probably the hardest and most overlooked part of a game jam. A short and simple, well balanced and playtested game is probably much more important than a complex, poorly playtested game. Always lots to learn for the future y'know, I hope we can both improve on this in the future lol
Thank you for your feedback. I largely agree with everything you say. The execution was quite bad and janky, and everything took me a lot longer to implement than expected. I initially wanted the ammo to stick where you collected it, but I unfortunately couldn't figure out how to make it work in such a short amount of time. Now that I have more experience with godot I could probably easily implement it, and I agree it would be more fun and add interesting gameplay. Shooting towards you mouse is interesting. The original pitch for this game in my head was always that you are ejecting matter off of you as you spin, and it would create this cool spiral pattern as you attack enemies. I just worry that if you can aim with the mouse, then how does spinning come into it at all? Maybe it doesn't matter as much as I think, though. I definitely should have removed the bullets taking into account the rotation speed. I even did sort of remove it, by making a minimum speed, but it isn't enough and is very unintuitive. During development, if you were spinning slowly, the bullets would barely move at all once ejected lol. Spinning in two different directions was mainly because during development you automatically ejected matter, there was no space key. You needed the other direction to slow yourself down to stop yourself from losing all of your mass. I agree that it is now pretty much completely pointless with the space key added. Overall though I'm still happy with the project as a quick learning experience for godot, and I thank you for trying out the game and leaving a comment :)
This game is so hard o.O Maybe I just suck though. The background effect is so cool, I really wonder how you made it. I also really like all of the rainbow colours everything has. This game just has such a unique art style! The only problem I have with this game is it's.... let's just say... lack of rotation....
But still, very fun :D
I don't really like the mechanic of timing the spinning wheel. It feels like if it spawns on top of you, you are put in a lose lose situation. Either you wait for the spinner to do a full loop, wasting a second. Or you just let go immediately and do a weak push. Both options feel bad. Similarly, spinning next to your coworkers is so funny! However, undoing the spin takes wayyy too long. It feels very unsatisfying.
Overall though I quite enjoyed this game. The queue time jokes were especially very funny. This is probably the first game I've played the entire jam that has made me laugh!
Pretty cool! I think it was funny that on my first run I thought I was evil and sucking up all of the people to kill them :sob:
It also took me a little while to realize I could shoot people out into the safe zone. I thought one I filled out my tank, that was it. Once I got that down, the game was very fun and I enjoyed helping all of them survive the evil natural disasters, or whatever was happening to this poor village
Super solid game. I love platformers. Really well made tutorial, very impressive to have done all of this in such a short time period.
Really my only complaints are that it was kinda hard to judge how far the left click move will go due to the camera zoom changing a lot, and I encountered a bug where I entered a cutscene with the right click move charged, so the entire cutscene was like slowed down. It took like 2 minutes instead of 30 seconds.
But like, overall, it was very fun.
Super gorgeous game. Those mountains in the background are amazing!
I think the gameplay needed something to spice it up though, it got a little repetitive. I thought this would be like an incremental game where towards the ends you'll be breaking hundreds of ores a second, but it stayed more slow and introspective. Which is fine, just not my cup of tea, y'know?
Overall though, a very nicely polished game with a fun idea and beautiful art. Well done.
Roblox ahh cover image
But no omg this game was so confusing at first, the tutorial is great but I think it doesn't explain fully the mechanics... maybe I'm just dumb? Once I understood the game though, it was quite fun and impressive. Nice job! I also really like the isomorphic view you used, maybe I'll steal it for a future game
The vibes of this game are spot on. I'm not sure if you made the music, but it sounds so similar to this one song from Blue Prince! Really awesome. The mechanic is interesting too! I think some of the jumps were way too hard though, especially the one with 3 rectangles with spikes on them. That one felt a little unfair.
Overall though it was pretty fun and great execution of the theme and idea :D
You're right, maybe collecting all the dust in a level and growing bigger and bigger could be a fun mechanic instead of what I did and turning it into a vampire survivors clone. I also did make the background less bright in the final release, although I still think everything is too saturated like you said. Overall I'm glad you enjoyed the version you played even though it had like... no features lol
This was my first time ever using godot. I only had 3 days to work on the jam, and the entire time I was like "yeah, I'm sure I'll have time to add sound effects at the end!". I did not, lol. So unfortunately, no sound effects for this game. It sucks, I completely agree that it would have helped tie everything together. But oh well, I'm glad you enjoyed the game!
Yeahhhhh, I agree. Originally you were encouraged to not spam rotation because 1) the space key didn't exist so you automatically shot when rotating 2) there was significantly less dust, and 3) You didn't have an iron core, and therefore died if you spun out all of your matter.
1 and 3 were changed because the early game was too difficult without them, and 2 was changed when I frantically added the upgrade system in the last 4 hours of the jam. I also agree that having to switch to your mouse to choose a card is really annoying. If I had any time to playtest this at all, I 100% would have changed the control scheme to be only keyboard, or left hand keyboard right hand mouse. It's also made worse due to the xp system not scaling and properly, making it so you spam levels up instantly from like level 40-80. But it's okay. I'm glad you had some fun atleast
This is so cool omg I love this game! I used to play a mobile game with a similar mechanic to this, where you orbit around different nodes, and having it be a tower defence is so smart! The balancing is so well done, I always felt like I was on the edge of my seat defending the glorious pineapple pizza. There was never a point where I felt it was too hard or too easy. The audio is also on point, and the visuals of the different animals is very cute! Overall this is probably the most unique and well executed game I've played so far, great job! I also love alliteration
This is sooooo well polished! Everything feels so smooth and purposely done. Good job! My only complaint is that there needs to be more content. It kinda feels like the enemies that we were attacking me in the first 10 seconds are still the only ones attacking me 10 minutes later, and they haven't gained any health or anything. Like idk it kinda felt like I wasn't becoming stronger and neither were they? Idk. But still I had fun with it and I think it is seriously impressive how polished and juicy you made it!
This was really fun! It makes me think this could be like, a really fun rhythm heaven type game where you have to shoot the enemies and spin the record on beat. You made this game feel so alive with the movement and particle effects and deltarune explosion. I also love all the bad note sound effect. You really used colour well to make the game easy to understand. This is definitely close to the most fun I've had out of any game I've played!
My only criticism is that I'm not really sure what causes you to get points from gold notes sometimes not others. The timing I have figured out has nothing to do with the bar, and it also only works on the rightmost 2 singers? Idk, but still I had a lot of fun so it doesn't really matter lol
